• Title/Summary/Keyword: knowledge.emotion.behavior

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The Effects of Creative Hands-on Activities using Effective Microorganisms on Elementary School Students' Environmental Literacy (유용미생물을 활용한 창의적 체험활동이 초등학생들의 환경소양에 미치는 영향)

  • Hwang, Young-Ho;Park, Jae-Keun
    • Journal of Korean Elementary Science Education
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    • v.33 no.3
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    • pp.524-535
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    • 2014
  • The purpose of this study was to develop the creative hands-on activities using EM (effective microorganisms) that can enhance the environmental literacy of learners, and to examine the effect of its application. The program was composed of 10 sessions, including biological knowledge and ecosystem status of microorganisms, practical activities that stimulate the environmental behavior and emotion of elementary school students, and career design related to their aptitude and occupation in future. This program can also be connected to the domains of creative hands-on activities, that is, career activities, club activities, self-regulated activities and voluntary service activities. In this study, two classes of 3th grades of elementary school in Seoul were selected and divided into two groups. The experimental group to undergo the program of creative hands-on activities using EM showed higher environmental literacy than the control group. In the concrete, it is proven that this program contributed to the improvement of learners' environmental emotion, skill, and behavior. When interviewed with experimental group, we found that sustained EM hands-on activities were conducted in collaboration with their families, and they became more aware of the utilities of EM and could participate in the activities more interestingly. In conclusion, the creative hands-on activities program was very effective and helped elementary students to change their environmental literacy in positive ways.

A Study on Behavioral Factors for the Safely of Ambulance Driving (일부지역에서 구급차운전자의 구급차 안전운전 운행행태에 관한 연구)

  • Jo, Jeanman;Lee, Byung-Ju
    • The Korean Journal of Emergency Medical Services
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    • v.1 no.1
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    • pp.100-111
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    • 1997
  • This is the first Korea study to evaluate the effects od the safety of ambulance driving and the occurrence of ambulance traffic accidents and to provide basic informaion for the description of various factors to reduce the ambulance traffic accidents. The major insturment of this study were Krean Self-Analysis Driver Opinionnaire. Questionnaire contains 8 items which measure driver's opinions or attitudes : driving courtesy, emotion, traffic law, speed, vehicle conditions, the use of drugs, high-risk behaviors, and human factors. To take the analysis of data, the total of 350 divers were investigated ambulance divers and others in Taejon City and others (6 City) from 1996. 1. July to 1996. 31. July. The data were analyzed by the descriptive statistics and the logistic regression - path analysis - with SPSS and SAS package program. The result are as follows : 1. There was desirable attitude group(16.2%) and undesirable attitude group(17.6%) on safety ambulance driving. 2. It have suggested that risk factors of ambulance traffic accidents much affected with emotion and speed control on safety ambulance driving < Y(Accdient) = -2.64 + 0.57 $X_1$ (Emotion Control) + 0.30 $X_2$(Seed control) + E > and motor traffic acident much affected with emotion control and high-risk behavior on safety driving < Y(Accident) = -1.11 + 0.33 $X_1$(Emotion Control) + 0.29 $X_2$(High-risk Behvior) + E > 4. The primary emphassis of ambulance drivers was make us realized that improthatnt factors on safety ambulance driving were 1)making way for emergent ambulance, 2)driver's career, 3)The ability of emergency medical technics, and the knowledge or under standing of ambulance way difficut(or easy) of accdess. 5. Almost 96.6% of respondents have agreed to necessity of emergency medical technics for ambulance drivers. 6. Almost 94.6% of respondents have consented to necessity of emergtency medical technicians for ambulance driving. 7. It have suggested that the proportion of traffic accident proportion by desitable attitude group(16.7%) was much less than that of undesirable attitude group(30.8%) on safety ambulance driving(P < 0.05)/Ps) Accidents are unplanned, unforesen incidents which can lead to harmful or unfortunate outcomes, Collisons are not accidents, since the basic cause of the majority of collisons invovles high-risk human behavior. Although there are many factors which contribute to accident causation, four basic factors seem to predominate in most traffic related situations. These four factors include: the human factor, the vehicle factor, the environmental factors and destination factor(Peto G. et al. 1995).

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The Implementation of the Personalized Emotional Character Agent (개인화된 감정 캐릭터 에이전트의 설계)

  • Baek, Hye-Jung;Park, Young-Tack
    • The KIPS Transactions:PartB
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    • v.8B no.5
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    • pp.485-492
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    • 2001
  • Recently, character agents are used as a user-friendly interface. In this paper, we have studied a generic framework for emotional character agents which are designed to infer emotions from diverse personalities, situations, user behaviors and to express them. The method of emotion inference is based on blackboard systems which are used to solve the problems in AI. Because it keeps independence between knowledge sources which are rules of emotions, a blackboard-based inference engine is easy to manage knowledge sources, Blackboard-based systems gave the system flexibility. So we can adapt the engine to various application systems. Each emotional agent monitors user behavior, learns user profile and infers user behavior. And it generates characters emotions according to the user profile. So, in case of same situations, the agent can generate different emotions according to users. We have studied to build an personalized emotional character agent which according to situations and user modeling.

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The Relationship of Interest and Flow of Study and Game in the Online Community (온라인 커뮤니티에서 공부와 게임의 재미와 플로우 관계)

  • Kwon, Soon-Jae
    • The Journal of Information Systems
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    • v.21 no.2
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    • pp.161-180
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    • 2012
  • One of them is online community which is popular among this modern society. However, it is not appropriate to suggest that online community is solely for personal usage or solely for work-related usage. The usage of online community goes beyond only one purpose. On the other hand, our daily activities whether personal or work-related activities are usually accompanied with preconception ideas whether it is a fun activity or not. However, even with this preconception, individuals are still enjoying themselves while doing activities that are considered as boring or mundane. Furthermore, individuals are really into the activities that they forgot about their surrounding and found themselves being in flow while conducting these activities. Unfortunately, there is little research done in South Korea addressing this emotion related factors. Because of that, more research concerning emotion related factors need to be conducted to better understand users behavior especially in online environment. With regards to that concern, this research studied two distinct everyday activities which are studying and playing games in online community. It is expected that when an individual feels more enjoyable and feels more comfortable, it will be more likely for them to be more satisfied. This satisfaction will lead them to being in a flow state. Hence, this study proposed three hypotheses. In order to investigate these three hypotheses, studies were conducted in two stages. The first stage was conducted in order to derive the implicit knowledge about fun from the participants. The second stage was done by an empirical study. It was conducted with two sample groups. The first group is the study group and the second group is the play games group. There were asked a set of questionnaires related to their enjoyment, comfort, satisfaction and flow while conducting the relevant activity. The results showed that both groups reached the state of flow regardless whether they belong to the study group or play games group. Therefore, the preconception idea about an activity does not promote or prevent individuals from feeling enjoyment, feeling comfortable and achieve satisfaction while conducting those activities.

Interactivity of Neural Representations for Perceiving Shared Social Memory

  • Ahn, Jeesung;Kim, Hye-young;Park, Jonghyun;Han, Sanghoon
    • Science of Emotion and Sensibility
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    • v.21 no.3
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    • pp.29-48
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    • 2018
  • Although the concept of "common sense" is often taken for granted, judging whether behavior or knowledge is common sense requires a complex series of mental processes. Additionally, different perceptions of common sense can lead to social conflicts. Thus, it is important to understand how we perceive common sense and make relevant judgments. The present study investigated the dynamics of neural representations underlying judgments of what common sense is. During functional magnetic resonance imaging, participants indicated the extent to which they thought that a given sentence corresponded to common sense under the given perspective. We incorporated two different decision contexts involving different cultural perspectives to account for social variability of the judgments, an important feature of common sense judgments apart from logical true/false judgments. Our findings demonstrated that common sense versus non-common sense perceptions involve the amygdala and a brain network for episodic memory recollection, including the hippocampus, angular gyrus, posterior cingulate cortex, and ventromedial prefrontal cortex, suggesting integrated affective, mnemonic, and social functioning in common sense processing. Furthermore, functional connectivity multivariate pattern analysis revealed that interactivity among the amygdala, angular gyrus, and parahippocampal cortex reflected representational features of common sense perception and not those of non-common sense perception. Our study demonstrated that the social memory network is exclusively involved in processing common sense and not non-common sense. These results suggest that intergroup exclusion and misunderstanding can be reduced by experiencing and encoding long-term social memories about behavioral norms and knowledge that act as common sense of the outgroup.

Effects of Executive Compassion and Forgiving Behavior on Organizational Activities and Performance (중소기업에서 경영자의 배려와 용서가 학습조직 활동과 조직성과에 미치는 영향)

  • Park, Soo-Yong;Hawang, Moon-Young;Chol, Eun-Soo
    • Journal of Distribution Science
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    • v.13 no.6
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    • pp.105-118
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    • 2015
  • Purpose - Currently, strengthening small and medium-sized enterprises (SME) in terms of competitiveness is a key economic issue. However, the problem is that many SMEs lack the internal competence required to cope with a rapidly changing market structure. Such problems can act as an obstacle to economic development, yet most SMEs in Korea are dealing with this problem today. A company's source of competitive advantage is changing from quantity to quality, facility to knowledge, and hardwork to creativity. Under such circumstances, a company should place learning and sharing of knowledge and continuously creating new knowledge as its priority. This study aims to identify the effect of a chief executive officer's (CEO) compassion and forgiveness - positive factors in organizational emotion - on learning organization activities and organizational performance, through a theoretical comparison. Research design, data, and methodology - For this study, SMEs based in Daejeon and Chungcheong area were selected. To secure credibility of the data, the subjects were selected among those who have been working at the business for six months or longer. The survey was conducted for 30 days from March 5, 2015 to April 5, 2015. Both offline and online surveys were conducted. Fifty companies were chosen and 700 questionnaires were distributed, with 506 used for analysis. Fifty subject companies (25 from Daejeon, 10 from Chungnam, 10 from Chungbuk, and five from Sejong) were selected and the objective, target, and survey content were explained to a manager at each company either face-to-face or on the phone. Of the total of 700 questionnaires distributed via mail or e-mail, 78.6% or 550 copies were returned. Excluding 44 insufficient questionnaires, the remainder, 506 questionnaires, were used for analysis. Results - This study analyzed how the CEO's compassion and forgiveness affects learning organization activities and organizational performance. First, compassion of the CEO at the SMEs directly affected the learning organization activities and indirectly affected the organizational performance. Second, forgiveness of the CEO at the SMEs did not affect the learning organization activities and organizational performance directly or indirectly. Conclusions - The study conclusions are as follows. First, CEO compassionate behavior at the SMEs was a significant variable that directly and indirectly affected learning organization activities and organizational performance. Therefore, the CEO of an SME can create a positive organizational atmosphere through compassionate behaviors in the organization. Second, the forgiving behavior of the CEO did not have direct or indirect effects on learning organization activities and organizational performance. However, the reason for a CEO to continue his or her forgiving behavior is because it strengthens employee resilience, commitment, and self-efficacy to protect the organization from negative influences such as layoffs, risks, and wrongdoings. The action of forgiveness does not have direct or indirect effects. However, the CEO shall continue such behavior to strengthen members' physiological resilience, commitment, and self - effectiveness, and to protect the organization from risks including layoff and external negative factors.

The Impact of Awe on Preference for Innovative Products: The Mediated Moderating Effect of Positive Technology Readiness (경외감이 혁신적 제품 선호도에 미치는 영향: 긍정적 기술준비도의 매개된 조절효과 )

  • Ga Young Lim
    • Knowledge Management Research
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    • v.24 no.4
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    • pp.87-102
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    • 2023
  • Awe is recognized as an emotion linked to enhancing openness to new experiences and broadening one's cognitive perspective through the acquisition of new knowledge. This research aimed to investigate awe's impact on consumer behavior in advertising, using a 2 (emotion: awe/control) × 2 (product type: innovative/non-innovative) experimental design with 118 undergraduate students in Seoul, Korea. Findings revealed that awe-inducing advertising significantly increases product preference and positive technology readiness, particularly for innovative products compared to non-innovative ones or when awe is not elicited. The analysis of moderated mediation showed that positive technology readiness plays a mediating role in the relationship between awe induction and product preference. Notably, in the case of innovative products, awe-inducing advertising heightens positive technology readiness, subsequently increasing consumer preference for these products. These results reinforce existing literature on awe's positive effects, demonstrating its role in augmenting consumers' favorable attitudes toward innovative products. The study offers valuable insights for marketing strategies of companies promoting innovative products or services, highlighting the effectiveness of awe-inducing emotional appeals in shaping consumer attitudes towards innovation.

A Study on the Situation Factor related to Consumer Involvement of Seafood (수산물 관여도에 따른 상황요인에 관한 연구)

  • JANG, Young-soo;KIM, Min-Ji
    • Journal of Fisheries and Marine Sciences Education
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    • v.21 no.4
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    • pp.607-621
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    • 2009
  • In order to deal with consumer's demand changes in market condition, it is necessary to have a study on the consumer behavior to promote seafood consumption. The objective of this study is to examine the factors that have influences on consumer involvement of seafood. It is also aim to examine how the situation of seafood factors influences the consumer's behavior in purchasing and consuming the seafood. In this study, I have conducted a survey by using Busan housewives as random sampling. To examine this variable, situation factors that I used if the factor analysis. I also performed a multiple regression analysis to understand how the situation factors influenced the consumer's emotion and their satisfaction within the level of involvement. The result showed that consumer involvement seafood is created by not only interests and preferences, but also knowledge, perceived risk and profits. The seafood situation factors are divided into purchase situation, consumption situation and communication situation: purchase situation includes store factor, while consumption situation includes health factor and cooking-motive factor and communication situation includes information factor. Results of examining whether there are differences in the involvement explains that the involvement is different according to the level and it is divided into 2 groups. The first groups is the high-involvement group that shows preferences and interests, perceived risk and profits. Another group is the low-involvement group that shows preferences and interests, knowledge and profits. The result on examining whether situation sectors have influences on the involvement shows that high-involvement group is only affected by store factor in purchase situation and low-involvement group is only affected by information factor in communication situation.

The Effect of Curiosity and Need for Uniqueness on Emotional Responses to Art Collaborated Products including Moderating Effect of Gender (독특성 추구성향과 호기심이 아트 콜라보레이션 제품에 대한 소비자의 감정에 미치는 영향: 성별에 따른 조절효과)

  • Ju, Seon Hee;Koo, Dong-Mo
    • Asia Marketing Journal
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    • v.14 no.2
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    • pp.97-125
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    • 2012
  • Companies recently introduce art collaborated products incorporating culture into a product. Art collaborated products include incorporating famous movies and/or design of an artist into a newly launched product. The introduction of art collaborated products are gradually increasing. However, research for this trend is relatively scarce. Although research concerning design has discussed a number of different factors as playing a role in influencing responses to design including culture, fashion, innate preferences, etc.), only limited attention has been paid to the processes by which consumers generate responses to product designs. People with different characteristics may respond differently. When people encounter these art products, they may become curious, may think that these products are unique, novel and innovative. People tend to show different levels of curiosity when they encounter new and novel objects, which they have rarely seen or experienced. Curiosity is defined as a desire for acquiring new knowledge and new sensory experience. Previous studies demonstrated that curiosity motivates individuals to engage in exploratory behaviors. People also show different levels of need for uniqueness, which is defined as being different from others or becoming distinctive among a larger group. Individual's need for uniqueness results from signals conveyed by the material objects that individuals choose to display. Recently, researcher have developed the need for uniqueness with three distinct constructs. These three concepts include creative choice, unpopular choice, and avoidance of similarity. Creative choice is a trait tendency of an individual by expressing or differentiating himself from others through consumptions of unique products. Unpopular choice is related to an individual's tendency to consume products, which deviates from group norms. Avoidance of similarity is linked to the avoidance of consumption behavior of products that are not famous. Past research implies that people with different levels of need for uniqueness show different motivational processes. Previous research also demonstrates that different customer emotions may be derived when consumers are exposed to these art collaborated products. Research tradition has been investigated three different emotional responses such as pleasure, arousal, and dominance. Pleasure is defined as the degree to which a person feels good, joyful, happy, or satisfied in a situation. Arousal is defined as the extent to which a person feels stimulated, active, or excited. Dominance is defined as the extent that a person feels powerful vis-a-vis the environment that surrounds him/her. Previous research show that complex, speedy, and surprising stimuli may excite consumers and thus make them more pleased and engaged in their approach behavior. However, the current study identified these emotional responses as positive emotion, negative emotion, and arousal. These derived emotions may lead consumers to approach and/or avoidance behaviors. In addition, males and females tend to respond differently when they are exposed to art collaboration products. Building on this research tradition, the current study aims to investigate the inter-relationships between individual traits such as curiosity and need for uniqueness and individual's emotional responses including positive and negative emotion and arousal when people encounter various art collaborated products. Emotional responses are proposed to influence purchase intention. Additionally, previous studies show that male and females respond differently to similar stimuli. Accordingly, gender difference are proposed to moderate the links between individual traits and emotional responses. These research aims of the current study may contribute to extending our knowledge in terms of (1) which individual characteristics are related to different emotions, and (2) how these different emotional responses inter-connected to future purchase intention of arts collaborated products. In addition, (3) the different responses to these arts collaborated products by males and females will guide managers how to concoct different strategies to these segments. The questionnaire for the present study was adopted from the previous literature and validated with a pilot test. The survey was conducted in Daegu, a third largest city in South Korea, for three weeks during June and July 2011. Most respondents were in their twenties and thirties. 350 questionnaires were distributed and among them 300 were proved to be valid (valid response rate of 85.7%). Survey questionnaires from valid 300 respondents are used to test hypotheses proposed. The structural equation model (SEM) was used to validate the research model. The measurement and structural model was tested using LISREL 8.7. The measurement model test demonstrated that consistency, convergent validity, and discriminat validity of the measurement items were acceptable. The results from the structural model demonstrate that curiosity has a positive impact on positive emotion, but not on negative emotion and arousal. Need for uniqueness has three different sub-concepts such as creative choice, unpopular choice, and avoidance of similarity. The results show that creative choice has a positive effect on arousal and positive emotion, but has a negative impact on negative emotion. Unpopular choice has a positive effect on arousal, but on neither positive nor negative emotions. Avoidance of similarity has no impact on neither emotions nor arousal. The results also demonstrated that gender has a moderating influence. Males show more negative emotion to creative and unpopular choices. Implications and future research directions are discussed in conclusion.

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The Effects of Out-of-Class Environmental Experience Learning on Elementary Students' Environmental Literacy (체험형 환경학습 프로그램이 초등학생의 환경소양에 미치는 효과)

  • Lyu, Kyung-Hee;Shin, Young-Joon
    • Journal of Korean Elementary Science Education
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    • v.33 no.1
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    • pp.69-81
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    • 2014
  • This study was to find out the effects of out-of-class environmental experience learning on elementary students' environmental literacy. For this study, we developed and applied environmental education program utilizing out-of-class facilities and ecological park for the 5th-grade students. The subjects of this study were the 5th grade students of an elementary school located in Si-hung city. The study was carried out for two groups, an experiment group of 29 students and control group of 29 students. The education program using out-of-class environmental experience learning was provided to the experiment group while lecture-oriented education program was provided to the control group. The questionnaire used in this study to assess the environmental literacy of the study objects consists of 41 questions under 4 domains (knowledge, emotion, skill, behavior). After observing and analyzing the effects of out-of-class environmental experience learning on students' environmental literacy, we found that the program using the out-of-class environmental experience learning posed greater impacts than lecture-oriented program. By domains, environmental literacy in 3 domains illustrated positive improvement. In particular, skill domain illustrated much more improvement in environmental literacy. But, domain of behavior didn't illustrated improvement in environmental literacy. The result of this study signified that the out-of-class environmental experience learning has positive and effective impact on the environmental literacy. And out-of-class environmental experience learning is more suitable to improve the skill domain of the environmental literacy than lecture-oriented learning. But, it is couldn't improve the domain of behavior. Therefore, in order to improve behavior domain, the program must apply with effective evaluation and home training.