• Title/Summary/Keyword: the first motives

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A Study on Actual Conditions and Patterns of Sexual Harassment in the Korean Adolescents (한국 청소년의 성희롱실태 및 유형에 관한 조사연구)

  • Kim, Young-Hae;Lee, Hwa-Za;Jung, Eun-Soon;Kim, Lee-Soon;Moon, Sun-Hwa;Jung, In-Kyung
    • The Journal of Korean Academic Society of Nursing Education
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    • v.7 no.2
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    • pp.196-206
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    • 2001
  • The purpose of this study was to identify Korean adolescents' sexual harassment conditions and patterns in schools as well as their psychological reactions when they are under sexual harassments or they committed sexual harassments. The subjects were 475 middle and high schoolers in Pusan and Gyeong Sang Nam-Do. The survey was executed from July 1 through Dec. 31, 2000. The collected data was analyzed by SPSS WIN 8.0 using percentage, mean. The results of this study were as follows: 1. the linguistic sexual harassment such as 'lewd jokes or dirty talks' was the major pattern(35.4%), The body touching such as 'kiss or embracing', 'internet transmission of pornography', 'sexual harassing of body characteristics', touching breast', 'grasping of hands or body touching', 'body touching in secret place', 'urging to sit in touch or on knees', 'exposing of special body areas', and 'showing pornography' followed in a row. 2. The eighteen point three percents of subjects had the experience to commit sexual harassment. The forty four point seven percent of above subjects committed it against their classmates. The first time to commit sexual harassment was their middle school period (38.4%). Their motives to commit it were as under: 'killing time'(48.8%), 'annoying', 'attracting attention from the other sex', 'expressing lovely emotions', 'urging of their friends', 'misunderstanding that the other partners felt good when they experienced sexual harassment, 'showing their strength' etc. their with committing harassments they felt as under ; 'joyful'(61.6%), 'funny,' 'desirous to try again', 'thrilling', 'breaking stress', very pleasant', 'exciting', 'regretful', 'guilty', and 'feeling fear' etc. 3. Twenty four point two percents of the population exposed to sexual harassments. The sexual harassers were almost their classmates (42.7%). And then unknown people', 'boy or girl friends and school staffs' followed in a row. The places where harassments happened were 'inside classroom'(69.8%), 'school bus and subway', 'outside school', etc. The feelings when experienced harassments were 'anger' (51.3%), 'hurting self-respect', 'embarrassing', 'rejection', 'insulting', 'shame', 'fear', 'dislike', 'anxiety', 'melancholy' etc. The reasons not to have consultations after sexual harassments were 'worrying to be well-known'(49.6%), 'believing not helpful enough', 'regarding simple mischief', 'trying to revenge directly', 'understanding their mistakes', 'worrying retaliation' etc.

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Structural Analysis of the Perspective on Work of Young Workers with High School Diplomas: Focusing on mediation effect of learning motivation (고졸 청년노동자의 노동관에 관한 구조적 분석: 학습동기 매개효과 중심으로)

  • Park, Geun Soo;Song, Byeong Kug
    • Journal of vocational education research
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    • v.37 no.3
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    • pp.113-131
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    • 2018
  • The purpose of this study is to explore various factors during the career development period affecting the formation of the perspective on work of young workers after they graduated from high school, and to analyze the influence of each factor. The panel data of the Korean Education Longitudinal Study 2005 was used for the study. Specifically, the data on the 303 employees in the 7th year(2011) of their employment was used. First, perspective of young workers on work was affected by social self (self-awareness-related variables), educational background of their father(family background-related variables), and intrinsic and extrinsic learning motivation(learning motivation-related variables) formed during the career development period. However, extrinsic learning motivation had a passive and negative effect on motivation and giving value to work. Second, the variables related to self-awareness in the career development period and the variables related to the family background were found to have a causal relationship with the formation of young workers' perspective on work. This study is significant in that the learning motives formed during the career development period are found to be very meaningful and important variables for the formation of young workers' perspective on work.

The Effect of Motivation for Using Mobile Social Network Games on the Game Attitude, Continuous Use Intention and Intention to Recommend the Game (모바일 소셜 네트워크 게임 이용 동기가 게임태도와 지속적 이용의도 및 추천의도에 미치는 영향)

  • Youm, Dong-sup
    • Journal of Digital Convergence
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    • v.15 no.1
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    • pp.453-459
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    • 2017
  • This study was conducted to review the usage behavior of mobile social network games that are attracting attention as a new growth engine in the game market. To that end, a survey was conducted on 250 male and female university students. The result of the study showed that first, the relationship formation motivation and seeking fun during leisure times in association with mobile social network games had a positive effect on game attitudes. Second, the relationship formation motivation had a positive effect on the continuous use intention. Third, the relationship formation motivation and the fun-seeking motivation had a positive effect on word-of-mouth recommendation, while the relationship formation motivation and advertisement recommendation motivation had a positive effect on the intention to recommendation online formats. Fourth, the attitude towards mobile social network games had a positive effect on the continuous use intention. Lastly, the attitude towards mobile social network games had a positive effect on only the intention to recommendation through word-of-mouth. This study is expected to provide useful and basic data for the development of quality game content that will cater to users' needs.

Characteristics of Plastic Concept of Minimalism in Comtemporary Landscape Design (현대조경설계에서 미니멀리즘의 조형개념 특성)

  • Ahn, Seung-Hong
    • Journal of the Korean Institute of Landscape Architecture
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    • v.37 no.5
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    • pp.64-77
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    • 2009
  • In landscape architecture, the pursuit of pluralism requires diverse expression based on cultural and philosophical differences. Landscape architects impart social purposes and spatial relationships to the contemporary generation by providing particular environments that reflect the culture of the day. Particularly, landscape architects reflect contemporary art in their design works and express the characteristics of the arts of the day in real spaces. Historically they have sought motives from all fields of art. The plastic concept in landscape design is based specifically on paintings that directly influence spatial composition. Minimalism in landscape architecture contributes to the formation of artistic characteristics that can be explained to improve artistry in landscapes as aesthetic objects, which were eliminated in the modernist era, and to realize contemporary art. By interpretively studying design works, therefore, this study reveals plastic concepts' influence on landscape design affected by minimalist art. The characteristics of plastic concepts in minimalist landscape design can be summarized as follows. First, the reduction of Minimalist Landscape is meant for viewers to immediately understand a work's identity and to easily perceive its intention by using design language implied by the pure geometric forms such as circles, triangles and squares. Second, the extension intends to seek internal order by connecting design elements mutually and externally to provide visual direction by adopting linear expression. Third, the flatness that defines meaningless space tends to overlay additional elements on a flattened site to induce the perception of a sequence of landscapes and to patternize pavement to improve its visual image. Finally, seriality has two characteristics: to make centrality in space and to compose by repeating formative elements and materials based on the pursuit of a site's totality, rather than an individual space's originality.

A Study on the Impact of Motives for Participating in Gyeongsangbuk-do Experience Tourists on Satisfaction with Experiential Tourism Programs and Intention to Participate (경상북도 체험관광객의 참여 동기가 체험 관광프로그램 만족 및 참여 의사에 미치는 영향에 관한 연구)

  • Lee, Sun-Min;Kim, Ho-Suk;Kang, Hee-Seog
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.4
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    • pp.1-13
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    • 2021
  • In this study, we tried to present suggestions to the Gyeongsangbuk-do tourism officials to satisfy them with experiential tourism resources and to revitalize their participation in the program. Therefore, the implications of this study are as follows. First, research on the satisfaction of experiential tourism programs and the willingness to participate in them is carried out, suggesting that it is a prerequisite for the transformation of the perception of tourists' participation in the Corona era. Second, it is necessary to make it a small experience tourist space that can provide non-face-to-face service utilizing the characteristics of contact technology, and to provide tourists with unique attractions against product discrimination and customer service. Third, through the introduction of non-face-to-face experience programs and expansion of services, the limited and macroscopic environment and social phenomenon of tourism activities in the Corona era, a new perception can be instilled. Fourth, visitors can expect to revitalize the tourism industry through the development and discovery of various programs. Thirdly, it will be possible to revitalize the local economy by giving meaning to the satisfaction of experiential tourism programs to tourists from all over the region's tourism business.

A Study on the Current Status of STEAM Education (우리나라 초·중·고등학교의 STEAM 교육 운영 현황 실태조사)

  • Park, HyunJu;Byun, Soo-yong;Sim, Jaeho;Baek, Yoon Su;Jeong, Jin-Su
    • Journal of The Korean Association For Science Education
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    • v.36 no.4
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    • pp.669-679
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    • 2016
  • The purpose of this study is to investigate the current status of STEAM (Science, Technology, Engineering, Arts, and Mathematics) education in schools by asking a variety of questions including "why and how often they implement STEAM education." This study conducted an online survey on 11,526 elementary, middle, and high schools in South Korea, with the response rate being 56.8% (N = 6,473). To highlight key findings, first, our descriptive analyses suggested that if those that did not respond to the survey were assumed not to have implemented STEAM education, approximately 27.1% (N = 3,127) of all schools in South Korea were believed to have implemented STEAM at best. The highest rate of implementation of STEAM education was found in elementary schools (30.8%), followed by middle (27.4%) and high (17.5%) schools. Second, in contrast with the result for the rate of implementation of STEAM education, high schools showed the highest level of satisfaction. Third, the most important reason for implementing STEAM education within a school was found to be teachers' voluntary efforts or intrinsic motives, followed by support from the provincial office of education. Fourth, the most important reason for not implementing STEAM education was found to be the lack of consensus among teachers. Together, findings highlight the importance of the role of teachers in implementing STEAM education. Offered are policy implications for the better implementation of STEAM education.

Usage Motivation and Humanistic Interpretation of Emoticons in WeChat -Focused on Hwa(和) and Ye(禮)- (WECHAT 이모티콘 사용동기 및 인문학적 해석 -화(和)와 예(禮)를 중심으로-)

  • Kang, Xiao Meng;Kim, Se-Hwa
    • The Journal of the Korea Contents Association
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    • v.19 no.5
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    • pp.138-146
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    • 2019
  • The purpose of this study is to investigate the characteristics of usage motivation of SNS emoticons in Northeast Asian culture regions, with the strong influence of normative society and to interpret these characteristics based on traditional humanistic thought. Since the mainstream SNS of each country is different, this study focused on China's WeChat. For the research, we found 38 motivations for the use of emoticons through literature research and interviews with 21 users, and we surveyed 209 participants for usage motivation. The results were as follows: First, six factors were derived from the motivation for use of emoticons, these factors were named emotional expressions, aesthetics, usability, impression management, entertainment, and sense of collectivism. Second, we explained how the ideas of 'Hwa(和)' and 'Ye(禮)' appeared in the use of emoticons, focusing on 'Impression management' and 'Sense of collectivism' among the motives of using emoticons. Hwa(和) is interpreted as a factor of 'sense of collectivism' which intends to strengthen the feeling of belonging in the chat room using emoticons and actively emphasize oneself and to be well integrated in the communication process. Ye (禮) is interpreted as a factor of 'impression management' which forms and maintains a better relationship with the moral code of ethics.

A Study on the Application of Context Problems and Preference for Context Problems Types (유형별 맥락문제의 적용과 그에 따른 유형별 선호도 조사)

  • Kim, Sung-Joon;Moon, Jeong-Hwa
    • Journal of the Korean School Mathematics Society
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    • v.9 no.2
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    • pp.141-161
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    • 2006
  • In this study, we classified word problems related to real life presented in elementary mathematics textbooks into five types of context problems(location, story, project, scrap, theme) suggested by Freudenthal(1991), and applied context problems to mathematics class to analyze the influence on students' mathematical belief and attitude. Also, we examined the types of context problems preferred according to academic performance and the reasons of preference within a group experiencing context problems. The results of the study are as follows. First, almost lessons in the mathematics textbook presents word problems related to real life, but the presenting method is inclined to a story type. Also, the problems with a story type are presented fragmentarily. Therefore, although these word problems are familiar to the students, they don't include contextual meanings and cannot induce enough mathematical motives and interests. Second, a lesson using context problems give a positive influence on their mathematics belief and attitude. It is also expected to give a positive influence on students' mathematics learning in the long run. Third, the preferred types of context problems and the reasons of preference are different according to the level of academic performance within the experimental group.

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The Analysis of Teacher's Recommendation Usefulness in Selecting Scientific Gifted Students (영재교육 대상자 선발에서 교사 추천의 효용성 분석)

  • Lee, In-Ho;Han, Ki-Soon
    • Journal of Gifted/Talented Education
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    • v.19 no.2
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    • pp.381-404
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    • 2009
  • The purpose of the study was to find out the usefulness of teachers' recommendation in selecting gifted students. For the study 87 teachers teaching 4th grade students from 20 elementary schools in the area of Incheon, 103 gifted students who were recommended by teacher, and 65 gifted students who were not recommended by teacher participated. To measure their cognitive ability, Raven intelligence test, creative problem solving test in science, and TTCT were used. In addition, learning methods, motives for achievement, faith in academic ability, problem solving tendency, and assignment preferences were assessed to find out their affective qualities. The results were as follows. First, the students who were recommended by teachers were highly advanced in both cognitive and affective aspects related to giftedness compared to non recommended students. Second, there were no significant differences both in the cognitive and affective aspects among the students recommended by teachers whether they passed the second step(test for giftedness) and the third step(test for academic aptitude) or not. Third, the discriminant analysis showed $70{\sim}80$ percent accuracy on teacher recommendation in identifying gifted students. The implication of the study related to teacher recommendation and future direction on identification of gifted students were discussed in depth.

A Case Study on Big Data Analysis of Performing Arts Consumer for Audience Development (관객개발을 위한 공연예술 소비자 빅데이터 분석 사례 고찰)

  • Kim, Sun-Young;Yi, Eui-Shin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.12
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    • pp.286-299
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    • 2017
  • The Korean performing arts has been facing stagnation due to oversupply, lack of effective distribution system, and insufficient business models. In order to overcome these difficulties, it is necessary to improve the efficiency and accuracy of marketing by using more objective market data, and to secure audience development and loyalty. This study considers the viewpoint that 'Big Data' could provide more general and accurate statistics and could ultimately promote tailoring services for performances. We examine the first case of Big Data analysis conducted by a credit card company as well as Big Data's characteristics, analytical techniques, and the theoretical background of performing arts consumer analysis. The purpose of this study is to identify the meaning and limitations of the analysis case on performing arts by Big Data and to overcome these limitations. As a result of the case study, incompleteness of credit card data for performance buyers, limits of verification of existing theory, low utilization, consumer propensity and limit of analysis of purchase driver were derived. In addition, as a solution to overcome these problems, it is possible to identify genre and performances, and to collect qualitative information, such as prospectors information, that can identify trends and purchase factors.combination with surveys, and purchase motives through mashups with social data. This research is ultimately the starting point of how the study of performing arts consumers should be done in the Big Data era and what changes should be sought. Based on our research results, we expect more concrete qualitative analysis cases for the development of audiences, and continue developing solutions for Big Data analysis and processing that accurately represent the performing arts market.