• 제목/요약/키워드: the first motives

검색결과 248건 처리시간 0.027초

고학력 성인학습자 교육동기의 현상학적 이해 (A Phenomenological Understanding of Educational Motives of Higher-Educated Adult Learners)

  • 배나래
    • 한국산학기술학회논문지
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    • 제21권12호
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    • pp.182-191
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    • 2020
  • 본 연구는 고학력 성인학습자의 교육동기에 관한 것으로 고학력 성인학습자의 교육 참여 현상을 이해하고 그 특성을 분석하는 사전 연구의 목적이 있다. 본 연구는 연구 참여자들과의 심층 면담을 통해 참여자들이 진술하는 진솔하고도 생생한 언어적 자료를 현상학적 방법을 활용하여 분석하였다. 본 연구를 통해 고학력 성인학습자의 교육 참여 본질을 파악하여 사회복지교육에 대한 구체적이고 다양한 교육적 요구에 반영할 수 있을 것이다. 고학력 성인학습자에 대한 교육동기의 분석은 나아가 고학력 성인학습자의 삶의 질 향상을 위한 방안과도 연결이 된다. 연구결과는 다음과 같다. 첫째, 교육의 동기를 살펴본 결과, 사례1과 사례2 모두 목표지향형의 특징으로 나타났다. 둘째, 교육의 본질을 살펴본 결과, 사례1은 교육에 대한 심층적인 의미, 세부적인 교육의 본질 및 의미를 파악하고 있었다. 사례2의 경우, 교육의 동기에서 제시한 목표와 달리 학습지향형의 특징이 나타났다. 셋째, 사회복지교육을 학습한 후 사회복지에 대한 의미변화를 살펴본 결과, 사례1은 다양한 사회복지에 대한 영역을 이해하는 계기가 되었고, 사회복지사로서 전문적인 자원봉사활동가로 사회에 기여를 할 수 있다는 자신감이 생긴 것을 알수 있었다. 사례2는 열악한 사회복지현장을 설명할 수 있었으며, 사회복지사의 전문성에 대해 이해하고 설명할 수 있었다. 넷째, 온라인대학은 오프라인대학에 비해 공간적, 시간적 유연성이 있다는 장점이 있고, 자기주도 학습을 할 수 있다는 특징이 있다.

놀이 중심 자기표현 훈련 프로그램이 자기표현 및 학습태도에 미치는 효과 (The Effect of Play-Based Assert ive Training Program on Self-expression and Learning Attitude)

  • 김미숙
    • 초등상담연구
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    • 제5권1호
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    • pp.185-204
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    • 2006
  • The object of this study is to inspect how much influence the play-based assertive training program has on the self-expression and learning attitude of elementary students. To perform this study, I set up two subjects of research. First, does the play-based assertive training program have influence on the self-expression improvement of elementary students? Second, does the play-based assertive training program have influence on the attitude of elementary students? I established 28 students in the third grade of K elementary school in Gongju City as experiment group for this research. In experiment group, 1 peformed play-based assertive training program in the class of discretion and extra-curricula activity twice a week and maintained the program for 6 weeks. By the standard of 12 times of performances, I put pre-test and post-test into operation. The major consequences revealed through above processes are followed: First, as the consequence of analyses of differences between pre-test and post-test about self-expression of experiment group adapted by play-using assertion training program, the level of self-expression was advanced meaningfully. Second, as the consequences of analyses of differences between pre-test and post-test about learning-attitude of experiment group adapted by play-based assertive training program, the level of learning-attitude was advanced meaningfully. Among 8 sub-fields of learning attitude, the field of superiority, accomplishment motives, concentration, self-study show statistically meaningful difference s respectively. The conclusion drawn from above consequences is that the play-based assertive training program is very effective in developing students' self-expression and attitude for learning.

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이러닝 학습자들의 이러닝 이용동기 및 이용의도에 관한 탐색적 연구 (An Exploratory Study on the e-Learning Motives and Intent of e-Learning Learners)

  • 신호영
    • 한국융합학회논문지
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    • 제10권7호
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    • pp.225-233
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    • 2019
  • 본 연구는 이러닝을 이용한 경험이 없는 대학생들이 이러닝의 특성 요인 중 어떠한 요인으로 인해 이러닝을 이용하려고 하는지 이용의도에 미치는 요인을 알아보기 위해 경상북도에 소재한 Y대학과 K대학의 대학생을 대상으로 2단계에 걸쳐 연구조사를 실시하였다. 1차 조사를 진행한 후, 조사결과와 전문가 인터뷰를 바탕으로 측정항목을 구성하고 이를 기본이론으로 하여 학습자들의 이용의도에 영향을 미치는 요인에 대한 2차 조사를 진행하였다. 그 결과, 첫째 이러닝의 가장 큰 이점인 자율성이 오히려 대학생들의 자기통제력을 낮추어 이러닝 이용 시 결점으로 나타났다. 둘째 대학생들은 학습시간의 편의성, 학습과정의 용이성, 이러닝의 유용성으로 인해 이러닝을 이용하는 것으로 나타났지만, 학습공간의 편의성은 이러닝을 이용하는데 유용은 하지만 실질적인 이러닝을 이용하는 의도에는 영향을 미치지 못하는 것으로 나타났다. 본 연구의 결과는 대학 내에서 이러닝을 활성화 시키고 학습자들의 학습효과를 증진하는데 필요한 기초자료로 활용할 수 있을 것으로 생각된다.

민속신앙 상징물에 의한 패션문화상품 디자인 연구 - 장승과 솟대를 중심으로 - (Fashion Cultural Products Design using Folk Belief Symbols - Focused on Changsuengs and Sotdaes -)

  • 김지영
    • 복식
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    • 제65권1호
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    • pp.89-103
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    • 2015
  • The purpose of this study is to design fashion-cultural products by reviewing the symbolism in Changseung and Sotdae, which are folk belief sculptures. This study was performed by literature reviews of Changseung and Sotdae in order to look into the characteristics of folk belief and traditional culture, and the designs were developed from the symbolism extracted from Changseung and Sotdae with photoshop CS5 and illustrator CS5. The Symbolism of Changseung and Sotdae were as follows: First, Changseung and Sotdae express the 'symbiotic world view' that human beings need to devote one's life to nature. Second, original materials were saved in order to achieve the 'pursuit of essence'. Third, 'simple esthetic expression' was symbolized through the undivided condition between art, religion and life. And fourth, 'empathic humor' was seen through the basis of emotional sense of affinity. The first concept of design development was 'Pursuit of Essence', which was inspired by the characteristics of 'symbiotic world view' and 'pursuit of essence'. Changseungs were expressed as simple and abstract, and Sotdaes as simplified and modern by symmetrical and rotating copy. The second concept, 'Touch of Humor' was inspired by 'simple esthetic expression' and 'emphatic humor'. The face of Changseungs was exaggerated in a humorous ways and Sotdae was developed as sub-motives. The items for the fashion-cultural design were T-shirts, bags, and scarves. Total of 24 items were developed with 4 differently styled designs for each concept. This study was based on basic culture and attempted to diversify the traditional culture items. It hopes to raise the value of traditional culture, and furthermore help build up national competitiveness.

매니아 소비자의 태도와 성향에 의한 디지털 매니아 세그멘테이션 제안 (A proposition on digital maniac consumer market segmentation by consumer characteristics and behavior)

  • 김유리;이혜선
    • 디자인학연구
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    • 제19권5호
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    • pp.243-254
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    • 2006
  • 매니아는 트렌드와 소비의 주체라는 점에서 마케팅의 파급력이 크다. 그렇기 때문에 매니아들의 심리적 동인인 니즈와 원츠를 읽어내고 세그먼트를 찾아내는 것이 무엇보다도 먼저 실행되어야 한다. 본 연구는 디지털 제품 매니아 시장세분화에 대한 통찰력을 얻기 위한 탐색적 연구로 혁신적 소비자에 관한 선행연구 스케일들을 이용하여 국내 매니아 커뮤니티의 이용자들이 어떤 성향을 갖는지, 선행연구와 어떤 차이를 보이는지, 그들의 구매우선순위와 가치항목은 무엇인지를 알아낸다. 이를 토대로 매니아 유저를 심층면접한 후 분석하여 새로운 매니아 세그먼트를 발견하고 분류하는 데 연구의 초점을 두었다. 우리나라의 디지털 매니아들이 소비자로서 어떤 구매행태를 보이고, 어떻게 구매로 이르는 의사결정을 하는지, 매니아들의 잠재 니즈는 무엇인지를 해석하고 새로운 매니아 세그멘트를 발견함으로써 디지털 매니아의 성향 및 실태에 대해 접근할 수 있으며 추후에 이뤄질 매니아 타켓 마케팅과 디자인의 전략적 단서를 제시하고자 한다.

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울릉도민의 이주과정에 대한 인구사회학적 고찰 (The Process of Migration Among Ulleung Island Residents)

  • 김태원
    • 한국인구학
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    • 제27권1호
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    • pp.147-169
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    • 2004
  • 이 연구는 울릉도 주민의 이주와 정착에 관한 것이다. 본 논문에서는 역사적인 문헌 자료와 현지조사 자료를 통해 오늘날 울릉도에 거주하고 있는 사람들의 이주와 정착과정을 울릉도의 사회ㆍ문화ㆍ정치적 현상들과 연관지어 분석하였다. 이를 통해 울릉도 초기 개척령 당시의 주민들은 어떤 경로를 통해 울릉도로 들어왔으며, 어떤 과정을 거쳐 정착하였는지, 인구의 증가와 감소 현상이 단순한 것이었는지, 아니면 당시 울릉도나 본토의 정치, 경제, 문화적 상황과 어떠한 연관성을 맺고 있는지를 밝혀 보고자 한 것이다. 연구의 결과 울릉도민의 이주동기는 혼란한 육지의 사회ㆍ정치적 상황을 피해 울릉도로 이주한 사회ㆍ정치적 동기와 경제적인 안정을 찾아 이주한 경제적 동기 그리고 범죄 행위에 대한 도피처로 울릉도를 선택한 범죄적 동기 등 크게 3가지로 나누어진다. 이러한 정착과정을 거치면서 울릉도는 하나의 독특한 사회로 발전하였다.

산업재해환자(産業災害患者) 40례(例)를 통한 한의학적(韓醫學的) 치료(治療)의 접근성(接近性)에 대한 고찰(考察) (The clinical analysis on 40 patients of industrial accident)

  • 박은주;조명래
    • Journal of Acupuncture Research
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    • 제20권3호
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    • pp.75-85
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    • 2003
  • Objective : The main purpose of this research is to make a survey of the effective way of the Korean traditional medical care about Industrial accidental patients. Methods : In following research, 40 cases of industrial accidental patients who hospitalized in the Dong-Shin Korean Traditional Medicine Hospital from January 1, 1996 to October 21, 2002 were surveyed. Results : 1. The highest incidence was shown in the age of twenties to fifties as much as 92.5% and the ratio of malr to female was 35:5. 2. The highest type in the industrial is professional negligences. 3. The number of patients via other hospital(82.5%) was much than that of the first visitor to our hospital(17.5%) 4. In admission motives, the patients who had been treated by western medical treatment expressed the dissatisfaction of that treatment, so hoped to be treated by oriental medical styles. 5. CVA was 47.5%, disease of sinews and bones system was 52.5%. 6. Hemiplegia(47.5%) was the most frequent out of all CVA patients symptoms, back pain(32.5%) was the commonest pain region of all the condition of sinews and bones system. 7. At first stage of admission period, Acupunture and Herb-medication was frequently prescribed for hwalhyultonglakgige, but as going to end stage was frequently used for bogi, bohyul, gudam and ansingige. 8. The treatment methods which was used for treating industrial accident was acupunture, cupping therapy, physical therapy.

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스텔라 맥카트니 니트 디자인에 표현된 친환경 디자인 특성 (Eco-Friendly Design Characteristics of Stella McCartney's Knit Design)

  • 이연희;박선희
    • 한국의상디자인학회지
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    • 제24권3호
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    • pp.17-31
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    • 2022
  • The purpose of this research is to suggest diverse directions for eco-friendly knit designing through analyzing the characteristics of Stella McCartney's knit designs. The first stage of the research was to explore the characteristics of eco-friendly fashion design based on literature review. The next stage was to categorize the characteristics of eco-friendly design found in Stella McCartney' knit fashion based on the precedent analysis. The data collected showed 274 examples from 40 Stella McCartney collections, including Spring, Resort, Pre-Fall, and Fall Ready-to-wear collections between 2013 and 2022. All information was collected using www.vogue.com. As a result, the characteristics of Stella McCartney's knit design were classified into four directopms: 1) Perpetual Naturalism, 2) Cultural Complexity, 3) Practical Functionality, and 4) Subcultural Reproducibility. The first characteristic, 'Perpetual Naturalism' values the continuous symbiosis between animals and human beings, thereby protecting global environmental value. Stella McCartney's knit design continuously showed a longing for nature's beauty through fashion design, which allowed people to enjoy the meaning of symbiosis between human beings and animals. Second, 'Cultural Complexity' is the characteristic that appears in Stella McCartney's knit fashion design when collaborating with various artists and/or mixing traditional knit motives inspired by traditional cultures and retro moods. Third, 'Practical Functionality' is the design characterisitic that allows items to be worn for a long time as it is comfortable, simple, and practical. Stella McCartney's knit designs pursue easy-to-wear designs that are comfortable and have practical designs with simple details. Lastly, 'Subcultural Reproducibility' showed in Stella McCartney's knit designs reflect Hippie culture, which pursued a rejection of conventional values, and promoted sustainable energy. This culture peaked in the 1960s and 1970s, when 'Beatles' were mainly working. Additionally, retro styled knit designs inspired by other various music genres from the 1980s and 1990s appeared in this category as well.

일 지역 성인의 흡연실태 (A Study on the Actual Condition of the Adult-smoking in a Region)

  • 정영숙
    • 한국보건간호학회지
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    • 제13권1호
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    • pp.97-113
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    • 1999
  • To investigate the actual condition of the adult-smoking in Chinan County. I used self-reporting questionnaires among 923 residents living in nine districts selected at random among the sites of eleven eup-myons from December 28. 1998 to January 6. 1999. collected data and analyized using SPSS. The smoking rate of adults in Chinan County was $36.9\%$. There was a significant difference in smoking rate according to the age. gender, education and job among general characteristics. The smoking rate in group of above 40s was about $40\%$ and that of the male took $55.5\%$ which was higher than that of female and the smoking rate of the people having high-school education was the highest$(46.2\%)$. With regard to the career. the smoking rate of the farmers ranked first$(46.1\%)$. Therefore anti-smoking business for smokers should be focused on above 40 years old, males. people having high school education and farmers. As the result of the survey of smoking habits of 340 people who smoke currently, the average smoking begining age was 21.8 and $81.5\%$ among them was between 16-25 years old. $4.4\%$ was under 15. during around the elementary school. Most motives to smoke were as followed; curiosity or taste$(33.6\%)$, relief of stress $(31.2\%)$, peer presure$(26.5\%)$ And considering the amount of the cigarette which is smoked per day, the case which is less than a pack of cigarettes was highest as $75.5\%$ and the people who smoke over one pack of cigarettes took $24.5\%$. As for the kind of tobacco which is smoked, how to smoke and the desire for the smoking, most case was toxin was moderate$(47.8\%)$ or mild$(46.9\%)$. shallowly$(49.0\%)$ or deeply$(46.3\%)$ and under stress$(33.4\%)$. after meals$(27.8\%)$, during drink$(15.7\%)$ and so on. The highest point marked among the factors of smoking motives was 'the reduce of negative emotion' $(3.27\pm1.00)$. followed by 'uncomfortable habits' $(2.87\pm1.02)$, 'addiction' $(2.84\pm1.06)$. 'habit' $(2.74\pm1.12)$. 'pleasure' $(2.70\pm1.04)$. 'stimulus' $(2.59\pm.90)$, 'sensation-exercise satisfaction' $(2.42\pm.97)$. Smokers smoke to reduce the negative emotions when angry in most common case. depressed. anxious. uncomfortable. lone. ashamed or embarrased. and intend to solve the certain problem. etc. Other motives are uncomfortable habit. addiction. habit. pleasure and the pursuit of stimulus. The level of nicotine dependence of adults m Chinan County was 10.57 which amount to 'high' wholly. As the resulf of the level of nicotine dependence score. the people who are low in the level of nicotine was $33.5\%$. the people who are high was $48.2\%$. very high was $18.4\%$. The approach for anti-smoking for smokers should be conducted differently according to the level of the nicotine. For the people who are in low level of nicotin dependence the prohibition of the smoking should be guided through the approach to foster strong will. for those who are in 'high' by acquiring proper method for the prohibition of smoking. and for those who are 'very high' the anti-smoking should be induced by providing proper program because of the possibility of the suffer from abstinence syndrome. The difference of the level of nicotine with the general characteristics of the objects had not statistically significant difference. The difference of the level of nicotine dependence accompanied by smoking habit had statistically significant difference according to the amount of smoke, the kind of tobacos. smoke inhale habit. In other words, the group of heavy smokers had higher level of the nicotine dependence than that of the light smokers relatively and the group which smoke strong taboaco has higher level of nicotine than that of which smoke mild or moderate. And the group of smokers who smoke deeply has higher level of nicotine than that who smoke shallowly or nonswallow. Aa a result of the analysis of the correlation between smoking motive factors and the level of nicotine, there was the indication that people who smoke for the decrease of the negative emotion. habit, pleasure. stimulus. sensation-exercise satisfaction had high level of the nicotine dependence. As the result of the anti-smoking will of smokers. $65.0\%$ of them had prohibition of smoking will. $29.3\%$ had no will to quit smoke. The most important reason for anti-smoking was health. $67.9\%$ had experience to try to quit smoke and the biggest reason to fail to quit smoking was the lack of the will power to keep anti-smoking. $52.8\%$ of them were advised to stop smoking from their spouses or children. only $2.8\%$ were by medical. The people who have the opinion to need anti-smoking education were $69.6\%$. Therefore when the business for the hygine of the mouth for adult is set. it should be centered on the people who have intention of prohibition of the smoking and help to quit smoking by way of other affirmative counter-program not smoking under stress.

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메타버스 디지털 아이템 이용 실태 및 이용동기에 따른 만족도 및 추후 구매의사 (The Purchasing Status of the Avatars and Digital Fashion Items in Metaverse and Consumers' Purchase Satisfaction and the Future Purchase Intentions According to Usage Motivation)

  • 김남은;이정란
    • 한국가정과교육학회지
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    • 제34권3호
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    • pp.133-148
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    • 2022
  • 이 연구의 목적은 메타버스에서 아바타와 패션아이템을 구매하는 행동이 어떤 이용동기와 관련이 있는지를 밝히고, 구매만족도와 추후 구매의사에 대해 알아보는 데 있다. 이를 통해 아바타와 패션아이템 개발 및 패션산업과 의류교육의 방향성을 위한 기초자료를 제시하고자 한다. 이를 위하여 만 19세 이상 아바타를 보유하고 있는 149명을 대상으로 아바타와 패션아이템 구매실태와 이용동기, 구매만족도, 추후구매의사를 조사하였다. 연구결과는 다음과 같다. 첫째, 아바타 소유 비율은 여성, 19세~29세, 소득이 낮거나 아예 높은 경우 높게 나타났다. 연령이 낮은 집단은 모바일폰으로 구매하고, 연령이 높은 집단은 신용카드를 사용하는 경향이 있었다. 응답자들은 아바타를 보유하고 있었어도 구매빈도나 지출 금액이 많지 않았다. 반면, 패션아이템 구매에서는 구매금액이 8,000원 이상 소비하는 집단은 19세~29세였고 소득에 따라 구매빈도, 구매금액이 높아지고 있었다. 둘째, 아바타와 패션아이템 이용동기 중 쾌락추구는 가장 큰 영향력을 미쳤고, 남성은 여성보다 아바타를 통한 자기표현에 신경을 썼다. 셋째, 대리만족 동기는 구매만족도를 높였고 추후 구매의사를 높이는 요인은 대리만족과 스트레스 해소였다. 이를 통해 장기적으로 모든 연령층이 함께 스트레스를 해소할 수 있고, 메타버스 이용자간에 동질감을 느낄 수 있게 하고, 현실과는 다른 가상세계에서의 만족감을 줄 수 있는 요인을 고려하여 아바타와 패션아이템이 개발되어야 할 것이다. 그리고 의생활과 관련된 교육에서 패션 아이템을 활용할 수 있는 방안 및 소비태도에 대한 교육이 필요할 것이다.