• Title/Summary/Keyword: 경험성

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Research on 'Flow' and Creativity as Observed in the Daily Lives of Science-Gifted Students (과학 영재학생들의 일상에서 나타나는 몰입과 창의성에 대한 연구)

  • Lee, Nam Ju;Paik, Seoung Hey
    • Journal of The Korean Association For Science Education
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    • v.34 no.2
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    • pp.147-153
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    • 2014
  • The purpose of this study is to investigate various types of 'flow' that can be observed in the daily lives of science-gifted students, and the correlation between 'flow' and creativity. For two months, we have gathered data on 'flow' in the main activities of science-gifted students through a qualitative application of the Experience Sampling Method (ESM). We then use correlation analysis to determine whether there have been correlations between 'flow' and creativity. Among the four channels, activities involving 'flow' have been the most common (40.4%) in the daily lives of the students. The types of tasks done by the students are, in descending order of frequency, productive activities, social activities, leisure activities, and basic activities. The students have shown the least interest in tasks that do not require specific skills or pose significant challenges; thus the least interest show in basic activities and the most interest has been shown in productive activities. 'Flow' and creativity are significantly correlated at the level of 0.01, which means that the more the students experience 'flow,' the more they express creativity. Based on the results above, we have found that there is a need for the development of science programs or environments, including productivity while at the same time, to reduce uneasiness and patience raising activities, where students can experience more 'flow' in daily life.

Longitudinal analysis of factor influencing delinquent behavior among Korean adolescents: Psychological, relational, and social perspectives (한국 청소년의 일탈행동 형성과정에 대한 종단 분석: 심리적, 관계적, 그리고 사회적 접근)

  • Young-shin Park;Uichol Kim;Younghee Kim
    • Korean Journal of Culture and Social Issue
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    • v.13 no.1
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    • pp.1-41
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    • 2007
  • This study examines factors that influence delinquent behavior among Korean adolescents using longitudinal analysis. A total of 1,012 students completed a questionnaire when they were Grade 6 and 739 students completed a follow-up questionnaire when they became Grade 9. Results of multiple regression analysis indicate that the following variables predicted delinquent behavior of Grade 9 students: Bullying, previous delinquency, experience of punishment, victimization, social efficacy, and moral disengagement. The above six variables have direct and mediating influence of delinquent behavior. Relational factors also influenced delinquent behavior. Social exclusion from friends reduce social efficacy, which increases victimization and which in turn increases bullying, leading to greater delinquency. Parental rejection, social exclusion from friends and hostility from teachers increase moral disengagement, which increases bullying, leading to delinquency. Low academic achievement increases the likelihood of being punished, which increases bullying, leading to delinquency. The results indicate that moral disengagement and social efficacy are mediating factors of delinquency and negative life-events (i.e., social exclusion from friends, rejection from teachers, hostility from parents and low academic achievement) increase the likelihood that Korean adolescents will engage in delinquent behavior. Implications of the results for future research are discussed.

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Identification of Employee Experience Factors and Their Influence on Job Satisfaction (직원경험 요인 파악 및 직무 만족도에 끼치는 영향력 분석)

  • Juhyeon Lee;So-Hyun Lee;Hee-Woong Kim
    • Information Systems Review
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    • v.25 no.2
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    • pp.181-203
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    • 2023
  • With the fierce competition of companies for the attraction of outstanding individuals, job satisfaction of employees has been of importance. In this circumstance, many companies try to invest in job satisfaction improvement by finding employees' everyday experiences and difficulties. However, due to a lack of understanding of the employee experience, their investments are not paying off. This study examined the relationship between employee experience and job satisfaction using employee reviews and company ratings from Glassdoor, one of the largest employee communities worldwide. We use text mining techniques such as K-means clustering and LDA topic-based sentiment analysis to extract key experience factors by job level, and DistilBERT sentiment analysis to measure the sentiment score of each employee experience factor. The drawn employee experience factors and each sentiment score were analyzed quantitatively, and thereby relations between each employee experience factor and job satisfaction were analyzed. As a result, this study found that there is a significant difference between the workplace experiences of managers and general employees. In addition, employee experiences that affect job satisfaction also differed between positions, such as customer relationship and autonomy, which did not affect the satisfaction of managers. This study used text mining and quantitative modeling method based on theory of work adjustment so as to find and verify main factors of employee experience, and thus expanded research literature. In addition, the results of this study are applicable to the personnel management strategy for improving employees' job satisfaction, and are expected to improve corporate productivity ultimately.

The Effects of Social Tourism Information Platform on Experience Value and e-Loyalty of Visitors to Tourism Information (관광정보 이용객이 지각하는 소셜관광정보플랫폼이 경험가치 및 e-충성도에 미치는 영향)

  • Yoon, Dae-Gyun
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.15-26
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    • 2020
  • This study examined the effects of a social tourism information platform on platform users' experiential value and e-loyalty and performed an empirical analysis with the aim to propose methods and implications regarding what strategies can enable practical application for sustainable growth in the operation of a social tourism information platform in the future tourism industry. The results of the analysis are as follows. First, the analysis supported the hypothesis that sub-factors of a social tourism information platform, such as interactivity, information reliability, and usefulness, have statistically significant positive effects on experiential value. Second, the analysis did not support the hypothesis that the sub-factors of a social tourism information platform, such as interactivity, information reliability, and usefulness, have statistically significant positive effects on e-loyalty. Third, the analysis supported the hypothesis that experiential value has a statistically significant positive effect on e-loyalty. Consequently, tourism companies should improve customers' experiential value by supplementing their existing platforms, considering the interactivity, information reliability, and usefulness of users based on these characteristics of social tourism information platforms. To increase e-loyalty to their social tourism information platforms, tourism companies should clearly and rapidly provide the information needed by users in addition to improving the visual design of such platforms. Moreover, to increase e-loyalty, the companies can incorporate their own killer content into platforms for users to have an enjoyable time, using platforms that stimulate their interest and give pleasure and fun, and this way, they can satisfy the users' needs for experiential value.

Relationship between Science Academic Passion, Positive Experience about Science and Scientific Creativity in Elementary Science-Gifted Students (초등 과학영재 학생의 과학 학업 열정 및 과학 긍정 경험과 과학적 창의성의 관계)

  • Kang, Hunsik
    • Journal of Korean Elementary Science Education
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    • v.42 no.3
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    • pp.455-466
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    • 2023
  • This study explored the relationship between science academic passion, positive experience about science and scientific creativity in elementary science-gifted students. To do this, 108 science-gifted students from grades 3 to 6 were selected. After conducting the tests on their science academic passion, positive experience about science and scientific creativity, descriptive statistics, correlation analysis, and multiple regression analysis were conducted. The results revealed that the students exhibited relatively high levels of science academic passion and positive experience about science, but their scientific creativity was not relatively high. While there was no statistically significant correlation between the overall science academic passion and scientific creativity, there was a significant negative correlation with scientific creativity in the aspect of 'obsessive passion' of the five subcategories ('importance', 'like', 'time/energy investment', 'harmonious passion', and 'obsessive passion'). Furthermore, the five subcategories, particularly 'like', 'harmonious passion', and 'obsessive passion' were statistically significant predictors of scientific creativity. However, the five subcategories of positive experience about science ('science academic emotion', 'science-related self-concept', 'science learning motivation', 'science-related career aspiration', and 'science-related attitude') did not exhibit statistically significant correlations with scientific creativity and did not had a significant influence on it. Additionally, neither the overall science academic passion nor the overall positive experience about science had a statistically significant effect on scientific creativity. Educational implications of these results were discussed.

The Role of Student Immediacy in a Technology-Mediated Learning Context (기술 매개 커뮤니케이션 환경에서 학습자 즉시성의 영향: 비대면 수업을 중심으로)

  • Hyejin Moon;Yumi Yi
    • Science of Emotion and Sensibility
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    • v.27 no.1
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    • pp.47-58
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    • 2024
  • This study aimed to investigate the role of student immediacy in learning-related positive affective experiences in the technology-mediated education context. In particular, perceived social presence was expected to mediate the relationship between student immediacy and positive affect. Moreover, we hypothesized the moderating role of technology readiness in the relationship between student immediacy and perceived social presence. To test this hypothesis, a survey of approximately 500 undergraduate students who have attended non-face-to-face online courses was conducted. The results revealed that social presence fully mediated the relationship between immediacy and positive affect. That is, students who scored high on the immediacy scale tended to experience a greater level of social presence during online classes; consequently, they tended to demonstrate more positive affect. As expected, technology readiness moderated the relationship between immediacy and social presence. Unlike previous studies that mainly focused on instructor immediacy, the present study contributed to immediacy literature by empirically testing the positive effect of student immediacy on learning. Furthermore, this study revealed the potential importance of communication competence and its progress in predicting student participation and satisfaction, which could have been changed since the COVID-19 pandemic.

Association between adolescents lifestyle habits and smoking experience: Focusing on comparison between experienced and non-experienced smokers (청소년의 생활습관과 흡연경험의 연관성: 흡연경험자와 비경험자의 비교 중심으로)

  • Seri Kang;Kyunghee Lee;Sangok Cho
    • The Journal of Korean Society for School & Community Health Education
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    • v.25 no.2
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    • pp.27-44
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    • 2024
  • Objectives: This study aimed to provide foundational data for preventing adolescents smoking by analyzing the relationship between adolescents' lifestyles and smoking experiences and identifying influencing factors. Methods: Secondary data analysis was conducted using the 17th (2021) Youth Health Behavior Survey data, encompassing 54,848 students from 796 schools. Variables included general characteristics, smoking status, lifestyle habits, physical activity, sleep patterns, and stress perception. Frequency analysis was used to examine general characteristics, while further analysis employed frequency analysis and the Pearson Chi-square test to compare lifestyle differences based on smoking presence. Multinomial logistic regression analysis was employed to determine factors influencing smoking experience, with IBM SPSS Statistics 28 used for all analyses at a significance level of p<.05. Results: Analysis revealed with general characteristics that the group with smoking experience exhibited a higher proportion of male students (67.4%) compared to the non-smoking group (50.1%) (p<.001). Analysis revealed that the smoking group was more likely to skip breakfast (27.7%), not consume fruit (17.8%), and consume fast food more than three times daily (0.9%). Furthermore, a higher percentage of smokers engaged in 60 minutes or more of breathless physical activity (8.4%) seven times a week, reported insufficient fatigue recovery through sleep (21.6%), and experienced very severe normal stress (17.2%) (p<.001). Analysis of the relationship between lifestyle and smoking indicated increased likelihood of smoking with zero breakfast consumption (OR=1.759, p<.001) and increased fruit consumption (OR=1.921, p<.001), while zero fast food consumption decreased smoking likelihood (OR=0.206, p<.001). Adequate sleep-related fatigue recovery reduced smoking likelihood (OR=0.458, p<.001), whereas increased stress elevated it (OR=1.260, p<.05). Conclusion: Adolescents' lifestyle habits significantly correlated with their smoking experiences, highlighting the necessity of considering lifestyle factors in smoking prevention strategies. This study provides crucial insights for promoting healthy lifestyle changes to prevent smoking among youth.

The Effects of Interactivity on User Experience and Intention to use in Mobile Fitness App Game (모바일 피트니스 앱 게임의 상호작용성이 운동경험과 이용의도에 미치는 효과 : 플레이테스트 실험연구)

  • Park, Jeong-Min;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.17-28
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    • 2015
  • This study attempted to identify differences in user experience and app game fun, satisfaction, use intention between fitness app games at different level of interaction design. The playtesting method was conducted on 100(male 50, female 50) university students using 'Enjoy Your Fitness', a fitness app game developed by The Center for Health Communication Studies. The results found that more interactive app game is higher in the level of user experience such as fitness accomplishment, flow, and interest. Fitness app game's fun, satisfaction, use intention is also higher on interactive fitness app game. As the study verified that interactive fitness app game had stronger effects in user fitness experience and user experience than general fitness app games through experimental studies, it may contribute to design fitness mobile app game for health improvement.

Performance Drivers of Entrepreneurial Restarts (재창업 기업의 성과 결정요인에 관한 연구)

  • Bae, Young Im
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.9 no.3
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    • pp.13-22
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    • 2014
  • This article investigates the effects of prior firm founding experience, prior firm's performance, same industry matters, entrepreneurship communities or educations on subsequent firm performance. This study also explores whether same industry matters and entrepreneurship communities or educations have interaction effects between entrepreneurial experience and subsequent firm performance. The results show that prior firm founding experience and prior firm's performance have a positive effect on subsequent firm performance. The rest of variables have no significant direct effects on firm performance. However, same industry matters and entrepreneurship communities or educations have interaction effects of entrepreneurial experience on firm performance. Based on results of this empirical study, this study draws some implications that entrepreneurs can become serial entrepreneurs and experience entrepreneurial success.

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An Analysis of Tourism Experience and Color Relationships Using Landmark Air Photos (랜드마크 항공 사진을 이용한 관광 경험과 색채 연관성 분석)

  • Yoon, Seungsik;Do, Jinwoo;Kang, Juyoung
    • The Journal of Bigdata
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    • v.3 no.2
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    • pp.51-57
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    • 2018
  • The purpose of this study is to find a valid link between color and tourism experience. We analyzed color that extracted by Aerial photo by IRI Image Scale to find color image. As an indicator of the experience of tourism, a review of the Tripadvisor was selected and analyzed through text mining. Results using text mining results and IRI image scales were generally inconsistent. To identify problems with aerial photo, the results of the analysis using the representative photographs provided by the Tripadvisor in the same way were the same as before. This indicate that details are key of tourism than the image of the overall background. This study presents new research directions by combining color analysis studies with text mining.