• Title/Summary/Keyword: 목표 몰입

Search Result 213, Processing Time 0.022 seconds

Effects of Corporate Entrepreneurship Awareness on Organizational Effectiveness in Public Organizations: Focusing on Domestic Public Sector Practices (공공조직의 사내기업가정신 인식이 조직유효성에 미치는 영향: 국내 공공기관 사례를 중심으로)

  • Park, Young Sang;Lee, Woo Jin
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
    • /
    • v.11 no.6
    • /
    • pp.83-98
    • /
    • 2016
  • This study investigated the effects of corporate entrepreneurship awareness on organizational effectiveness using a case study of a domestic public institution-something that had not been done before. The main purpose of this study was to examine the correlation between corporate entrepreneurship and the personal entrepreneurship of each organization member. Specifically, we studied the effects of four aspects of corporate entrepreneurship-innovation, risk sensitivity, goal orientation, and autonomy-on the effectiveness of the organization with regard to personal entrepreneurship, defined by creativity, job satisfaction, and organizational commitment, in a public institution. We examined the mediating role of the facets of private entrepreneurship-innovation, risk sensitivity, and goal orientation-on the effectiveness of organizations. In addition, we examined the correlation between the recognition of an organization and individual innovation, creativity, and entrepreneurship in domestic public institutions. We found that corporate entrepreneurship significantly influences organizational effectiveness. We also found that private entrepreneurship has partially influenced organizational effectiveness. This result indicates that specifically personal entrepreneurship in a public organization with a corporate structure contributes in part to organizational effectiveness. Therefore, the efforts made for disruptive innovation and the innovative strategies of corporates with personal entrepreneurship should be kept up for the long haul in order to influence the achievements of organizations in the public sector significantly. The need of the hour is for public institutions to disseminate and extend entrepreneurship at the national level. Furthermore, studies on corporate entrepreneurship in different fields in organizations in the public domain are needed.

  • PDF

Analysis of Career Strategy according to Career Identity Confusion at the Each Life Career Branching Point (생애진로분기점별 진로정체성 혼돈에 따른 진로전략 분석)

  • Son, Min-Jeong;Cho, In-Soo;Choi, Jeong-Eun
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.19 no.6
    • /
    • pp.299-323
    • /
    • 2018
  • This study confirmed the life career branching points, and studied qualitatively the career strategy and career identity at that time. The participants in this study were three students from third graders of middle school, three ones from third graders of high school, and three before and after college graduation, which correspond to the vertical transition stage of school education. Three participants were selected before and after 30 years of age, three before and after 40 years of age, and three before and after 60 years of age. Subject analysis of the contents of the 18 interviews, showed that the life career branching point appeared in middle school grade 3, high school grade 3, until employment after graduation, within 3 years after entering their first job, early 40 years, 60 years old, and 80 years old. Second, external situations were due to the influence of important others, or external stimuli, environment, and career events. Third, negative emotions were repeated for each life career branching point. Fourth, as a result of the interview, the career identity confusion was repeated in every life career branching point. Fifth, the career strategy at the life career branching point was categorized as an approach strategy and avoidance strategy.

The Effect of the Equity of the Objective Performance on the Cognitive Performance and the Behavioral Intention (객관적 성과의 형평성이 인지적 성과 및 게임 이용 행동 의도에 미치는 영향)

  • Choi, Dong-Seong;Choi, Bo-Reum;Lee, In-Seong;Kim, Jin-Woo
    • Journal of Korea Game Society
    • /
    • v.7 no.2
    • /
    • pp.1-10
    • /
    • 2007
  • Many game designers suggested that if players got many objective performance, they could have a fun experience while playing the MMORPG. Does a quantity of objective performance lead to player's fun experience in the MMORPG? According to the Equity Theory, the reason of players getting fun experience is not only that players get reasonable objective performances as many as efforts of theirs but also that amount of their objective performances were same as others. This study analysed that the equity of objective performances would have an effect on the player's fun experience. The results were that the equity of objective performances produced an effect on the players' behavioral intention, flow experience, and cognitive performance. Hence if game designers want that players are interested in the online game playing, they have to support the equity of objective performance to players.

  • PDF

Importance Analysis of SCM Adoption Factors (SCM 도입 요인 중요도 분석)

  • Kim, Wou-Yong;Yang, Hea-Sool
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.10 no.9
    • /
    • pp.2290-2299
    • /
    • 2009
  • This study aims to analyze the importances of various SCM adoption factors suggested in precedent researches with AHP. SCM adoption factors were categorized by four types: organization factor, transaction factor, relation factor, and information factor. Each factor has sub-factors. Organization factor has five sub-factors: adoption strategy, support of CEO, maturity of information technology, development of assessment system, and innovation leadership. Transaction factor has three sub-factors: transaction period, delivery/quality, and shared goal. Relation factor has five sub-factors: trust, collaboration, inter-dependence, conflict, and immersion. Information factor has three sub-factors: information quality, information share, and information exchange. There are sixteen sub-factors altogether. Analyzing the importances of SCM adoption factors with AHP, the importance of organization factor(.387) ranked the highest. Relation factor(.291), information factor(.167), and transaction factor(.155) followed. Putting the analysis results of primary hierarchy factors and secondary hierarchy factors together, support of CEO(.169) ranked the highest and trust(.124), adoption strateg (.089), share goal(.081), information exchange(.069), collaboration(.064), and information share (.057) followed.

Development and Application of a Science History Role-Playing Game for High School Students' Understanding of Nature of Science: Focus on Storytelling of the Continental Drift Theory (고등학생의 과학의 본성 이해를 위한 과학사 롤플레잉게임(SHRPG) 개발 및 적용 -대륙이동설 스토리텔링을 중심으로-)

  • Shim, Eun-Ji;Choe, Seung-Urn;Kim, Chan-Jong
    • Journal of The Korean Association For Science Education
    • /
    • v.39 no.1
    • /
    • pp.45-57
    • /
    • 2019
  • NOS education through the history of science is regarded effective. However, science teaching has been criticized for not considering the interest of the learners enough and providing the context of learning themes that hinder the understanding of NOS. This study intends to convey the NOS element through the rich context of storytelling. The theme of the story is the history of continental drift, in which, the debate of many scientists and Wegener's creativity are prominent. Of the various media that deliver storytelling, the most powerful medium that leads to personal immersion is computer games, and among many kinds of games, the main genre of storytelling is role-playing games (RPGs). We developed the science history role-playing game (SHRPG) focusing on continental drift. The game development procedure followed Kim's 4F process (2017), which consists of the Figure Out, Focus, Fun Design, and Finalize. The story was constructed based on the NOS elements of Lederman et al. (2002), namely creativity and imagination demand, subjectivity, socio-cultural personality and tentativeness, which are all present in the story of the continental drift theory. The mechanics and rules of the RPG included quests, rewards, quizzes, NOS scores, and rankings. In the final phase of development, the game developed was pilot tested four times. The results of the tests showed that students' understanding of NOS through SHRPG has increased, especially in the creativity domain. The students' satisfaction with the fun, sympathy, and immersion during the game was very high.

Function and Utility of Musical Action Songs - Focoused on the Musical (뮤지컬 '액션송' 기능과 효용성 연구 - 뮤지컬 <공포의 꽃가게>를 중심으로 -)

  • Shin, Dong-A;Kim, Hak-Min
    • Journal of Korea Entertainment Industry Association
    • /
    • v.14 no.8
    • /
    • pp.49-62
    • /
    • 2020
  • Musicals are plays in which songs and dances are closely aligned with the plot development of the play, and songs and dances develop specific situations and a series of events. In particular, songs perform a fuction of causing the significant changes and emotional ventilation and amplification in the play by specifically capturing the goals and actions the characters are aiming for. This paper focuses on the song that takes on the function of the plot deployment, defines songs that embody actions and stories on stage' as 'action songs' and highlights their role and importance. Action Song is not a clearly defined or prescribed term in Musical. However, 'Action Song' is a song about how a character's desire or motivation for action, given as a 'character song' inserted at the beginning of an integrated musical play, provides a conflict that is a central event of action. In other words, 'action song' means a song that organically combines music and narrative by conveying the action on the stage as a song with lyrics. In addition, it is a song that moves the plot forward and contains a series of events or actions that are the material of the plot. This paper is intended to summarize the concept of'Action song which is not well known to us, and to lay the foundation of the stud, learned the concept, function and efficiency by the analyses of script and music of the musical . As a result, action songs accumulate and amplify tension caused by conflicts and induce the audience to immerse in their emotions. At the same time, the action song multiplies fun and interest of the play while the audience's expectation increased for the next scene after the action song and the progression of the play with single action makes the contents of the drama to be understood clearly.

Collaborative Visualization of Warfare Simulation using a Commercial Game Engine (상업용 게임 엔진을 활용한 전투 시뮬레이션 결과의 협업 가시화)

  • Kim, Hyungki;Kim, Junghoon;Kang, Yuna;Shin, Suchul;Kim, Imkyu;Han, Soonhung
    • Journal of the Korea Society for Simulation
    • /
    • v.22 no.4
    • /
    • pp.57-66
    • /
    • 2013
  • The needs for reusable 3D visualization tool has been being raised in various industries. Especially in the defense modeling and simulation (M&S) domain, there are abundant researches about reusable and interoperable visualization system, since it has a critical role to the efficient decision making by offering diverse validation and analyzing processes. To facilitate the effectiveness, states-of-the-arts M&S systems are applying VR (Virtual Reality) or AR (Augmented Reality) technologies. To reduce the work burden authors design a collaborative visualization environment based on a commercial game engine Unity3D. We define the requirements of the warfare simulation by analyzing pros and cons of existing tools and engines such as SIMDIS or Vega, and apply functionalities of the commercial game engine to satisfy the requirements. A prototype has been implemented as the collaborative visualization environment of iCAVE at KAIST, which is a facility for immersive virtual environment. The facility is intraoperative with smart devices.

The Effects of Educational Robot-based SW Convergence Education on Primary Students' Computational Thinking, Collaborative and Communication Skills (교육용로봇기반 SW융합교육이 초등학생의 컴퓨팅 사고력, 협업능력 및 의사소통능력에 미치는 효과)

  • Choi, Hyungshin;Lee, Jeongmin
    • Journal of The Korean Association of Information Education
    • /
    • v.24 no.2
    • /
    • pp.131-138
    • /
    • 2020
  • The aim of software education is to increase students' Computational Thinking(CT) skills that they can compose problems and provide solutions which can be carried out effectively by information-processing systems. Furthermore, if problem solving situations can provide students with meaningful problem solving opportunities in authentic social contexts, then software education would be more valuable. This study pursued educational robot-based SW convergence education where 4th grade primary students have access to tangible outputs and can engage in authentic problem solving situations working with peers by using robots and programming. In addition, this study investigated the effectiveness of the classes in terms of computational thinking skills and social capabilities(collaborative skills and communication skills). The current study provides educational robot-based SW convergence education cases of a primary school and discusses the effectiveness of the classes in terms of students' computational thinking skills and social capabilities.

Dissatisfaction, Trust, Commitment, and Repurchasing Intention of Internet Shopping Mall: The Moderating Effect of Perceived Equity to Complaint Handling (인터넷 쇼핑몰 고객의 신뢰 및 결속에 미치는 고객불만의 부정적 영향: 불평처리 공정성 지각의 조절효과)

  • Park, Kyung-Do;Park, Jin-Yong;Seo, Ji-Yeon
    • Journal of Distribution Research
    • /
    • v.11 no.2
    • /
    • pp.59-79
    • /
    • 2006
  • The purpose of this study is two folds; first. to identify the negative effect of customer dissatisfaction on trust and commitment. and second to examine the moderating effect of consumers' perceived equity created by various ways in which a company deals with his/her complaints. Our proposed model is empirically tested by a survey data collected from Internet shopping mall consumers who raised complaints. The simultaneous regression model is used to test the negative effect of customer dissatisfaction. To examine the moderating effect of equity, our study employs the group analysis of LISREL. The empirical result shows that customers' dissatisfaction. unless it is concerned with merchandise related dissatisfaction, influences on trust and commitment. Also, we find that consumers' perceived equity has a moderating effect on the relationship variables dissatisfaction and customer relationship variables including trust and commitment.

  • PDF

A Convergence Study on the Organizational Diagnosis of Public Health Center using Six-Box Model (Six-Box model을 이용한 보건소 조직진단에 관한 융합연구)

  • Lee, Young-Ju;Kim, Chang-Gyu;Lee, Bo-Woo
    • Journal of the Korea Convergence Society
    • /
    • v.11 no.8
    • /
    • pp.55-61
    • /
    • 2020
  • This study was conducted to identify the organizational commitment to health centers in the city of G from September 1, 2018 to September 29, 2018, and empowerment, which is the output of the organization, and to examine organizational diagnosis using the Six-Box Model. In the organizational diagnosis of the health center using the Six-Box Model, the support area was 3.62 points, and the attitude toward change was 3.62 points, which was higher than other areas. In the organizational diagnosis according to gender, the scores of women were higher in males than in males. In the organizational diagnosis according to the type of jobs, the purpose, relationships, rewards, and area scores of nursing jobs were higher than those of other types of jobs. In the future, the public health center is a public institution that provides health administration and medical services to residents of the community, and it is necessary to improve the capacity of the organization through continuous health center organizational diagnosis.