• Title/Summary/Keyword: 목표 몰입

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A Study on Appreciative Leadership for Employee Engagement (긍정탐구리더십이 종업원 인게이지먼트에 미치는 영향)

  • Kim, Jin-Wook;Chang, Young-Chul;An, Chi-Sung;Cho, Young-Duke
    • Management & Information Systems Review
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    • v.33 no.2
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    • pp.81-100
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    • 2014
  • Studies on Appreciative Leadership have recently started in Korea as well. A leader in Appreciative Leadership is defined as a person who can effectively handle a mixture of various styles of leadership and suggest advice and future directions (Withney and Trosten-Bloom, 2010). Also, Appreciative Leadership can be explained as one way of appreciative leadership behavior which enables constructive accomplishment of mutually creative tasks for future through growth based on individuals' strengths, as well as a shared value system with organizational goals for all (Withney and Trosten-Bloom, 2010). Appreciative Leadership leads members of an organization toward positive inquiries and open discussions so that they become fully engaged in the organization while Appreciative Leader motivates and inspires his/her members and enables them to feel that they are of value to the organization. Study results show that Inspiration among sub factors of Appreciative Leadership has a positive impact on employees' engagement in the organization and their tasks while Inquiry positively influences in employees' organizational engagement.

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Development of Dialogue-based Feedback System to Improve Flow Learning in e-Learning Environment (이러닝 환경에서 몰입학습 증진을 위한 대화 기반 피드백 시스템의 개발)

  • Jeong, Sang-Mok;Song, Ki-Sang
    • The Journal of the Korea Contents Association
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    • v.7 no.2
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    • pp.150-160
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    • 2007
  • In the actual classroom the so-called flow learning is able to motivate the students through face-to-face feedback, and to meet their needs for educational achievement. By contrast, the so-called e-learning method falls short of the satisfactory level of real-life interaction, which makes many learners drop out or give up on their learning. In order to better the e-learning environment, this study presents a dialogue-based feedback system that improves the flow learning of the learners' in the classroom. This newly developed system was applied at the actual school. The result is that the experimented group improved its flow learning, compared with the controlled group. In the former group, each individual showed some consciousness of objective and challenge following the concrete feedback. That is to say, this system enhances the attitude of an active participation and induces the flow learning, thanks to the dialogue-based feedback and the sustained interest in learning. In conclusion, the significance of this study lies in suggesting the direction of a new learning method development in the e-learning environment.

The Effects of Human Resource Management on Organizational Effectiveness (중소기업의 고몰입 인적자원관리가 조직효과성에 미치는 영향)

  • Chang, Yong-Sun;Kim, Min-Soo;Lee, Kang Min;Cho, Dae Hwan
    • Journal of Korea Society of Industrial Information Systems
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    • v.19 no.3
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    • pp.103-114
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    • 2014
  • The purpose of this study is to find out the relationship between high involvement Human Resource Management and organizational effectiveness in small company. High involvement Human Resource Management practices include training, incentive, performance appraisal, participation, proposal, communication, job description. This research approached organizational effectiveness using internal process and goal. Internal process approach measured internal organizational health using aggregate organizational commitment, turnover intention, job search. Goal approach measured organizational growth using sales growth rate per employee and net income growth rate per employee. Using the collected data from 267 employees at 27 small-sized firms located in South region in Korea, this research tested and confirmed the construct validity regression analysis at the organizational level. This research came to the conclusions to as follows: First, high-involvement HRM had the positive effect on the organizational commitment. Second, high-involvement HRM had the negative effect on the turnover intention. The findings suggest that high-involvement HRM is a valuable construct to understand internal process approach of organizational effectiveness in small firms.

A Study on the Effects of Cultural and Artistic Activities on Job Commitment, Creative Behavior, and Job Performance (문화·예술 활동이 직무몰입, 창의적 행동, 업무성과에 미치는 영향에 관한 연구)

  • Jang, Ha Soo
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.3
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    • pp.51-62
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    • 2018
  • Unlike in the past, culture and the arts are now being recognized as key elements for gaining competitive advantage, changing the approach and enjoyment methods of culture and art. The purpose of this study was to investigate the effect of participation of culture and art activities on the performance of the executives and staff members at M Financial Company. The study resulted in four different findings. First, creative activities have a positive effect on job commitment, but appreciation activities have no statistically significant effect on job commitment. Second, although appreciation activities have a positive effect on creative behavior, it has been confirmed that creative activities have no statistically significant effect on creative behavior. Third, job commitment has a significant effect on creative behavior. Fourth, the relationship between job commitment and job performance shows that job commitment affects job performance positively; creative behavior also positively affects job performance. Finally, we examined the mediating effect between participation in culture and art activities and job performance with job commitment and creative behavior. As a result, job commitment and creative behavior are found to mediate between creative activities and job performance. However, it did not mediate between appreciation activities and job performance. On the other hand, the mediating effect of creative behavior between job commitment and job performance was partially mediated.

The Relationship among Different Types of Intra-team Conflict and Their Effects on Commitment in R&D Teams (연구개발 팀에서 팀 내 갈등 간의 관계와 갈등이 몰입에 미치는 영향에 관한 연구)

  • Lee, Junho;Kim, Hack-Soo;Kim, Hann Earl
    • The Journal of Small Business Innovation
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    • v.20 no.3
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    • pp.31-48
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    • 2017
  • Teams play an indispensable role in helping an organization achieve its goal. Since constant interaction among team members is the cornerstone of team competitiveness, it is necessary for the team members to commit themselves to shared goals-team commitment, a type of positive, emotional attitude of team members. Constant interactions among team members, however, inevitably breed a byproduct called conflict. Though intra-team conflict has both positive and negative effects on team performance, little research has been done to clarify the roles that relationship, task and process conflicts play in team commitment. This research is an empirical investigation of the relationship among the three types of conflicts - relationship, task and process conflicts - based on data collected from 232 R&D teams of 13 Korean companies. The analysis suggests that, while relationship conflict has a negative impact on team commitment, task and process conflicts have no significant impact on team commitment. As for the relationships among those three types of conflict, process conflict has positively influenced task, and relationship conflicts and task conflict also has had a positive impact on relationship conflict. Based on these results, this study has presented its implications and directions for future research.

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The Effects of Artificial Intelligence Convergence Education using Machine Learning Platform on STEAM Literacy and Learning Flow

  • Min, Seol-Ah;Jeon, In-Seong;Song, Ki-Sang
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.10
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    • pp.199-208
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    • 2021
  • In this paper, the effect of artificial intelligence convergence education program that provides STEAM education using machine learning platform on elementary school students' STEAM literacy and learning flow was analyzed. A homogeneous group of 44 elementary school 6th graders was divided into an experimental group and a control group. The control group received 10 lessons of general subject convergence class, and the experimental group received 10 lessons of STEAM-based artificial intelligence convergence education using Machine learning for Kids. To develop the artificial intelligence convergence education program, the goals, achievement standards, and content elements of the 2015 revised curriculum to select subjects and class contents is analyzed. As a result of the STEAM literacy test and the learning flow test, there was a significant difference between the experimental group and the control group. In particular, it can be confirmed that the coding environment in which the artificial intelligence function is expanded has a positive effect on learners' learning flow and STEAM literacy. Among the sub-elements of convergence talent literacy, significant differences were found in the areas of personal competence such as convergence and creativity. Among the sub-elements of learning flow, significant differences were found in the areas such as harmony of challenge and ability, clear goals, focus on tasks, and self-purposed experiences. If further expanded research is conducted in the future, it will be a basic research for more effective education for the future.

The effect of the entry programming course on the flow of elementary pre-service teacher (엔트리 프로그래밍 교육이 초등예비교원의 몰입에 미치는 영향)

  • Han, Kyujung
    • Journal of The Korean Association of Information Education
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    • v.21 no.4
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    • pp.403-413
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    • 2017
  • The purpose of this paper is to verify whether the entry programming course applied with the flow based learning type is to affect the flow of students' learning. The subjects of the study were the students in the 3rd grade of the National University of education who had not experienced the coding before, and conducted two hours of programming lessons per week for three months. Learning contents and learning materials of beginner course in Entry Homepage were used as learning materials. The teaching and learning process consisted of clear goals setting, motivation, follow-up and immediate feedback, providing application problems, and providing reflection time for students. As a result of the study, the nine factors of flow were compared before and after the experiment. The seven factors - A balance between challenges and skills, Immediate feedback, Action and awareness are merged, Distractions are excluded from consciousness, No worry of failure. Self-consciousness disappears, The activity becomes autotelic-were obtained.

Team Commitment and Job Productivity Influential from Organizational Trust, Trust in Superior and Trust to Colleague Perceived by Revenue Officers (세무공무원이 지각하는 조직신뢰, 상사신뢰, 동료신뢰가 팀몰입과 직무생산성에 미치는 영향)

  • Hong, Soon-Bok
    • The Journal of the Korea Contents Association
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    • v.10 no.4
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    • pp.274-281
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    • 2010
  • The objective of the present study lied in providing empirical analysis over subjects of revenue officers targeted for suggesting effective managerial way for enhanced job productivity by using team commitment as a mediator in the correlation between trust and job productivity. As a result, it was identified that organizational trust, trust in superiors and trust to colleagues perceived by revenue officers have positive effects on team commitment, while the higher team commitment leads to higher job productivity, accordingly leading to better efficiency in carrying out tax-related administration and improving the level of satisfaction as for tax payers. It demonstrated that managers in tax-related organizations must create the foundation affordable for revenue officers to be widely exposed to participate in organization-related key decision-making processes in such a way that encourages and initiates them to have stronger loyalty and self-confidence based on common identity. Furthermore, much effort shall be continuously paid in designing personnel and organizational management policies in order for them to have faithfulness and adherence to their belonged organization.

The Role of Alternative Attractiveness in the Relationships among Job Performance, Satisfaction, Organizational Commitment, and Turnover Intention (영업사원의 직무성과, 만족, 조직몰입, 이직의도와의 관계에서 대안 매력도의 역할)

  • 전광호;김상용
    • Journal of Distribution Research
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    • v.9 no.2
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    • pp.45-73
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    • 2004
  • The goal of this study is to broaden our understanding about the antecedents for job turnover intention of salesforces. In addition to the previously studied antecedents such as job performance, satisfaction, organizational commitment, in this study we are particularly interested in the variable of alternative attractiveness which is often studied in social exchange theory, Thus, we suggest a model with a new antecedent for job turnover intention by introducing alternative attractiveness. We collected and analyzed the data from the survey on the 178 salespeople at the life insurance companies. We find the alternative attractiveness as an significant antecedent for the turnover intention. Specifically, the more attractive the alternative the greater the intention of turnover. However, we also find that the salesforces are less attracted to the alternative if they are satisfied with their works, Therefore, we believed this research can be a seminary work with the relational perspective for the studies of salesforce management.

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Study on the Effect of the Cognitive Performance, Self-Efficacy and Self-Esteem on the Players' Flow Experience during Playing Online Games (온라인 게임 플레이 과정에서 인지적 성과, 자아효능감, 자아존중감이 플레이어의 몰입 경험에 미치는 영향)

  • Choi, Dongseong;Kim, Jinwoo
    • Journal of Korea Game Society
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    • v.13 no.6
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    • pp.5-14
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    • 2013
  • This study has focused to identify what kinds of psychological state are most closely related in players experiencing flow while playing game. This study constructs a conceptual model of flow for game players by conducting a survey to 303 online game players. The results indicate that the state of flow was reached when players may gain opportunities for having high self-efficacy as they accomplished tasks. At the same time, it indicate that the higher cognitive performance and self-esteem was able to enhance the higher flow experience while playing a game. This study provides both practical and theoretical implications on how to increase players' flow by providing critical psychological states in the game.