• Title/Summary/Keyword: 몰입 경험

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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.

Effects of Cynicism about Organizational Change on Job Involvement and Organizational Commitment;Focused on the Cases of Private Colleges (조직변화 냉소주의가 직무몰입 및 조직몰입에 미치는 영향;사립전문대학을 중심으로)

  • Kang, Young-Wook;Lee, Seung-Cheol;Kim, Myeong-Hee
    • The Journal of the Korea Contents Association
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    • v.8 no.7
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    • pp.243-251
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    • 2008
  • The purpose of this study is to give some suggestions by examining what kind of effects the cynicism about the organizational change of the administrative staff in private colleges have on their job involvement and organizational commitment and by analyzing the difference between the colleges having experienced labor-management disputes and those without such experiences. The results of this study obtained by actual analyses and the suggestions provided based on the results are as follows. In the colleges having experienced disputes on campus, the cynicism about the organizational change reduces the job involvement and the organizational commitment of the members of the organizations. On the other hand, there are no significant effects of the cynicism about the organizational change on the job involvement and the organizational commitment of the members in the case of the colleges not having experienced disputes on campus.

A Study of the Relations among English Thinking Structure, Pre-English Skill, Self-Efficacy in English, Flow and Learning Effect (e-Learning에서 영어식 사고구조, 사전 영어능력, 영어자기효능감의 몰입을 통한 학습효과)

  • Kang, Jung-Hwa
    • Journal of Digital Convergence
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    • v.8 no.4
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    • pp.165-176
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    • 2010
  • The aim of this study is to determine the relationship between variables affecting learning effect and flow experience on an e-Learning English program. There are 4 independent variables; English thinking structure, self-efficacy in English and flow. The results are as follows: Firstly, there is statistically significant positive correlation between each variable of English thinking structure, pre English skill, self-efficacy in English, flow and learning effect. Secondly, it appeared that flow was affected by all three variables of English thinking structure, pre-English skill and self-efficacy in English. Also flow experience affected learning improvement. Finally, it is verified that there is a mediating effect of flow experience on the relation of self-efficacy in English and learning effect.

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Using SNS Prosumer Marketing to Explore the Relationship between the Desire to Attend Dancing Performances among the Audience, Flow Experience, and Behavior Persistence (SNS프로슈머 마케팅을 활용한 무용공연 관객의 관람욕구, 몰입경험 및 행동지속성과의 관계)

  • Kwon, Rhee-Ahn;Cha, Su-Jung
    • Proceedings of the Korea Contents Association Conference
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    • 2018.05a
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    • pp.287-288
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    • 2018
  • 본 연구는 SNS프로슈머 마케팅을 활용한 무용공연 관객의 관람욕구, 몰입경험 및 행동지속성과의 인과관계를 규명하는데 연구의 목적이 있다. 연구의 목적을 위해 서울, 경기지역을 비롯한 충청도, 경상도, 전라도지역의 무용전공자를 모집단으로 선정하여 총 807부의 설문지를 분석에 사용하였다. 본 연구의 결과는 다음과 같다. SNS프로슈머 마케팅을 활용한 무용공연 관객의 관람욕구, 몰입경험 및 행동지속성은 정적상관관계가 있으며, 인과관계가 나타났다. 또한 SNS프로슈머 마케팅을 활용한 무용공연 관객의 몰입경험은 관람욕구와 행동지속성의 관계에서 부분매개효과가 있는 것으로 나타났다.

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Flow Experience through PLC Practice (PLC실습을 통한 몰입경험)

  • Huh, Jun-Young
    • Journal of Practical Engineering Education
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    • v.6 no.1
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    • pp.43-49
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    • 2014
  • It is known that the ability and habit to "flow" could be one of the important indices to evaluate one's life. And the flow experience of university students who are in the important time transferring from the adolescence to the initial adult period will give an important effect firstly to study one's major and map out one's career path, finally to spread out the high quality life. This study investigated the university students who are in School of Mechatronic Engineering to experience the flow in the learning of PLC (Programmable Logic Controller) practice. For this, the flow condition was arranged. And in order to experience the flow in the learning of PLC, lecture plan was established, studying environment was changed and level of difficulty was controlled. Then the implications of the flow were explored by a 5-point Likert scale survey performed to 90 students.

From Contemplation to Participation: Empirical Study on Effect of Audience Participation on Aesthetic Experience (관조에서 참여로: 관객참여가 미적경험에 미치는 영향에 대한 실증연구)

  • Zhang, Cheng;Um, Myoung-Yong
    • Journal of the Korea Convergence Society
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    • v.11 no.8
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    • pp.287-296
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    • 2020
  • The purpose of this study is to explore the differences in aesthetic experience according to the level of audience participation. Flow experience and aesthetic distance were utilized as proxies for aesthetic experience. A total of 70 undergraduates participated in the experiments of this study. In terms of flow experience, active participation groups were found to have relatively greater flow experiences compared to contemplation groups and passive participation groups. However, there was no difference in flow experience between the contemplation groups and the passive participation groups. In light of aesthetic distance, which means psychological distance, people in active participation groups were found to have a closer psychological distance from artwork than those in contemplation groups and passive participation groups. Also, those who belonged to the passive participation group showed a closer psychological distance than the contemplation group. The results of this study provide artists and art organizations with implications for enhancing audience attraction as well as the completeness of artwork.

The Effects on Flow at Using Robots of Introductory Programming Course (프로그래밍 초급과정에서 로봇의 활용이 몰입에 미치는 영향)

  • Yoo, InHwan
    • Journal of The Korean Association of Information Education
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    • v.17 no.3
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    • pp.329-337
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    • 2013
  • Introductory programming course using robots that makes good effect to learners. I investigated that the effects on flow at using robots of introductory programming course. According to experiment result, the flow level showed significant change and all of it's element(antecedents, experiences, effects) had changed significantly. This result means that using robots of introductory programming course makes effect that is very positive in flow level of learners. There was strong interrelation by each element of flow in the result of correlation analysis about flow element. In particular, interrelation of antecedents element and experience element was high. Therefore, using robot is precondition of flow, and the level of experience element is high according to level of antecedents, and also experience element elevate the learner's intrinsic satisfaction. The conclusion is that using robots of introductory programming course is helpful enhancing learner's flow level and is positive in study achievements.

A Study on Effect of the Equity and the Cognitive Performance on the Flow Experience of the Game playing (자아효능감이 게임의 몰입에 미치는 영향)

  • Choi, Dong-Seong;Kim, Jin-Woo
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.87-96
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    • 2009
  • According to the Flow Theory, when the perceived level of Challenges of player and his skill are high, he is able to experience the flow state. What does the skill mean in the Flow Theory? This study suggests that the self-efficacy of the actor should be concerned to understand the perceived level of actor's skill in relation to the level of Challenges and his personal characteristics. This study hypothesizes the equity-distribution of extrinsic reward and the positive reputation influence the player's self-efficacy, and his self-efficacy affect the flow experience. This hypothesis is confirmed by the structure equation model test. This result can serve to understand skill related on the flow theory, and what factors players to get flow experience are given by.

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A Study on Anti-immersive Strategy and Characteristics of Digital Games (디지털 게임의 반몰입적 특성과 전략에 관한 연구)

  • Lee, Seung-Je;Bae, Sang-Joon
    • Journal of Korea Game Society
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    • v.20 no.6
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    • pp.75-88
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    • 2020
  • Some games distract the player's immersion on purpose through the progression and direction of the game, thereby giving them an opportunity for rational awareness. In this paper, we tried to analyze the characteristics and types of alienation strategies of digital games. So we investigated the anti-immersive property of the game with the effect of Brecht 's alienation and proposed three strategic types of digital games that cause the anti-immersive effect into 'disturbance of sensory information', 'reversal of narrative and overturning of genre' and 'limitation of experience'.

Factors Influencing on the Flow and Satisfaction of YouTube Users (유튜브 이용자의 몰입경험과 만족에 영향을 미치는 요인 연구)

  • Lee, Kang-You;Sung, Dong-Kyoo
    • The Journal of the Korea Contents Association
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    • v.18 no.12
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    • pp.660-675
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    • 2018
  • This study is designed to investigate how the perceived characteristics of the online video services affect the 'flow' as positive experience and satisfaction of users. For the study, we conducted a questionnaire survey on 289 people using YouTube, and then analyzed the relationships among variables using hierarchical regression analysis. As a result, it was confirmed that interactivity, newness of recommendation service, diversity of content, and entertainingness of contents all affect the lower level of flow experience. On the other hand, the accuracy of the recommendation service did not affect the flow experience, but positively affects the level of satisfaction. Finally, it is also confirmed that flow has a direct effect on user satisfaction, and mediates relationship between the characteristics of YouTube and satisfaction. The results of this study are helpful to understand user's perception and experience of online video platform service and suggest the discussion points to be considered by the industry to satisfy users.