• Title/Summary/Keyword: 비사회적 행동

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A Study on the Placeness Formation of Elementary and Secondary School Students in School Libraries (학교도서관에 대한 초·중등 학생의 장소성 형성구조에 관한 연구)

  • Lee, Byeong-Kee
    • Journal of Korean Library and Information Science Society
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    • v.48 no.2
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    • pp.73-97
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    • 2017
  • School Library is both a space and a place. The difference between space and place is the same as in the difference between house and home. Space may be described in terms of physical shape. Place is concept that formulated by personal experience. The social and cognitive developmental stages of elementary, middle and high school students are different, so the placeness or sense of place may be different. The purpose of this study is to figure out the differences in elementary and secondary school student's formative factors of placeness and examine the process that those factors are connected to the results of the user behavioral intentions through the medium of place attachment, place value perception. The data are collected from 590 students and analyzed by SPSS 19 and AMOS 19. The results of this study are as follows. The physical, active behavioral and psychological factors affect on placeness formation of elementary and secondary school students in school libraries. Elementary school students are significantly affected more by physical factors, active behavioral factors than middle and high school students. This study confirmed the process that those factors are connected to the results of the user behavior through the medium of place attachment, place value perception.

Comparison of Anger Expression Style and Cognitive Characteristics among Male adolescent game users depending on the level of Game Addiction and Engagement (게임중독 및 관여 수준에 따른 남자 청소년 게임사용집단의 분노표현양상과 인지적 특성 비교)

  • Lim, Jeeyoung
    • Journal of Digital Convergence
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    • v.15 no.10
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    • pp.339-348
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    • 2017
  • This study was conducted to examine the differences of anger expression style and cognitive characteristics among adolescents depending on the level of game addiction and game engagement. 420 high school boys were administered the Game Addiction/Engagement Scale, Behavioral Anger Response Questionnaire to measure anger expression style, and Irrational Belief Scale to measure cognitive characteristics. The results of correlation analyses showed that addiction had positive correlations with all the irrational belief factors and behavior anger factors except for assertion and avoidance. Engagement was positively correlated with all the variables except for direct anger-out, avoidance, and self-downing. Participants were divided into three groups depending on the level of addiction and engagement. Addiction high risk-low engagement group showed the lowest scores on support-seeking and the highest scores on diffusion and self-downing. Addiction high risk-high engagement group showed the highest scores on direct anger-out. Based on these findings, it was suggested that counselling strategies for adolescents at high risk of game addiction need to be varied depending on the level of game engagement.

The Analysis for Key Factors of Social Network in aspect of Technology and Service (소셜네트워크의 핵심요인 분석 : 기술과 서비스 측면을 중심으로)

  • Byoun, Tae-Woon;Song, Seung-Keun
    • Management & Information Systems Review
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    • v.29 no.4
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    • pp.89-108
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    • 2010
  • Social Network Service(SNS) indicates the service to promote mutual friendship built in online focused on social relation between people. While a demand and concern of the service gets higher now more than ever, there are a lack of the approach in aspect of both technology and service still. 'Facebook' is the most famous in the world and the biggest in user number among various social network service. We investigate the key factors of 'Facebook' based on the side of approach both technology and service. We observe the behavior of users who have rich experience on using the social network service to find it. The result of this study reveals that an asynchronous method related to the technology drive to improve a sociality in social media. Furthermore, we find that openness connected with the technology force to intent the closed attribute in service through user observation. It is the unique qualities social media holds. The successful social network service can be expected if social media are developed to concern these factors.

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A Comparison Counterfeit Goods use Behavior in Korea and China Consumer: focus on Motivation, Benefit and Cost Factor (한중 소비자의 위조품 구매태도 비교분석: 동기와 혜택 및 손실요인을 중심으로)

  • Yu, Seung-Yeob;Kim, Na-Mi
    • Journal of Digital Convergence
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    • v.10 no.5
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    • pp.117-124
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    • 2012
  • This study started why do consumers use the counterfeit goods. We executed the pretest through the depth interview, and made an purchase motivation scale, useful benefit factor and cost factor scale of counterfeit goods. We found out having the recognition difference of China consumers with Korea about these. The results is as follows. First, A counterfeit motivation appeared to the recognition difference appeared in a ostentation, economical efficiency and self-satisfaction factor with korea and china consumers. Second, counterfeit useful benefit factor organized to a personal significantly and economic benefit and the recognition difference appeared. Third, Counterfeit good useful cost composed to the personal good-quality, economic and social image of cost factors, and the recognition significantly difference appeared to all of cost factors with Korea and China consumers. These results are helpful for a depth understanding about the counterfeit use behavior, and will be utilized for the public campaign to reduce such behavior.

Analysis of Factors to Measure Information Communication Ethics of Adolescents Using Delphi and AHP (Delphi와 AHP를 활용한 청소년의 정보통신윤리 의식 측정 요인 분석)

  • Cho, Seong-Hwan;Kim, Seong-Sik
    • The Journal of Korean Association of Computer Education
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    • v.11 no.6
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    • pp.1-9
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    • 2008
  • The goal of the education of Information Communication Ethics(ICE) is to improve the consciousness level of adolescents so that they themselves are able to judge between what's ethically right and wrong and, as a result, to take the right behavior. For this, we need to preferentially identify the primary factors in understanding and diagnosing the consciousness level of adolescents on the ICE. To solve this problem, in this paper, we identified four major indices that consist of the ICE consciousness through the meta analysis of the both domestic and international researches from the past 5 years in the related area and then, they are validated by experts. We also analyzed the factors in assessing the ICE consciousness level of adolescents by using the Delphi technique, which, during its analysis, even considers elements that are qualitative or cannot be objectified. Finally we deduced 22 ICE factors given the weight through the AHP of an expert group that consists of experienced teachers and professors in the related area.

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Exploring Enhancing Interaction for Foreign Learners e-PBL Using Meta-verse (메타버스를 활용한 외국인 학습자의 e-PBL 상호작용 강화 방안)

  • Ko-Eun Song
    • Journal of Practical Engineering Education
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    • v.14 no.3
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    • pp.555-563
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    • 2022
  • This study explored the educational effects of e-PBL by using metaverse tools to strengthen PBL interactions among foreign learners. The university's 3-hour, 15-week PBL subject was systematically reorganized to satisfy the needs of online groups of students. Metaverse technology was also used as a tool for interaction in the process of solving practical problems closely related to our social issues through e-PBL. e-PBL lectures are composed of foreign learners from various countries. More than half of the 43 participating students are from 11 different nations. Learners in an e-PBL class are able to partake in task-based learning activities through the use of the metaverse. This qualitative study identified the metaverse is an effective communication tool which transcends language and nationality. It is also a unique space where both verbal and non-verbal communication between team members are possible online. This study can demonstrate the positive effects of e-PBL teaching methods. By using the metaverse's various tools of interaction to improve communication among foreign learners whose Korean levels are not perfect, we can create a digital space which more closely resembles an offline, interpersonal learning experience.

The Effects of Alcohol on Psychomotor Skill and Driving Behaviors (알코올이 정신운동 및 운전행태에 미치는 영향)

  • Ryu, Jun Beom;Shin, Yong Kyun;Lee, Won Young
    • Journal of Korean Society of Transportation
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    • v.30 no.6
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    • pp.27-36
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    • 2012
  • In Korea, 28,641 cases of traffic accidents were caused by drunk driving in 2010. These statistics accounted for 12.62% of total number of traffic accidents. Moreover, the percentages of deaths and injuries from them were nearly 15% of those from whole traffic accidents. While police has emphasized enforcement efforts in order to reduce drunk driving, culture generous to drunk driving in addition to the absence of an appropriate intervention system for habitual drunk drivers have contributed to the increasing number of the drunk driving accidents in Korea. This study examined specific behavioral changes in drunk driving by comparing drivers' behavior pattern in non-alcoholic condition to those in alcoholic condition, using a psychomotor test and a driving simulator. In the psychomotor test measuring participants' reactions to the target stimulus, it was revealed that participants' correct responses were decreased, false responses were increased, and no responses also were increased after drinking. Furthermore, in the driving simulator performance after drinking, not only driving speed was faster but also the deviation of an accelerator pedal pressure and of the vehicle's lateral position were much increased. These results indicated that alcohol consumption would impair visio-cognitive ability and deteriorate driving safety. Finally, the implications and limitations of our findings and suggestions for the future research were discussed.

The Effects of Adolescent Consumers' Attitudes toward Money and Conspicuous Consumption on Unethical Consumption Behavior in Commercial Transaction (청소년 소비자의 돈에 대한 태도와 과시소비성향이 비윤리적 소비행동에 미치는 영향)

  • Park, Myung-Sook
    • The Korean Journal of Community Living Science
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    • v.23 no.4
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    • pp.509-522
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    • 2012
  • The purpose of this study was to explore the effects of adolescent consumers' attitudes toward money and conspicuous consumption on unethical consumption behavior in commercial transactions. The main survey was conducted targeting 290 middle and high school students. As a result of this research, first in the case of adolescent's attitudes toward money, the symbol for happiness and success was 3.11 and the means of control was 1.77 respectively. The level of conspicuous consumption behavior was 2.75 and the level of unethical consumption behavior scored as passive unethical consumption behavior was 1.38 while the active unethical consumption behavior was 2.10. Second, in the case of the attitude toward money as a means of control, it differentiated according to the level of living and the amount of allowance. Conspicuous consumption behavior differentiated according to the amount of allowance and the father's education. Active unethical consumption behavior showed a difference according to the amount of allowance and the father's education. Multiple linear regression analysis conducted to identify relative effects of the variables that affect unethical consumption behavior, in case of passive unethical consumption behavior, showed that conspicuous consumption(${\beta}$=.23, p<.01) and attitudes toward money as a means of control(${\beta}$=.29, p<.001) with an explanatory power of 18%. In the case of active unethical consumption behavior, showed that sex(${\beta}$=.16, p<.05), father's education(${\beta}$=-.15, p<.05), attitudes toward money as means of control(${\beta}$=.18, p<.5) and conspicuous consumption(${\beta}$=.36, p<.001) with an explanatory power of 26%.

Comparison of Self-Esteem in the Gifted & Ordinary Boys and Analyses of Psychosomatic Symptoms and Aggression according to Self-Esteem Patterns in the Gifted (영재와 일반 남아의 자존감 비교 및 영재 남아의 자존감 유형별 신체증상 및 공격성 분석)

  • Park, Hye-Won;Ha, Jung-Yun;Moon, Ji-Hye
    • Journal of Gifted/Talented Education
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    • v.21 no.1
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    • pp.83-105
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    • 2011
  • Explicit & implicit self-esteems were measured with 132(23 elementary & 109 middle school students) gifted & 282(29 elementary & 253 middle school students) ordinary students. Additional measures on psychosomatic symptoms & aggression were obtained with gifted students. Gifted boys reported higher ESE on most of subscales except the athletic self-esteem. However there was no difference in ISE between two groups. Self esteem types significantly predicted psychosomatic symptoms & aggression in the gifted. Especially the discrepancy between ESE & ISE was the most important predictor for both internalized & externalized behavior problems. The behavior problem ratings were higher in the self-esteem discrepant groups compared to the congruent groups. This study showed that the congruency between ESE & ISE is important from childhood and later studies need to find intervention strategies against the self-esteem discrepancy.

Coercive Marketing Stimuli and Negative Consequence: Comparative Study of Chinese and Korean Social Media (강압적 마케팅 자극이 미치는 부정적 영향: 중국과 한국 소셜 미디어 비교 연구)

  • In-won Kang;Jae-won Heo
    • Korea Trade Review
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    • v.48 no.1
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    • pp.287-306
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    • 2023
  • This study tries to explore that the relationship between social media company's coercive and involuntary marketing stimuli and the negative consequences that have not been intensively discussed in measuring the performance of social media companies. To reflect the influence of the socio-cultural environment of country, a comparative study was conducted on major social media market in Korea and China. As result of the verification, it was found that coercive marketing stimuli had influence on social media firm's negative consequences. And there are significant differences by country in the effect of company's coercive marketing stimulus on user attitudes and negative performance. The results of this study are expected to provide practical implications for the operation of social media firms and individuals who want to do business using social media.