• Title/Summary/Keyword: 이타심

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Effect of SERVICE-LEARNING related to Geriatric Oral Health according to Dental Hygiene Education (치위생 전공교육과 연계한 노인구강보건관련 봉사학습(SERVICE-LEARNING)의 효과 연구)

  • Yoon, Young-Suk
    • Journal of dental hygiene science
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    • v.8 no.2
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    • pp.43-49
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    • 2008
  • The purpose of this study was to examine the effect of SERVICE-LEARNING related to geriatric oral health according to dental hygiene education. The result of this study were summarized as follows: 1. Self-efficacy and altruism & social responsibility was higher in post SERVICE-LEARNING than in pre SERVICE-LEARNING(p < 0.05). 2. Comparing pre-score of self-efficacy and altruism & social responsibility in terms numbers of grade and service frequency, they showed statistically significant (p < 0.05). 3. Comparing the service frequency and satisfaction score after SERVICE-LEARNING, they showed statistically significant (p < 0.05). 4. Comparing service satisfaction score in terms numbers of grade and service frequency, they showed statistically significant (p < 0.05). 5. Comparing the service frequency and curriculum subject evaluation after SERVICE-LEARNING, they showed statistically significant (p < 0.05). 6. Comparing the curriculum subject evaluation score in terms numbers of grade and service frequency, they showed statistically significant (p < 0.05). 7. Result of post test(1 & 3grade, 2 & 3grade) for score difference of self-efficacy, altruism & social responsibility, service satisfaction, curriculum subject evaluation showed statistically significant(p < 0.05).

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The Effects of Short-term Loving-Kindness & Compassion Meditation on Compassionate Love, Four Immeasurables, and Altruism (단기 자비명상이 자비심과 이타행동에 미치는 영향)

  • Ji-Hyoen Jang;Wan-Suk Gim
    • Korean Journal of Culture and Social Issue
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    • v.20 no.2
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    • pp.89-105
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    • 2014
  • This study investigated the effects of a brief Loving-Kindness and Compassion Meditation(20 minutes) on compassionate love and altruism of undergraduate students. Among the 187 students who were completed the KIIP-SC, 35 of high scored students in Interpersonal Problem Scale were randomly assigned to one of two different groups: Loving-Kindness and Compassion Meditation group(LCM, n=19) and Imagery Trainning group(IT, n=16). During the 20 minutes of practice, LCM group was asked to practice loving-kindness and compassion meditation and IT group was asked to investigate personal characteristics of the imagined people who were same as LCM. Compassionate love, four immeasurebles, two kind of altruistic behaviors, and mood states were measured pre- and post-treatment. LCM group showed significantly higher incremental scores for compassionate love, donation for strange person, and helping behaviors for friends, for close person, and for stranger than IT group. Negative and positive mood states were improved for each of the groups, but there was no significant differences between groups. The results suggested that the comparatively short practice of loving-kindness and compassion meditation could increase altruistic attitudes and intentions toward other persons. And, these effects could not be attributed to mood effects. Limitations of this study and the directions of further research were discussed.

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Moderating of Effects of Locus of Control on the Relationship between Ethical Leadership and Organizational Citizenship Behavior in Hotel Corporations (호텔기업의 윤리적 리더십과 조직시민행동의 관계에서 통제위치의 조절효과)

  • Kim, Yong-Soon
    • The Journal of the Korea Contents Association
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    • v.12 no.3
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    • pp.382-390
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    • 2012
  • The purpose of this study was to research the relationship among ethical leadership, sportsmanship, altruism and locus of control of employees in hotel corporations. Ethical leadership is the demonstration of normatively appropriate conduct through personal actions and interpersonal relationships and the promotion of such conduct to followers through two-way communication, reinforcement and decision-making. Ethical leadership is expected to have positive effects on the attitudes and ethical conduct of employees and ultimately evev on business unit or organizational performance. To accomplish this study, it was determined that the analysis derived from a hypothesis and literature reviews and data collected from 241 employees in hotel corporations. The results of empirical analysis showed as follows. First, Perceived ethical leadership has a significant effect on sportsmanship. Second, Perceived ethical leadership has a significant effect on altruism. Third, Locus of control was also found to have moderating effect upon the relationship between ethical leadership and altruism Based on these findings, the implications and limitations of the study were presented including some directions for future studies.

The Influence of Adolescents' Self-Esteem on Life Satisfaction: Verifying Moderated Mediation of Peer Relations Mediated by Altruism and Self-Regulation (청소년의 자아존중감이 삶의 만족도에 미치는 영향: 이타심과 자기통제에 의한 또래관계의 조절된 매개효과 검증)

  • Heo, Mi Jeong;Noh, Mi Wha;Choi, Youn Shil
    • Journal of Family Relations
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    • v.21 no.1
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    • pp.29-49
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    • 2016
  • Objectives: The purpose of this study was aimed to examine the effect of self-esteem on life satisfaction and happiness among adolescents, and to verify moderated mediation of peer relations mediated by altruism and self-regulation. Method: The study referred to the 2015 Annual Report of the Korean Children and Youth Panel Survey. More precisely, report on the fourth year research process of the study cohort comprising 2,091 subjects was used to verify the research model. Overall data were analyzed by using SPSS 18.0 program and specifically, moderated mediation were verified by using SPSS Macro, as suggested by Preacher, etc. (2008). Results: As a result, firstly, the peer relations mediated the relationship between life satisfaction and self-esteem among adolescents. Secondly, altruism and self-regulation had moderated mediation effects between self-esteem and peer relations among adolescents. Conclusion: These results suggest that self-esteem affects on life satisfaction and happiness by mediation of peer relations among adolescents and altruism and self-regulation agent is applied positive adjustment to further promote the peer relations and increase life satisfaction among adolescents. Through these study results, the implications for counseling and suggestions for future research were discussed.

Mediation Effect of Trust on Leadership Influence of Organizational Citizenship Behavior (조직시민행동의 리더십 영향에 대한 신뢰의 매개효과)

  • Cho, Byung-Ha;Yang, Hae-Sool
    • The Journal of the Korea Contents Association
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    • v.8 no.9
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    • pp.204-217
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    • 2008
  • This study is designed for the purpose to provide realistic way for the increasing of organizational citizenship behavior(OCB) through the experimental analysis regarding the mediating role of variables of trust. It also aimed to find out the effect that main subordinate variables of transformational leadership and empowerment leadership are influenced on the subordinate variables of organizational citizenship behavior. The result of study is summarized as followings. First, individual consideration of transformational leadership has a positive effect on the knowledge based trust.. It also impact of empowerment leadership has a positive effect on the knowledge based trust. On the other hand ,analysis show the knowledge based trust has a positive effect to altruism, civic virtue and sportsmanship of OCB. Second, individual consideration of transformational leadership has no effect to altruism, civic virtue and sportsmanship of OCB. The impact of empowerment leadership has a positive effect only on the civic virtue, other two hypothesis are not selected due to ineffective factors. The result, accordingly, of this study indicate that the knowledge based trust has a mediating role between leadership(transformational, empowerment leadership) and organizational citizenship behavior.

Motivations for Sharing Photos and Videos on YouTube and Flickr (YouTube와 Flickr에 사진과 비디오를 공유하는 이용자 동기 연구)

  • Oh, Sanghee;Syn, Sue Yeon
    • Journal of the Korean Society for information Management
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    • v.34 no.4
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    • pp.227-245
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    • 2017
  • This study mainly investigates the motivations of YouTube and Flicker users for posting videos or images/photos on each service. The motivational framework with ten factors such as enjoyment, self-efficacy, learning, personal gain, altruism, empathy, social engagement, community interest, reputation and reciprocity were used to test the motivations. Those who are users of YouTube and Flickr were recruited from Amazon Mechanical Turk to participate in online surveys. Findings show that learning and social engagement are the two most highly rated motivations. Altruism was rated relatively low, although it was strongly correlated with all other motivations. Personal gain was rated as the lowest by both users but Flickr users rated personal gain higher than YouTube users. Findings from this study could be applicable to specify user motivations for using the services and to upgrade the designs of the services in the future.

A Study on the Gamification of SNS Challenge Contents (SNS 챌린지 콘텐츠의 게이미피케이션 연구)

  • Oh, Yoon-Ji;Lee, Jin
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.1-9
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    • 2022
  • The purpose of this study is to comprehensively consider the challenge contents enjoyed based on SNS through the concept of Gamification and MDA framework. Regardless of the top-down and bottom-up divisions, in common, the participants show an active figure leading the creation and enjoyment of contents. As a result of analyzing the challenge contents using the MDA framework, the mechanics of 'relative level', 'challenge with expressive purpose', and 'Paidia rules' were found. This leads to the dynamics of participants who express an inner sense of achievement such as 'selection and competition for better expression' and 'selflessness and superiority', creating an environment where they can continuously participate in the challenge contents. Lastly, looking at the aesthetics of the challenge contents, it can be seen that participants are actively forming a play culture that leads the creation and enjoyment of contents. This phenomenon has resulted in breaking down the hegemony of content creation and distribution, which was the responsibility of society in the field of information transmission and commercial advertising.

Comparison of Work Values of Undergraduate-level Foodservice Major Students (외식.급식경영 전공 학생들의 근로 가치관 비교)

  • Yoon, Ji-Young
    • Journal of the East Asian Society of Dietary Life
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    • v.21 no.1
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    • pp.134-145
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    • 2011
  • The purpose of this study was to examine the work values of undergraduate-level foodservice major students. In order to assess work values of the participating students, this study adopted 'Maryland Work Values Inventory'. Data from a total of 290 surveys were collected. The participants consisted of 146 commercial foodservice major students and 144 institutional foodservice major students. Among the seven work values, both groups ranked 'job advancement' as the most important work value. Commercial foodservice major students rated 'altruism' as the least important work value, whereas it was 'stimulation' for institutional foodservice major students. 'Need for work' was evaluated statistically higher by junior and senior students compared to sophomore students of commercial foodservice major (p<0.05). In both foodservice majors, a positive relationship was found between work value scores and grade levels. All work value scores tended to be higher for students in higher grades. This tendency was especially statistically clear for the value 'need for work' for commercial foodservice major students and 'money and prestige' for institutional foodservice major students (p<0.05). There were some gaps in the work values between students with different career field choices. For the commercial foodservice majors, those interested in fine dining perceived 'satisfaction and accomplishment' and 'altruism' as more important [4.33 (p<0.05) and 4.05 (p<0.01), respectively] compared to students who had interests in fast food restaurants (4.06 and 3.67 respectively). Scores for 'satisfaction & accomplishment' (p<0.05), 'money & prestige' (p<0.001), and 'stimulation' (p<0.001) were significantly different among institutional foodservice major students. In addition, students more interested in industrial foodservice field regarded 'money & prestige' and 'stimulation' as less important as indicated by noticeably lower scores (3.74, 3.55 respectively) in comparison to the other group (p<0.001). The results of this study, which explored foodservice major students' work values, suggest that there is an increased need for the students to build up their work values as well as for the foodservice industry to offer appropriate work values to future foodservice employees.

The Relationship between Game-lifestyle and e-Sports Patterns: Based on University Students (게임라이프스타일에 따른 e스포츠 행동 및 심리적 특성에 관한 연구)

  • Young Mi Sohn ;Jangju Lee ;Chung-Woon Kim
    • Korean Journal of Culture and Social Issue
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    • v.13 no.4
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    • pp.29-52
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    • 2007
  • This paper explored the differences in university students' e-Sports patterns(e-Sports behaviors, its meaning and personalities) based on the types of game-lifestyle. The results of this study could be summarized as follows. First, game-lifestyle was categorized into 5 groups, that is, 'game with someone', 'game alone', 'addicted to game', 'novice for game' and 'flow in game'. Second, there were remarkable differences in e-Sports behaviors, its meaning and personalities(altruism, sociality and aggression) among these 5 groups. Specifically, The group of 'addicted to game' was similar to the group of 'flow in game' in the amount of time/money for game. Moreover they were highly likely to regard e-Sports game defeat as the reflection of their self-esteem and as the tool of gaining popularity/superiority to peers. Even though these similarities, the group of 'flow in game' was inclined not to permit deviant words/deeds and to keep the good manner in the cyber space as well as the real space, while the group of 'addicted to game' was permissible wrong and aggressive behaviors in the both cyber space and real space. Third, the group of 'novice for game' was less likely to participate in e-Sports activities(playing e-Sports game and watching TV) and to be less attracted to e-Sports than other groups. Moreover they had negative perspectives on e-Sports. In specific, they regarded it as a dangerous and addictive leisure activity hindering everyday life(study, relationship with peers/family etc) and health. These results would be used to develop game/e-Sports education program

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Study on Guidelines for Selecting Traditional Games in Relation to Multiple Intelligence Development (다중지능발달을 위한 민속놀이 선정기준 연구)

  • Kim, Eun Kyung;Kwon, Dae Won
    • Korean Journal of Childcare and Education
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    • v.10 no.5
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    • pp.229-248
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    • 2014
  • The purpose of this study is to draw guidelines on how to select traditional games that would efficiently help and develop multiple intelligences in children. Guidelines standard of section inquiries were prepared through a Delphi survey targeting twenty experts in early childhood education and traditional games. As a result, linguistic intelligence questions regarding writing, listening, speaking and vocabulary acquisition were selected. logical-mathematical intelligence questions regarding strategy, counting, patterns, hypothesis, verification, and comparing, contrasting, calculating ability were selected. Spatial intelligence questions regarding drawing, coloring, representation activities, operating and creating were selected, physical performance intelligence questions regarding global muscles, eye-hand coordination, flexibility, accommodation force, balance, agility and muscular strength were selected. Musical intelligence included questions about singing, and playing musical instruments. Interpersonal intelligence included perspective-taking, role-sharing, cooperation and discussion. For intrapersonal intelligence questions regarding personal significance-ties, planning-decision making, emotional expression and problem solving were selected. Finally, in relation to naturalist intelligence, questions regarding living organisms, inanimate objects and seasons were selected. In addition, traditional games were analyzed based on the finalized guidelines, and the results showed that each of the traditional games would not only work with one intelligence at a time but with other different intelligence as well. In the light of that, the study confirmed the validity of the guidelines on how to select traditional games that would develop multiple intelligences in children.