• 제목/요약/키워드: 인지 욕구

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Effects of Self-Explanation and Prompts Depend on the Students' Need for Cognition (인지욕구와 자기설명이 학습 수행에 미치는 영향)

  • Lee, Hyo-Hee;Do, Kyung-Soo
    • Proceedings of the Korean Society for Cognitive Science Conference
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    • 2010.05a
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    • pp.25-30
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    • 2010
  • 자기설명이 학습을 촉진시키려면 무엇을 설명해야 하는지 판단해야 하고, 그에 대해 적절한 설명을 산출해내어야 한다. 본 연구에서는 촉진자극(propmpt)를 제공해서 무엇을 설명해야 하는지에 대해 도움을 주면 자기설명 효과가 얻어지는지 알아보았다. 또한 자기설명과 촉진 자극의 효과가 학습자의 인지욕구(need for cognition)와 상호작용하는지 알아보기 위해 인지욕구 수준을 상하로 나누어 3 요인 실험을 실시하였다. 촉진자극과 자기설명의 효과는 과제와 학습자의 인지욕구 수준에 따라 다르게 나타났다. 기억검사에서는 인지욕구가 낮은 학습자에게서만, 자기설명의 효과와 촉진자극의 효과가 관찰되었다. 반면에 이해검사에서는 인지욕구의주효과가 유의하였고, 3 요인상호작용 효과가 경향을 보였다. 즉 촉진 자극을 제공하는 것은 인지욕구가 높은 학습자에게서만 학습을 향상시켰다. 이 결과는 인지부하가 학습에 영향을 미치는 것으로 해석되었다.

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Effects of Giving Prompts and Asking for Self-Explanation Depend on the Students' Need for Cognition (촉진질문 제공과 자기설명 지시가 기억과 이해에 미치는 영향: 인지욕구와의 상호작용)

  • Do, Kyung-Soo;Lee, Hyo-Hee
    • Korean Journal of Cognitive Science
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    • v.23 no.2
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    • pp.185-204
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    • 2012
  • A three factor experiment was conducted to explore the effects of giving prompts and asking for self explanation and the modulating effect of the need for cognition (NC) on the two interventions. The effects of giving prompts and asking for self explanation were different depending on the task and the level of need for cognition. Participants of low NC conditions showed the prompt effect and the self explanation effect in the memory tests. On the other hand, participants in the high NC conditions performed better in the comprehension test when they were given prompts and were asked to self explain. However, high NC participants performed worse when they were asked to self explain without providing the prompts. The results were interpreted to suggest the importance of detecting the right parts in getting the self explanation effect.

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Study of Relation Between Consumers' Advertisement Attitude and Need for Cognition for IoT-Implemented Advertisement (사물인터넷이 구현된 광고의 소비자 인지욕구에 따른 광고태도 연구)

  • Lee, Jihwa;Cho, Sae-Hong
    • Journal of Digital Contents Society
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    • v.16 no.1
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    • pp.165-172
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    • 2015
  • This research has been conducted to know the effect of advertisement according to consumer's need for cognition in the advertisement which is realized technique of the Internet of Things(IoT). The researchers distributed questionnaires and video advertisement, which is realized by using IoT technologies, to university students in the capital area after simple orientation about IoT advertisement. The result was that people who has high consumer's need for cognition showed more positive attitude to advertisement and it was statistically meaningful. As a result, the research could draw a conclusion that people have different attitude to advertisement that is realized using IoT technologies based on the consumer's need for cognition.

Analysis on Characteristics of South Korean Senior Consumers' Needs: With Maslow's 7-Levels of Needs Hierarchy (한국 시니어 소비자의 욕구 특성 분석: 매슬로우의 욕구위계 이론을 중심으로)

  • Ahn, Gayoung;Han, Eun-Kyoung
    • 한국노년학
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    • v.40 no.3
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    • pp.389-411
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    • 2020
  • The purpose of this study was to identify the needs and characteristics of Korean senior consumers. To this end, the factors of Maslow's seven-levels of needs hierarchy were re-established and applied to suit the actual situation in Korea. For analysis, an online survey was conducted on 440 adults (50-75 years old), who are considered active seniors living in Korea, on the factors of 7-levels of needs and demographic characteristics. The study found that the 7-levels needs of Korean senior consumers were derived in a different order from Maslow's. Other diverse theoretical and practical implications were also presented.

Effects of Cognitive Resource on the Purchase Intention of Scarcity Products: the Moderating Effect of Need for Cognitive Closure (소비자의 인지적 자원이 한정 제품 구매의도에 미치는 영향: 인지적 종결욕구의 조절효과)

  • MinJeong Kim;HyongJae Rhee
    • Journal of Service Research and Studies
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    • v.12 no.4
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    • pp.125-138
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    • 2022
  • This study has examined the effect of cognitive resource on purchase intention of scarcity products according to the level of need for cognitive closure. In order to find out the effect on purchase intention for products that are presented a shopping environment is supposed, where various timing of consumer promotion reward exist, and where consumers can easily access and experience a lot of cognitive changes. the effect of how these two influences are adjusted according to the level of need for cognitive closure (NFCC). The study divide into two experiments. Research analyzes the behavioral differences of consumers for scarcity message products according to cognitive resource level with a moderating effect of NFCC. As a result of the study, Research according to the level of cognitive resource, when applied scarcity message product showed a negative effect of the cognitive resource (self-regulating resource) depletion level on the purchase intention of high-involvement product with scarcity message (Hypothesis 1). Consumers' purchase intention for limited products was higher at the non-depleted level than at the cognitive resource depletion level, and this difference was found statistically significant. Next, as a result of examining the difference according to the level of NFCC, the difference in the influence of cognitive resource level on purchase intention of scarcity products was found to be statistically significant where the NFCC was low (Hypothesis 2).

Two Aspects of the Game Playing Effect and Attitude toward Game Regulation :Focused on Game Genre (게임 플레이 효과의 양면성과 게임 규제 태도 연구 :게임 장르를 중심으로)

  • Jung, Chang Won
    • The Journal of the Korea Contents Association
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    • v.19 no.12
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    • pp.425-439
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    • 2019
  • This study looks at the social implications of gaming disorder by considering the situation in Korea. Focusing on specificity of game genres, this study analyzed two aspects of the game playing effect-positive(cognitive needs) and negative(game addiction)-and suggested directions for game regulation policies and game addiction studies, since game playing effects are closely related to game regulatory policy. To analyze game effects and attitudes to regulations, this study performed regression analysis based on the online survey. Results show that game playing effects and attitudes toward game regulation differ based on the nature of game genres. While longer gaming increased the effect of addiction, it also increased cognitive needs. Playing roleplaying, Aeon of Strife, and strategy game genres(RAS), which are subject to game regulation, increased game addiction levels but simultaneously contributed to increased cognitive needs. While playing augmented reality genres positively affected cognitive needs, it also showed favorable attitudes to general game regulation.

Effect of audience's cognition desire and attention to TV documentary on acquirement of information and understanding (TV 다큐멘터리에 대한 수용자의 인지욕구와 주목도가 정보습득과 이해에 미치는 영향)

  • Park, Dug-Chun
    • Journal of Digital Convergence
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    • v.13 no.3
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    • pp.241-247
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    • 2015
  • This experimental research explores effect of cognition desire as audience's factor, and attention as context factor on audience's acquirement of information and understanding. Most previous researches of media effect focuses on news contents of TV, Newpaper and Internet. However the number of researches on TV documentary which contains lots of information very limited, and It's difficult to find researches on effect of cognition desire and attention on audience. Therefore this research tries to find effect of cognition desire and attention on audience's acquirement of information and understanding through experiment of TV current documentary. For this experimental research, 2 groups of subjects composed of 135 university students were exposed to 2 different viedeo clips of TV current documantary, one with window buzz, the other without it, after designing cognition desire as internal factor of 2 groups. Questions which were designed to measure cognition desire, acquirement of information and understanding of message were asked and analysed. This research found that subjects with higher degeree of cognition desire showed higher degree of acquirement of information and understanding than subjects with lower degree of cognition desire. However the effect of attention on audience's acquirement of information and understanding could not be found.

Mediating Effect of Need of Cognition on Learning Engagement in Distance Education (원격교육에서 학습참여에 대한 인지욕구의 매개효과)

  • Oh, Eun-Young
    • Journal of Convergence for Information Technology
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    • v.12 no.5
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    • pp.51-61
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    • 2022
  • The purpose of this study was to identify whether need of cognition have a mediating effect on media multitasking on learning engagement in online education. The subjects were 168 university students who had received online education for more than one semester, and data were collected using questionnaires on media multitasking, need of cognition, and learning engagement. For data analysis, correlation, hierarchical regression and Sobel test were performed using SPSS WIN 20.0 program. As a result of the study, there was a significant positive correlation between media multitasking and learning engagement (r=.52, p<.001), and a between need of cognition and learning engagement(r=.39, p<.001). Media multitasking had a significant effect on learning participation (β=.52, p<.001), and explanatory power was 27%. When need of cognition was input, the effect of media multitasking on learning engagement decreased (β=.52 ⟶ .44), so it was found that need of cognition had a partial mediating effect in the effect of media multitasking on learning engagement(Z=2.77). p<.01). Therefore, it is suggested to use online contents with learning to organizing a g a lesson syllabus for distance education, and to organize activities promoting media multitasking activities. Also, it is proposed to develop and apply various teaching strategies to promoting the need of cognition in the distance education.

The Impacts of Individual Differences on Purchase Intention for Small Enterprise Products: the Roles of Quality and Channel (개인적 차이 변수들의 중소기업제품 구매의도 영향에 대한 연구: 품질과 유통의 역할)

  • Shin, Ji-Yong;Park, Seong-Y.
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.6 no.4
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    • pp.75-94
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    • 2011
  • Our objective is to investigate the various variables that influence the purchase intention of small enterprise products and to interpret the impact of these variables in terms of individual differences. Need for cognition, need for uniqueness, and self-regulation are selected to explain the choice or purchase intention. The major reasons that consumers are reluctant to purchase small enterprise products are mainly due to problems in quality and distribution channel. When these problems are resolved, it is interesting to see how the individual differences affect purchase intention for small enterprise products and how the impacts will be changed. Previous studies assumed uni-dimensionality of need for cognition and need for uniqueness. We relaxed the assumption, incorporated the nature of multi-dimensionalities for these variables and showed that sub-dimensions of these variables have different effects on the purchase intention. After improving the conditions of quality or distribution channel, promotion focus and prevention focus for sub-dimensions of self-regulation have positive impacts on the purchase intention and sub-dimensions of need for cognition and need for uniqueness have enhancing or reducing effects on purchase intention. These results can be interpreted that consumers expect some levels of quality or distribution channel to reach consumer choice. Results for cluster analysis showed that how sub-dimensionalities of individual difference variables are combined to form groups and how these groups are related to purchase intention. Emphasis of quality over price has a negative correlation with purchase intention of small enterprise products.

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The Effect of Advertising Content Creativity on Desire to Postpone Cognitive Closure and Ad Attitude - Focusing on the Mediating Effect of Disfluency (광고 콘텐츠의 창의성이 인지종결 지연욕구와 광고태도에 미치는 영향 - 비유창성의 매개효과를 중심으로)

  • Park, Hyunjung;Yoo, Seung-Chul
    • The Journal of the Korea Contents Association
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    • v.17 no.12
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    • pp.339-356
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    • 2017
  • So far, there have been studies to verify the effectiveness of creative advertising contents, but there have been few studies explaining why creative advertisement contents are effective in consumer cognitive processes. The purpose of this study is to examine the effect of creativity of ad contents on desire to postpone cognitive closure and ad attitude. Furthermore, the cause of the advertising effect of the creative advertisement contents was set as disfluency and the relationship between the related variables was verified. Research has shown that creative advertising does not directly produce positive advertising attitudes, but it also forms ad attitudes through mediating effects of disfluency. In addition, it was found that disfluency mediated the desire to postpone cognitive closure in creative advertising. In summary, this study finds that the disfluency of advertising is an important variable for enhancing the advertising effect of creative advertisement. This study verified the advertising effect of creative advertisement by connecting it with consumers' cognitive variables.