• Title/Summary/Keyword: 제언 행동

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The Effects of Character Education Program Applying Mindfulness Diary for Middle School Students (유념 다이어리를 활용한 중학생 인성교육 프로그램의 효과)

  • Kim, Eunjin
    • The Journal of the Korea Contents Association
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    • v.21 no.5
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    • pp.755-764
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    • 2021
  • This study aimed to examine the effects of the character education program applying mindfulness diary in 'H' girls' middle school, which is implemented as a practical character education at the school level while supplementing the limitations of existing character education programs. To achieve this, the pre- and post-design of a single treatment group in which data were collected over three time periods over two years for all 182 enrolled students was conducted. As a result of repeated measures of ANOVA to examine the significant mean change in the data, this program significantly improved the level of self-control, prosocial behavior, and gratitude of students. This was not only showing a significant improvement one year after the start of the program, but also showing a continuous significant improvement even one year later. Based on the above results, the implications and suggestions of this study were discussed.

The Effect on the IS Role Stress on the IS Compliance Intention Through IS Self-determination: Focusing on the Moderation of Person-organization Fit (정보보안 역할 스트레스가 자기 결정성을 통해 준수 의도에 미치는 영향: 개인조직 적합성의 조절 효과)

  • Hwang, In-Ho
    • The Journal of the Korea institute of electronic communication sciences
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    • v.17 no.2
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    • pp.375-386
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    • 2022
  • As information asset protection is recognized as an important management factor for organizations, organizations are increasing their investments in information security(IS) policies and technologies. However, strict application of IS may cause non-compliance behavior through IS stress on employees of the organization. Accordingly, this study suggests a mechanism by which employee stress affects IS compliance intentions through self-determination, and a method to reinforce IS compliance intentions through person-organization fit. We conducted an online survey of employees working at companies that adopted IS policies and tested hypotheses using 475 samples. First, as a result of analyzing the main effects of applying the structural equation model, role stress affected IS compliance intention through self-determination. Second, as a result of analyzing the moderating effect of applying Process 3.1, personal organization fit strengthened the relationship between self-determination and IS compliance intention. The research suggests a direction for achieving internal IS goals by confirming the influence of IS stress and behavioral causes of employees.

A study on security independent behavior in social game using expanded health belief model (건강신념모델을 확장한 소셜게임(Social Game) 보안의지행동에 관한 연구)

  • Ahn, Ho-Jeong;Kim, Sung-Jun;Kwon, Do-Soon
    • Management & Information Systems Review
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    • v.35 no.2
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    • pp.99-118
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    • 2016
  • With the development of Internet and popularization of smartphones over recent years, social network services are experiencing rapid growth. On top of this, smartphone gaming market is showing a rapid growth and the use of mobile social games is on the significant rise. The occurrence of game data manipulation targeting these services and personal information leakage is highlighting the importance of social gaming security. This study is intended to propose development plans effective and efficient in social game services by figuring out factors putting effects on security dependent behavior of social game users in Korea and carrying out a practical study on the casual relationship between factors influencing security dependent behavior through recognized behavioral control and attitudes for privacy infringement of these factors. To do this, proposed was a study model in which the HBM(Health Belief Model) allowing the social game user to influence security dependent behavior was expanded and applied as a major variable. To verify the study model of this study practically, a survey was conducted among university students in Seoul-based K University and S University who had experienced using social game services. According to the study findings, firstly, the perceived seriousness turned out to provide positive influence to trust. But, the perceived seriousness turned out not to put positive effects on self-efficacy. Secondly, the perceived probability turned out not to put positive effects on self-efficacy and trust. Thirdly, the perceived gain turned out to put positive effects on self-efficacy and trust. Fourthly, the perceived disorder turned out not to put positive effects on self-efficacy and trust. Fifthly, self-efficacy turned out to put positive effects on trust. But, self-efficacy turned out not to put positive effects on security dependent behavior. Sixthly, trust turned out not to put positive effects on security dependent behavior. This study is intended to make a strategic proposal so that social game users can raise awareness of their level of security perception and security willingness through this.

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Effects of Leaders' Creativity on Employees' Job Satisfaction and Innovation Behavior: Focusing on the Mediating Effect of Positive Psychological Capital and Creative Self-efficacy and the Moderated Mediating Effect of Team Cohesiveness (리더의 창의성이 종업원의 직무만족과 혁신행동에 미치는 영향: 긍정심리자본과 창의적 자기효능감의 매개효과와 팀응집성의 조절된 매개효과를 중심으로)

  • Kim, Ji Woong;Kang, Min Jung
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.17 no.3
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    • pp.165-182
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    • 2022
  • This study focused on whether employees' perceived leader's creativity has a significant effect on employees' job satisfaction and innovative behavior. In addition, this study analyzed the mediating effect of positive psychological capital and creative self-efficacy in the relationship between perceived leader creativity and employee satisfaction with the job or innovation behavior, and analyzed the moderated mediating effect of team cohesion. This study conducted confirmatory factor analysis and path analysis for each factor using the measurement tool verification method using the SmartPLS 3.0 structural equation model, and empirically analyzed the research model. As a result, it was found that the creativity of employees' perceived leaders did not directly significantly affect employees' job satisfaction and innovation behavior. However, it was found that positive psychological capital significantly mediated the relationship between perceived leader creativity and job satisfaction or innovative behavior. In addition, positive psychological capital and creative self-efficacy have a complete double-mediation relationship between the employees' perceived leader's creativity and employees' innovative behavior. However, positive psychological capital and creative self-efficacy don't have a double-mediation relationship between the employee's perceived leader's creativity and employees' job satisfaction. Finally, Team cohesion was found to moderate the relationship between perceived leader creativity, positive psychological capital (or creative self-efficacy). However, the research model that the moderated mediating effect of team cohesion on the relationship between leader's creativity, the mediating variables(positive psychological capital and creative self-efficacy), and job satisfaction (or innovative behavior) was significant only for groups with high team cohesiveness. This study examined the needs of the times for the importance of creativity of perceived leaders and analyzed the relationship between factors influencing job satisfaction and innovation behavior of organizational members. The study is meaningful in that it suggested a plan to establish a specific organizational strategy to enhance positive psychological capital and creative self-efficacy.

Antecedents of Brand Loyalty in South Korean Rice Market (한국쌀시장에서 상표충성도의 선행요인에 관한 연구)

  • Taylor, Charles R.;Kim, Kyung-Hoon;Kim, Dong-Yul;Moon, Hak-Il
    • Journal of Global Scholars of Marketing Science
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    • v.9
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    • pp.175-188
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    • 2002
  • The objectives of this study are to develop and test a research model specifying the relationship between brand loyalty and sales of rice brands and to provide insight on establishing a marketing strategy for rice brands in South Korea. Results indicate that the information source a consumer relies upon is related to brand loyalty in the rice category. Second, consumers who are highly involved with the product category tend to be more brand loyal. Third, demographic of purchasing behavior are positively related to rice brand loyalty. Fourth, demographic characteristics can partially explain differences in rice brand loyalty. Finally, rice brand loyalty was positively related to consumer satisfaction.

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A Survey on Application of Gamification for Energy Saving (에너지절약을 위한 게임화 전략의 적용사례와 제언)

  • Lim, Ki Choo
    • Journal of Energy Engineering
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    • v.26 no.2
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    • pp.93-98
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    • 2017
  • This paper aims to examine how gamification strategies lead to the changes in consumers' perspectives and behaviors on energy savings. Since gamification strategies began to be widely used in the late 2010s, the strategies have been extensively applied to a variety of industries and applications, including the field of energy savings. As energy saving practices adopting gamification strategies reflect the attributes of game, citizens can be pleased to participate in energy saving activities. Also, the gamification strategies are expected to raise citizens' awareness to the necessity of reducing energy consumption. Therefore, considering the subjects and specific objectives, the action plans for applying gamification strategies to energy saving programs are required to be established to meet the demand of new services on energy savings.

A Case Study of Privacy Invasion Caused by Excessive Information Seeking on Mass Media (과도한 정보추구로 인한 미디어의 프라이버시 침해 사례 및 유형 분석 연구)

  • Lee, Jeong-Mee
    • Journal of the Korean Society for information Management
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    • v.25 no.3
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    • pp.231-247
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    • 2008
  • The purpose of this study was to try to describe types of invasion of privacy caused by excessive information seeking on mass media. Recent 5 years of cases were gathered and analyzed to see the types of invasion of privacy, and extracted only those cases showing the results by excessive information seeking. Three standards such as the intension, the subject, and the characteristics were selected to differentiate the types and cases. Five types of those three standards were introduced by case by case. The issues regarding ways of privacy protection and correct attitude of information seeking were explored and a few suggestions were included at the end.

Exploring the Experiences of People with Disabilities in Korea before and after Using Personal Assistance Services (장애인의 활동보조서비스 이용 이후 삶의 변화에 대한 연구: 신체적, 심리적, 사회관계적 측면을 중심으로)

  • Kim, Kyung-Mi
    • Korean Journal of Social Welfare
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    • v.57 no.4
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    • pp.253-274
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    • 2005
  • The purpose of this study was to explore the experiences of people with disabilities using Personal Assistance Services (PAS) in Korea. A qualitative study based on face-to-face interviews with people with mobility disabilities was conducted. Nine consumers with disabilities participated in the study. Study participants pointed out five changes in their life after using PAS: 1) increase in daily life activities, 2) increased perceived control, 3)increased psychological self-reliance, 4) growth of relationships with others in terms of both degree and frequency, and 5) more equalized relationships with family, Finally, article makes recommendations regarding the future provision of PAS.

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Consumer Buying Process in Ubiquitous computing (유비쿼터스 환경이 소비자 구매 과정에 미치는 영향에 관한 연구)

  • Lee, Hong-Il;Park, Cheol;Lee, Min-Sun
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 2003.11a
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    • pp.333-351
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    • 2003
  • 90년대 말부터 새로운 지식정보국가의 패러다임으로 세계 각국은 ‘모바일, 브로드밴드, 극소형 컴퓨터, IPv6’의 기술이 창출해내는 컴퓨팅의 실체를 유비쿼터스 컴퓨팅으로 파악하고 각 국의 정부, 기업, 연구소들이 주도권을 잡기 위해 많은 노력을 기울이고 있다. 과거 30여년 동안 국내 기간 시설로 잘 구축된 유. 무선 통신환경은 유비쿼터스 정보통신이 바로 미래의 국가적 운영을 결정 짓는 초석이 될 것이다. 그러나, 유비쿼터스시대의 구현은 기술적인 발전으로 완성되는 것이 아닌 기초, 기반, 요소, 응용 서비스들이 효율적인 구축이 되어야 가능하다. 현째 까지는 IT 기술의 발전에 관한 연구들은 많이 진행되었지만, 시장의 수용과 관련된 사업적 상용화에 대한 연구들은 다소 부족한 것이 현실이다. 본 연구는 유비쿼터스 컴퓨팅 기술 기반과 서비스 IT 기술 개발 분류와는 구별되는 마케팅 /고객 관점에서의 유비쿼터스 컴퓨팅 환경의 재 분류를 시도하였다. 즉, 유비쿼터스 네크워킹 환경에서의 마케팅 환경변화의 단계를 설정하였고, 그에 대한 가상 시나리오 및 예측을 제안했다. 또한, 이렇게 분류한 유비쿼터스 환경이 소비자의 구매의사결정단계 (구매 전, 정보수집, 대안평가, 구매결정, 구매 후 행동)에 어떻게 영향을 미치고있는지에 대한 분석과 사례를 제시하였다. 특히 유비쿼터스 환경이 구매의사결정단계에서 각 단계의 축소/압축의 형태에 대해서 집중 조명하였다. 이를 토대로 유비쿼터스 환경에서 기업의 마케팅 및 고객관리의 변화와 대응에 대해 제언하였다.

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A Study on the Information Search Action for Skin Care of Women in Their Twenties -on the Information Source- (20대 여성의 피부관리 정보탐색행동에 관한 연구 -정보원을 중심으로-)

  • Kim, Do Hyeon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.1
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    • pp.700-709
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    • 2016
  • This study examined the importance of the skin care source on the consumer's general characteristics (lifestyle, residential district and income). The questionnaire survey results showed that women in their twenties choose dermatologic clinics as the best source for skin care. The three-way ANOVA using three variables (lifestyle, residential district and income) showed notable differences between the dermatologic clinic, newspaper?magazine, family?friends, and internet sources. Some suggestions for a marketing strategy were made. For example, newspaper?magazine targeting high income consumers is a good means for dermatologic clinics in Seoul and the Internet is better than other sources for other industries in Daejon.