• Title/Summary/Keyword: 지적자극

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The Effect of Transformational Leadership Characteristics on the Innovative Behavior of Follower -Focusing on the mediating effect of followership characteristics- (변혁적 리더십의 특성이 조직 구성원의 혁신행동에 미치는 영향 -팔로워십 특성의 매개효과를 중심으로-)

  • Song, Chang-Soo;Dong, Haklim
    • Journal of Digital Convergence
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    • v.19 no.4
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    • pp.119-131
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    • 2021
  • The purpose of this study is to confirm the mediating effect of followership characteristics when the components of transformational leadership influences the innovative behavior of follower. For this study, response data of nationwide 551 workers were finally analyzed using SPSS 24 and Process Macro 3.5. The research results are as follows. All of the components of transformational leadership had a positive(+) effect on innovative behavior. In this process, team spirit, the characteristic of followership, was confirmed to have a mediating effect in all relationships. Perception of goal alignment and active orientation were found to have mediating effects in some types of combination. On the other hand, critical thinking had no mediating effect. This study has academic significance that variables with complex characteristics were divided into sub-characteristics for analyzing. In practice, it is suggested that there is an effective combination type for each characteristic of the variables in promoting the innovative behavior of follower. Based on the research results, the limitations of the research and future research tasks were presented.

A Review of Major Issues on Research for Online Video Game Use and Sociability (온라인 비디오 게임 사용과 사회성 연구의 주요 쟁점에 관한 문헌고찰)

  • Shin, Min Jung;Lee, Kyoung Min;Ryu, Je-Kwang
    • Korean Journal of Cognitive Science
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    • v.31 no.3
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    • pp.55-76
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    • 2020
  • Sociability is an inherent part of human life and also possesses an important value as a comprehensive ability. While the lack of sociability has been pointed out as a representative problem of game use in general, this paper analyzed studies on the relationship between online video games and social competence. In this field, the view that the relationship in the online game may replace or complement the actual relationship and will potentially hinder the development of sociability currently faces a conflict with the opinion that online video games may not directly have a negative effect on sociability but rather result in a positive outcome by providing a social learning space. In a large scale survey that measured the use of online games, psychological characteristics, and social competence, no distinct relationship between game use and degradation of sociability was observed. Based on this analysis, we suggest that efforts are necessary to break away from the stereotype that online game play may cause a decline in sociability and to improve the validity of related research.

Job Satisfaction and Organizational Commitment Impact of Transformational Leadership in Vocational Training Center (인적자원 직업훈련 기관에서 상사의 변혁적 리더십 특성이 부하 구성원의 직무만족과 조직몰입에 미치는 영향에 관한 연구)

  • Jang, Chung-Seok;Park, Jong-Oh
    • Korean Business Review
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    • v.20 no.1
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    • pp.73-103
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    • 2007
  • The purpose of this study is to examine the relationships of transformational leadership, job satisfaction, and organizational commitment on the training persons in a certain vocational training center. The major research findings as follows. First, Statistically significant positive relations were found between the transformational leadership and job satisfaction. Especially, Sub-construct for transformational leadership e.g., charisma(${\beta}=.24$, P<.05) and intellectual stimulation(${\beta}=.36$, p<.001) showed statistically significant positive(+) relationship with construct in job satisfaction. Second, Statistically significant positive relations were found between the transformational leadership and organizational commitment. Especially, Sub-construct for transformational leadership e.g., intellectual stimulation(${\beta}=.29$, p<.01) and inspirational motivation(${\beta}=.24$, p<.05) showed statistically significant positive(+) relationship with construct in organizational commitment. These consequences suggest that transformational leadership affect the job satisfaction and organizational commitment.

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The Design Research on Facade in Corporate Commercial Space Identity (Space Identity를 위한 기업 상업공간 파사드 디자인 연구)

  • HwangBo, Hyun-Wook
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.39-48
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    • 2006
  • In recent marketing circumstances we passed the days just dealt with products sales and faced Sensitivity Marketing era concluded by merchandise, corporate and brand image. Especially although corporate commercial space is the important strategy factor performing immediate satisfaction, experience,sensitive stimulation and social relationship among customers, most of the domestic firms don't recognize its importance when looking into adopted graphic factors at spaces without consideration for a variety of space function, concept,merchandise and customer satisfaction. In addition the facade, which performs as visual information conveyance, boundaries of architecture and concluding space concept, merchandise image and incoming customer based on linkage between interior and exterior, is the important point. This research specializing the examples of facade design of corporate and brand commercial space including service, purchasing and advertising looks into reflected space identity through facade and theoretical factors for commercial space function, concept, merchandise and customers related facade design and makes alternative plans in order to make a better commercial space identity program.

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Perceptions of Distance University Learners' Satisfaction on Online Lecture Content by Age Group (우수 온라인 강의콘텐츠에 대한 원격대학 학습자의 연령별 인식)

  • Jung, Hyeryung;Woo, Younghee
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.429-437
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    • 2020
  • In this study, we examine the satisfaction and dissatisfaction factors on the perceptions of online lecture content among open and distance university learners, especially focusing on age groups differences. The result of the study shows that clear differences exist between age groups in regards to the factors which insure excellent course in online learning. For example, young adults in their 20s and 30s determined 'useful for practical life, 'screen sensitive to audiovisual', and 'recently created lectures' as the most influential factors for online learning content satisfaction. However, older age groups in their 40s and above apparently showed a high preference for factors such as 'instructor's enthusiasm and attitude', and 'clear and easy-to-understand explanations.' The findings of the study imply that learners' recognition concerning content satisfaction may differ depending on age groups. Moreover, this study suggests that considering the growing importance of online learning in relation to the COVID-19 pandemic, age groups should be considered in developing online course content.

A study of the role of environmental influences in talent development of the Korean Math and Science Olympians. (국제과학올림피아드에 참가한 과학영재의 재능 발달에 끼친 촉진 요인과 방해요인에 관한 연구)

  • 윤여홍;김언주;문정화;김명환
    • Journal of Gifted/Talented Education
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    • v.11 no.3
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    • pp.245-270
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    • 2001
  • Math and Science Olympians participated in a study of the role of environmental influences in their talent development. The questions they got was about family and school factors contribute / or hinder to the development of their scientific talents, and the parents' child rearing styles. The questionnaires were originally developed by Campbell(1996) for cross-cultural studies. The major findings were as follows: ⑴ The professional job of the Olympians'father, the high SES, Their parents'discovering their child's talents were positive factors, ⑵ Their family support and learning environment were reported strong and positive, especially books and reading atmosphere, ⑶ The Olympians participated in the accelerated and enriched educational programs, ⑷ The quality of the class and the rigidity of the curriculum were hindering factors, ⑸ Their parents'rearing style were permissive, affective, and supportive.

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Development of an Edutainment Contents using Wiimote Controller for Children with Visual Perception Disabilities (위모트를 활용한 시지각 장애아동 교육 콘텐츠개발)

  • Yoo, Sang-Jo;Han, Kyeong-Im;Kim, Bong-Seok;Park, Dong-Gyu
    • Journal of Korea Multimedia Society
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    • v.13 no.10
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    • pp.1547-1556
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    • 2010
  • Until now, many Computer Aided Education(CAE) contents are developed for kids and children with disabilities The contents cover various types of training, including visual perception training, intelligence development training, and literature education areas. Major problems on those contents are those contents requires long training time on desktop machine, which deteriorates human activities. These problems also cause inaction syndrome for young kids and children with disabilities. Solving this problem, we require a human motion sensing contents on touch screen or touch board, which interacts with a trainees and enhancing activity, collaboration and immersiveness. We implement and develope an education contents interacts with a trainee using beam projector or screen and IR(Infra-Red) pens using wiimote controller sensing technology.

A study for the analysis of the program' efficacy with multimedia to enhance brain activity (뇌파 분석을 통한 두뇌 훈련을 위한 멀티미디어 프로그램의 효과 분석)

  • Roh, Heon-Jun
    • Journal of Digital Contents Society
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    • v.7 no.1
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    • pp.15-23
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    • 2006
  • The hamonious development of human brain has been an indigenous objective of each age. A variety of training programs related to the purpose have turned up at an educational market and a commercial market, as well. I'd like to indicate, however, that these training methods are somewhat prejudiced and have some elements, inherently, which are against the development of human brain for one's whole personality. Therefore, the most desirable brain training program is to induce it to respond to various stimuli, to educate for itself and to generate continuously, to create and strengthen an innumerous synapse among brain cells, so as to form a nero-network. In this study, I have used a brain training program with multimedia which have been produced for a specific purpose. With this method, by measuring directly the effectiveness of human brain development, I have analysed more objectively and more quantitatively.

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A Study on the Characteristic Expression in Picture Book Illustrations (동화책 일러스트레이션의 표현특징에 대한 연구)

  • 박성완
    • Archives of design research
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    • v.12 no.4
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    • pp.69-77
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    • 1999
  • In creating an illustration, rather than depend on the subjective expression of the illustrator, one should consider the characteristics of child cognitive development. Illustrations should be those which can arouse child's interesting and which can be educational. To do this, first, characteristic expressions shown in children's pictures can be used to arouse child's interesting. In creating an illustration, one should consider sufficiently "intuitive form" and "representative form" in order to appeal to curiosity of child. Second, illustrations should be able to be helpful to the development of child's intellect, emotion and imagination. The form is desired to be adequately exaggerated or reduced feature, to have anthropomorphic figure and to be fantastic composition considering the egocentrism and animalism of the child. As mentioned above, it can be said characteristic expression in picture book illustrations are affected by the two points - fascinating expression drawn by child and expression by illustrator, which can be helpful to the development of intellect, emotion and imagination.otion and imagination.

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A Model and Practical Example of the Thinking Extension Education Program for the Elementary Information-Gifted Students Using the Trees (트리를 이용한 초등정보영재의 사고력 신장을 위한 교육 프로그램 모형과 실제)

  • Jung, Deok-Gil;Kim, Byung-Joe;Ahn, Hyun-Jung;Lho, Young-Uhg
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.7
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    • pp.1400-1406
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    • 2007
  • The core part of education program of the gifted students in information is the thinking ability extension of the programming. We propose four phases of the education model : (1) problem understanding (2) visualization (3) symbolization (4) algorithmization. This model of four phases is applied to learn the abstract concept of recursion using the data structure of Tree. This model is verified by presenting the example of 'Hanoi Tower' to stimulate intellectual curiosity of the students and help to expand their thinking strength. Also, we show the characteristics of which the teaching subjects and learning activities have, by presenting and clarifying the type of education program, properties of the learning contents, and lower level components. The students can deepen and foster the growth of the learning contents by the students' activities of self-evaluation, and their thinking abilities are increased by the guidances of their teachers.