• Title/Summary/Keyword: 직무 경험

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A Study about The Motivational Theory-Based Types of Security Guard's Martial Art Training on Job Performance (경호원의 무도수련이 직무수행에 미치는 영향에 대한 실증분석)

  • Park, Hee-Suk;Lee, Young-Oh
    • Korean Security Journal
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    • no.20
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    • pp.179-198
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    • 2009
  • This study aims to find out what affects on performance of private security service guards' duty regarding the security service martial arts. To achieve its goal, object of this study was set as private security service guards of private security service enterprise. Here are some conclusions that have been found. First of all, it was revealed that Hapgido, Judo, Taekwondo, kumdo and fencing are in order of the martial arts that help security service the most. Second, the relation of the ability to perform private security service guards' duty between the security service martial art of security guards and the types of them appeared that ones who had been trained were found to be more affirmative than ones who had not, and showed a significant difference. On the other hand, there was no significant difference found on the type of performance of private security service guards' duty. However, ones with a longer career seemed to be more affirmative on the side of work quality and duty, and it also showed a significant difference statistically. complishment relation between the security service martial art of security guards and the types of them appeared that ones who had been trained were found to be more affirmative than ones who had not, and showed a significant difference. Seventh, the relation of mental and the types of them appeared that ones who had been trained were found to be more affirmative than ones who had not, and showed a significant difference. On the other hand, there was no significant difference found on the type of performance of private security service guards' duty.

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The Effect of Job Insecurity and Entrepreneurship on the Entrepreneurial Intention: Focusing on Shapero's Entrepreneurial Event Model (직장인의 직무불안정성과 기업가정신이 창업의도에 미치는 영향: Shapero의 창업이벤트모델을 중심으로)

  • Ahn, Eun-Ju;Yang, Dong-Woo
    • Korean small business review
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    • v.42 no.3
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    • pp.275-304
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    • 2020
  • The purpose of this study is to present implications for revitalizing start-ups and contribute to enhancing the success rate of start-ups by clarifying factors and processes for converting workers with knowledge, experience and networks in related fields into entrepreneur. Based on the Shapero's Entrepreneurial Event Model, this study demonstrated whether the job insecurity and entrepreneurship of the workers were precipitating events of the entrepreneurial intention and whether the perceived desirability and feasibility of the entrepreneurial behaviour mediated between them. According to the results of the study, first, it was confirmed that job insecurity, innovativeness, and risk-taking of workers are factors that increase the entrepreneurial intention. Second, the indirect effect of perceived desirability between all components of job insecurity and entrepreneurial intentions was not significant, but all components of entrepreneurship appeared to improve entrepreneurial intention through perceived desirability. Third, it has been confirmed that job insecurity, innovativeness, and risk-taking strengthen the entrepreneurial intention through the perception of feasibility for entrepreneurial behavior. Through this study, it is confirmed that in order to convert workers into entrepreneur, it is necessary to strengthen entrepreneurship education and support for internal ventures for workers to increase their positive attitude and confidence in implementation. Therefore, it is expected to help solve job problems and revive the sluggish economy by contributing to boosting start-ups.

A Study on the Development & Application of Project-Based Learning Program for Promoting the Pre-Education Librarians' Self-Efficacy in Education Services (예비교육사서를 위한 PBL환경의 교수역량 강화프로그램 개발 및 적용에 관한 연구)

  • Jung, Jong-Kee
    • Journal of the Korean Society for Library and Information Science
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    • v.44 no.2
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    • pp.221-239
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    • 2010
  • The purpose of this study is to cultivate the educational competency of pre-librarians in the Department of Library & Information Science. To achieve this, first, the program is developed which is based by PBL(Project Based Learning) method for LIS education. Second, the questionnaire for education librarian self-efficacy is developed to measure the education librarian self-efficacy. Third, data were collected from 42 LIS undergraduate students at the beginning and end of the semester-long program during which it was adopted. The data were analyzed by paired t-test with SPSS. Analysis shows the program has a significant effect on the improvement of educational self-efficacy for pre-education librarians. Also, it is hoped that for this program will be applied to continuing education programs for education librarians and teacher librarians.

A Study on the Individual Wage Effect of Training (교육훈련의 경제적 성과 - 임금근로자를 중심으로 -)

  • Kim, Ahn-Kook
    • Journal of Labour Economics
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    • v.25 no.1
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    • pp.131-160
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    • 2002
  • This article tried to find out the individual wage effect of training. This Article used 1998, 1999 KLIPS(Korea Labor and Income Panel Study) panel data. The size of the individual wage effect of training was twice of tenure's, and had significance. Training had a good effect on the job satisfaction and carrier development. To overcome self selection bias, this article regressed the first difference of wage equations, but we didn't get the significant results. Dividing sample into quitters and non-quitters in order to investigate the relation between training cost and benefit, we regressed separately the each first difference of wage equation. On quitters, the individual effect of training appeared significantly, but on non-quitters, it didn't. This results mean that employer does not raise wage rate according to upgraded skill originated in incumbent's training. And the results also mean that the upgraded skill of employee who quit pre-employer is recognized by new employer, and his wage rate rises in his new job.

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The Difference of Psychological Burnout according to the Types of Perfectionism and Workaholism (완벽주의 유형과 일중독에 따른 심리적 소진의 차이)

  • Ko, Sujin;Lee, Sulim
    • The Journal of the Korea Contents Association
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    • v.22 no.7
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    • pp.290-306
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    • 2022
  • The purpose of this study was to look how workaholism regulates the effect on the relation between the perfectionism types - self-oriented perfectionism (SOP), other-oriented perfectionism (OOP), Socially prescribed perfectionism (SPP) - and burnout. To do this study, 250 data collected from people who would be over 20 years old in the country using Korean Version of Hewitt's Multidimensional Perfectionism Scale, Korean Version of Workaholism Battery, Maslach Burnout Inventory. To analyze the result of the questionnaire survey, Descriptive statistic, correlation analysis, t-test, regression analysis, two-way ANOVA were performed using SPSS. As a result, the interaction between SPP and workaholism showed the meaningful effect on burnout. In other words, while SPP lower group experiences less cynicism regardless of the degree of workaholism, SPP upper group experiences noticeable more cynicism when they are in the lower workaholism group, suggesting that workaholism may have a positive effect of making someone experience less burnout.

A Study on Industry Capstone Design and Professional Practice Linkage Model: Case Study of Department of Electronic Engineering, Gyeongbuk Y University (산업체 참여형 캡스톤디자인 & 현장실습 연계 모형 연구: 경북 Y대학 전자공학과 사례를 중심으로)

  • Lee, Seok-moon;Suh, Young-suk
    • Journal of Practical Engineering Education
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    • v.14 no.1
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    • pp.137-147
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    • 2022
  • Universities should provide experiential learning in subject and non-course subjects so that students can graduate with job competency related to their major and the experiential learning includes capstone design implemented on campus and field training conducted by companies. In particular, the decrease in industry participation in short-term (4 weeks) and mid-term field training (8 weeks) due to the implementation of standard field training introduced from the second half of 2021 is making it more difficult for students to gain practical experience. To solve this problem, in this paper, we propose an industry-participatory capstone design & field practice linkage model that combines capstone design and professional practice to solve the technical difficulties of companies. Participating students find solutions to corporate difficulties in the capstone design process and produce prototypes for solutions during the field practice period, focusing on the case of the department of electronic engineering at Gyeongbuk Y University. We believe that it is one of the good models of industry-university cooperation education in which universities and industries win-win.

Experience and education needs on medication and emergency situations for young children of child caregivers (보육교사의 영유아 대상 투약과 응급상황 경험 및 교육 요구)

  • Noh, Yoon Goo;Lee, Insook;Park, Bohyun
    • Journal of Digital Convergence
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    • v.16 no.12
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    • pp.359-371
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    • 2018
  • The aim of this study was to investigate experience and education needs on medication and emergency situations for young children of child caregivers. The data from 190 caregivers were collected using open-ended questionnaires composed of four items and analysed by content analysis. The categories derived for each theme were as follows: experience of medication of six categories(no referral for medication, young children refused medication, inaccurate referral, a variety of medication, sick children but not having medication), education need of four categories(for child caregivers, for parents, for children, guideline required), experience of emergency situation of six categories(skin damage or bleeding, decreased consciousness due to seizures, high fever persisted, asphyxiation due to foreign body, dislocation or fracture, emergency not knowing how to cope), education need of emergency situation of five categories(contents, methods, cycle, necessity, institutionalization). It is required to improve more practically the education contents and methods related to medication and emergency situation of child caregivers.

A Study on Relationship between Recovery Experience and the Burnout among Hospital Nurses (병원간호사의 직무 스트레스 회복경험과 소진과의 관계)

  • Ko, Chung Mee
    • Korean Journal of Occupational Health Nursing
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    • v.21 no.2
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    • pp.87-97
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    • 2012
  • Purpose: This study was to examine the relationship between recovery experience and the burnout among hospital nurses. Methods: A cross-sectional survey design was used. The participants were 281 nurses working at three general hospitals located in Seoul and Gyeonggi Province. The data were collected by convenience sampling using self-reported questionnaires that consisted of general characteristics, burnout, recovery experiences, self-efficacy, social support, job demand and organizational system. The data were analyzed with descriptive statistics, t-test, ANOVA, correlation, and stepwise multiple regression. Results: Stepwise multiple regression showed that organizational system had the greatest impact on hospital nurses' burnout, followed by job demand, self efficacy, position and recovery experience. Conclusion: Recovery experience is found to be a new factor that influences the burnout among hospital nurses. Therefore, further research is needed for confirming that recovery experience influences the burnout of hospital nurses. Also there is a need to develop a program to increase recovery experience from job stress at the organizational level to reduce hospital nurses' burnout.

국내 MMORPG 게임산업의 성장방안 연구 - 게임디자인의 미디어 간 재매개 잠재력을 중심으로 -

  • No, In-Sik
    • 한국게임학회지
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    • v.6 no.1
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    • pp.44-47
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    • 2009
  • 분명한 것은 한국형 온라인게임의 특징적 원리들이 탑재되고 있는 방식과 현상은 점차 강화되고 있음에도 불구하고 게임사 주도적으로 전개되고 있는 산업의 성장모형은 평가기능으로 작동해야 할 조정 메커니즘의 원활한 흐름을 저해하는 길항관계에 있는 것은 사실이다. 이러한 문제를 인식하고 연구자는 게임연구의 활성화지점과 게임개발 테크놀로지가 가진 길항관계를 보완할 수 있는 디자인에 주목하고자 하였다. 게임디자인은 게임의 미적, 실용적, 경제적 가치를 창출하는 직무이면서 유관 콘텐츠산업과의 연계와 매개 가능성을 함의하고 있다는 측면에서 게임연구의 활성화지점의 매개로서 충분하다는 것이 연구자의 견해이다. 이 같은 주장의 전개를 위하여 국내에서 탄생한 온라인게임에 초점을 맞추고 국내 온라인게임의 전형이 되고 있는 핵 앤 슬래쉬(Hack & Slash) 방식과 허구적 공간에서의 게임화된 사회경험을 추구하는 스토리텔링 방식의 분석을 통해 국내형 온라인게임이 성취한 디자인 좌표를 검증하고, 이를 통해 국내 게임산업에 대두되고 있는 위기 스펙트럼과의 연관성은 어떤 것이며, 디자인은 어떠한 방향으로 매개되어야 할 것인지에 대한 의제로 접근하였다.

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Study of VDT Work Environment for Nurses in General Hospital (종합병원 VDT 작업 간호사들의 작업환경에 관한 연구)

  • 권영국;김순례;원종호
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2000.04a
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    • pp.577-580
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    • 2000
  • 종합병원에서는 많은 환자들의 데이터를 효과적으로 관리하기 위해 각종 자료를 전 산화하고 있으며, 그곳에서 근무하는 간호사들은 VDT (Visual Display Terminal) 앞에서 작업시간의 대부분을 보내야만 한다. 간호사들의 요통 유병률이 타 직종에 비해 높은 편이며, 업무와 관련해서 경험한 요통이 간과되는 경향이 있고, 사고보고를 하지 않는 경우가 많아서 실제의 요통 발생률은 보고된 것보다 더 높을 수 있다[1]는 연구결과가 발표된 바 있으며, 이러한 이유에는 여러 원인이 있겠으나, 그 중에서 특히 VDT작업을 하는 간호사들과 작업환경과의 관계를 규명해 보고자 서울 지역의 일부 종합병원 VDT(Visual Display Terminal) 작업 간호사들을 대상으로 실태조사를 하였다. 본 연구의 목적은 VDT 작업 간호사들의 설문지 응답과 직무분석 그리고 작업자세와 작업환경조건 등을 고려하여 VDT증후군에 대한 위험요인을 파악하고, VDT 관련 직업병 예방대책을 마련하고자 하였다. 설문지 분석결과 종합병원 간호사들의 근무환경 및 업무활동과 통증발생 결과간에 관련성이 있음을 알 수 있었다. RULA 프로그램 분석결과인 Level 5가 나왔으며, 이는 3단계 위험수준을 가리키는 것으로 곧 작업환경을 바꾸어야 하는 것으로 나타났다.

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