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The Effect of Life Sports Participation of Life Sports Athletes in Mungyeong City on Life Satisfaction (문경시 생활체육 동호인의 생활체육 참여가 생활만족도에 미치는 영향)

  • Kim, Seung-Ho
    • Journal of Convergence for Information Technology
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    • v.8 no.1
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    • pp.123-130
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    • 2018
  • The subjects of this study were municipal citizens of Gyeongsangbuk-do Province and selected 250 members of the sports clubs as members. The sampling method for the data was used with simple ramdom sampling method, self-administration method. After questionnaire was distributed and retrieved, a total of 200 questionnaires were analyzed except for 50 items which were judged to be lack of credibility (double entry, no entry, insufficient data). For the data analysis, frequency analysis, ${\chi}^2$, factor analysis, reliability analysis, and one-way ANOVA were conducted in this study. First, there was no significant difference in life satisfaction among the participants. However, there was a significant difference in leisure satisfaction according to age. Second, there was a statistically significant difference in the life satisfaction of the athletes according to educational background, and there was a statistically significant difference in leisure satisfaction according to educational background.

A Study on the Influence of Workers' Participation in Organizations on Organizational Commitment (근로자의 사내 행사참여가 조직몰입에 미치는 영향에 관한 연구)

  • In, Young-Jun;kim, Gang-Min;Lee, Yong-Sun;Lim, Sang-Ho
    • Industry Promotion Research
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    • v.3 no.2
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    • pp.79-85
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    • 2018
  • This study analyzed the effect of participation of in - company events on organizational commitment. A total of 52 questionnaires were analyzed for workers. The results of this study were as follows: First, there was no statistically significant correlation between employees' satisfaction with organizational life satisfaction and the correlation coefficient between MT / WS and Sports events was -.478, p <.01 Level negative correlation. Second, the group differences of the organizational life satisfaction according to the individual characteristics of the workers were analyzed according to the age and position, and the organizational life satisfaction was analyzed as being higher than that of 30 ~ 35 years of age More than the deputy director. Third, there was no statistically significant difference between groups of self-efficacy according to personal characteristics. The purpose of this study is to examine whether organizational commitment influences organizational commitment through organizational life satisfaction and self - efficacy.

Validity of Logo-Autobiography for College Students: A Pilot Study (대학생을 위한 의미요법 자서전쓰기 프로그램 타당성: 예비연구)

  • Cho, Sunhee;Do, Eunna
    • Journal of the Korea Convergence Society
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    • v.11 no.11
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    • pp.425-431
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    • 2020
  • The purpose of this study was to examine validity of developed Logo-Autobiography for College students (LAC). The LAC was developed based on Frankl's logotherapy and Logo-Autobiography program for middle-aged women. Eleven college students participated in 6 sessions of LAC after 3 psychiatric nurse practitioners confirmed content validity of the program. Focus group interviews were conducted to identify participation experiences and to examine validity of the program sessions. Qualitative data were analyzed using content analysis method. A total of 9 themes were emerged from the data; 1)Realizing my existence, 2)Discovering my uniqueness of existence, 3)Thinking my future, 4)Experiences of encounter, 5)My uniqueness, 6)Experiences of successful coping, 7)Realizing freedom of attitude choice, 8)Needs of self-transcendence, and 9)Discovering my existence. The emerged 9 themes were all evaluated to be consistent with the objectives and topics of each session. We suggest a randomized experimental study to examine effects of LAC on college students' mental health.

A Study on Learning Support based on the analysis of learning process in the college of Engineering (공과대학생들의 학습 과정 분석에 기초한 학습지원 방안 연구 : 수도권 S대 사례를 중심으로)

  • Jeon, Young Mee
    • Journal of Engineering Education Research
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    • v.18 no.1
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    • pp.61-73
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    • 2015
  • The purpose of this study is to suggest some direction to support learning of students in college of engineering. It results from the assumption that engineering education accreditation should come with assessment of the educational process. To analyze the learning process, this study analyzed 5 categories - involvement in and out of instruction, faculty-student interaction, teaching-learning outcomes, and the system of student support. The Research method was questionnaire, and T-test and hierarchical linear model were used. The major findings are as follows. Major-level of satisfaction in teaching-learning and optional-level of satisfaction in teaching-learning are good. But the degree of self-directed learning activities and student-faculty interaction is low, and writing attitude and learning outcomes are not good. Student-faculty interaction, high-order thinking activities and active involvement have a good influence on learning outcomes. So this study suggests to enhance active involvement in instruction, high-order thinking activities, writing skills, and interaction with faculty for the improvement of quality of higher education.

A Study on How to Enhance the Healthiness of UCC Value Chain (UCC 가치사슬의 건강성 제고방안에 관한 연구)

  • Kim, Yoo-Jung;Yoon, Jong-Soo
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.4
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    • pp.241-253
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    • 2008
  • UCC(User Created Content) has brought about much change in the way Internet users produce, publish, and share digital content. That means that Internet users are participating in the UCC service much mure voluntarily, and interacting each other mure proactively to meet their social-psychological needs such as self-expression, social presence and so on. Also, there has been the sharp increase in variety and volume of digital content on Internet. The reasons why are that UCC enables Internet users to produce and publish their own content with much low cost, and lowers the entrance barriers to the digital content market. Like this, UCC causes the unbundling of the value chain of digital content, resulting in the high uncertainty and complexity, and then leading to the low healthiness of UCC value chain in terms of productivity, robustness, niche creation, and safety. Thus, this paper is to identify the status and problems of UCC value chain and present the way how to enhance the healthiness of UCC value chain more comprehensively and systematically.

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Developing the Korean Wave through Encouraging the Participation of YouTube users : The Case Study of the Korean Wave Youth Fans in Hong Kong (유투브(YouTube) 이용자들의 참여에 따른 한류의 확산: 홍콩의 10-20대 유투브(YouTube) 이용자조사를 중심으로)

  • Song, Jung Eun;Jang, Wonho
    • The Journal of the Korea Contents Association
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    • v.13 no.4
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    • pp.155-169
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    • 2013
  • This research aims to consider the participatory behaviors and the relationship building of the Hong Kong Korean Wave fans on YouTube and to explores the effect of the behaviors in order to spread the Korean Wave. Furthermore, this research seek ways of developing the Korean Wave contents based on fan participation on YouTube. The research conducted both Focus Group Interview and three rounds of email interviews with the Korean Wave fans in Hong Kong. They actively participated in expressing themselves, replying to other comments, and providing video contents as a fan. Also, the fans delivered the YouTube video contents to other Social Network Services(SNS), including facebook, and online fan pages in order to build ties with friends and other the Korean Wave global fans in daily lives. Their YouTube participation contributes to creating two-way communication between the Korean Wave and its global fans by spreading and re-creating the Korean Wave contents.

Predicting Factors on the Increase in Computer Entertainment Behavior with Data Mining (데이터마이닝을 이용한 컴퓨터 오락추구 행동 상승의 예측요인)

  • Lee, Hyejoo;Jung, Euihyun
    • The Journal of Korean Association of Computer Education
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    • v.20 no.2
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    • pp.47-55
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    • 2017
  • The purpose of this study is to investigate the predicting factors on the increase in computer entertainment behavior with the sample from KYPS data. The results of the Decision Tree model revealed that: (1) Neighbor supervision, self-belief, parent attachment, life satisfaction, and peer attachment were significant for the increase in computer entertainment behavior. (2) Neighbor supervision, class participation and leisure satisfaction were significant for male students' increase in computer entertainment behavior. (3) Optimistic disposition, teacher attachment, and peer attachment were significant for female students' increase in computer entertainment behavior. These results suggest that meaningful factors and their divers interactions should be considered in methods and programs for regulating and preventing the increase in computer entertainment behavior.

The Development of a Career-Anchor Based on Career Education Model for Elementary Schools (커리어 앵커 활용 초등학생 진로교육모형 구안)

  • Hong, Kwang-Pyo;Park, Su-Hong;Choi, Chang-Hwan;Kang, Soek-Kwoen;Shim, Da-Hee
    • Journal of vocational education research
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    • v.30 no.4
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    • pp.179-202
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    • 2011
  • The purpose of this study is to discern elementary students' career education model based on career anchor. For this purpose, we have researched literatures and case studies related to career anchor and developed a draft of the career education model. Afterwards, through expert formative evaluation of the draft, we have developed the final model. Specific model's processes include 'finding yourself' - 'selecting learning contents based on career anchor'- 'studying based on career'- 'over coming things lacking in your career' - 'assessment'. These steps include activity content and supporting elements for learners. This study is different from precedent career education related studies because through career anchor the learner can find his true self, teachers can able to teach flexibly while adjusting to diverse environment changes, also this program can be utilized within the class setting immediately, and it is developed to help learners and teachers to utilize the program with ease and systematically.

Discrimination between trend and difference stationary processes based on adaptive lasso (Adaptive lasso를 이용하여 추세-정상시계열과 차분-정상시계열을 판별하는 방법에 대한 연구)

  • Na, Okyoung
    • The Korean Journal of Applied Statistics
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    • v.33 no.6
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    • pp.723-738
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    • 2020
  • In this paper, we study a method to discriminate between trend stationary and difference stationary processes. Since a crucial ingredient of this discrimination is to determine the existence of unit root, we can use a unit root testing strategy. So, we introduce a discrimination based on unit root testing and propose the method using the adaptive lasso. Our Monte Carlo simulation experiments show that the adaptive lasso improves the discrimination accuracy when the process is trend stationary, but has lower accuracy than unit root strategy where the process is difference stationary.

Digital Multimodal Storytelling: Understanding Learner Perceptions (디지털 멀티모달 스토리텔링: 학습자 인식에 대한 이해)

  • Chung, Sun Joo
    • Journal of Convergence for Information Technology
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    • v.11 no.3
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    • pp.174-184
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    • 2021
  • The present study intends to understand how multimodality can be implemented in a content course curriculum and how students perceive multimodal tasks. Twenty-eight students majoring in English were engaged in a digital storytelling assignment as a part of the content curriculum. Findings from the questionnaire and reflective essays that investigated students perceptions of digital storytelling showed that students felt that the assignment helped them engage in the task and felt motivated. In comparison to traditional writing tasks, students perceived digital storytelling to be more engaging and motivating, but felt that the assignment required more mental effort and caused more anxiety. By supporting students to explore technology and implement multimodal aspects in the learning process, digital storytelling can encourage engagement and autonomous learning to create meaningful works that are purposeful and enjoyable.