• Title/Summary/Keyword: Positive Experience

Search Result 3,812, Processing Time 0.029 seconds

CORRELATION OF DENTAL BEHAVIOR WITH SALIVARY REDUCTASE ACTIVITY AND CAIRES ACTIVITY IN PRESCHOOL CHILDREN (유치원 아동의 타액환원효소활성 및 우식경험도와 치과내원시 행동의 연관성에 관한 연구)

  • Lee, Kwang-Hee
    • Journal of the korean academy of Pediatric Dentistry
    • /
    • v.23 no.4
    • /
    • pp.925-930
    • /
    • 1996
  • The purpose of this study was to know whether the information of caries activity and caries experience of the children can be used to predict the behavior of the children during the dental treatment. The subjects of the study were one hundred and eighty-one preschool children, three to six years old. Salivary reductase activity was tested by the Resazurin Disc Test. Caries experience was examined. The children's behavior was observed using the rating scale of Frankl. Salivary reductase activity of the negative behavior group was slightly higher than that of the positive behavior goup, but the difference was not significant. dt index and ds index of the negative behavior group were significantly higher than those of the positive behavior group. There were no significant differences in ft index and fs index between the two behavior groups. The results suggest that the negative behavior of a child can be predicted when the child has many untreated dental caries.

  • PDF

A Study on the Learning Effectiveness Analysis of K-MOOC Learners (K-MOOC 참여자의 학습효과 분석 연구)

  • Park, Hyejin;Kwon, Youngae
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.18 no.3
    • /
    • pp.43-53
    • /
    • 2022
  • This study analyzed the learning effect on K-MOOC. It was confirmed how the ease and interaction of K-MOOC affects learning satisfaction and Learning Persistence. The results of the study are as follows. First, it was found that the interaction and ease of K-MOOC learners had a positive effect on learning satisfaction. Second, it was found that the ease and interaction of K-MOOC learners had a positive effect on the Learning Persistence. Third, the satisfaction and willingness of learners with prior course experience of K-MOOC learners were high, and there was a significant difference according to the course experience. This study is meaningful in that the effect of actual learning activities was verified for K-MOOC learners. Based on the results of this study, it is necessary to conduct a comparative study on the K-MOOC activation plan and the case of using K-MOOC at each university.

Nature Activities in Urban Parks to Encourage Curiosity and Scientific Problem-Solving Ability in Kindergarteners

  • Kim, Eun-Jin;Koo, Chang-Duck
    • Journal of People, Plants, and Environment
    • /
    • v.22 no.5
    • /
    • pp.515-524
    • /
    • 2019
  • This study was conducted based on the fact that children in institutions for early childhood education located in cities lack the opportunity to experience nature. Therefore, urban parks are where it is possible to observe nature and natural environment, through which we examined the effects of nature activities on kindergarten children's curiosity and scientific problem-solving ability. The subjects of this study were 5-years old kindergarten children in attending public kindergartens in Cheonan and Asan and 42 children were randomly selected. The pretest and posttest were conducted on curiosity and scientific problem-solving ability before and after nature activities. The results showed that nature activities in urban parks had significant effects on improvement of kindergarten children's curiosity and scientific problem-solving ability (p <.05). Therefore, nature activities in urban parks had positive effects on preference for unknown and exploratory behavior, which are sub-factors of kindergarten children's curiosity. Nature activities also had positive effects on discovery and statement of the problem, creation and application of ideas, and conclusion to problem solving.

The Relationship Between MMORPG Players' Leadership-related Game Experience and Offline Leadership (MMORPG 내 리더십 관련 경험과 오프라인 리더십의 상관관계 연구)

  • Jang, Yei-Beech;Ryu, Seoung-Ho
    • Journal of Korea Game Society
    • /
    • v.10 no.5
    • /
    • pp.87-94
    • /
    • 2010
  • This research investigated the relationship between MMORPG players' leadership-related game experience and offline leadership using online survey samples(N=664). According to the correlation results, MMORPG players' leadership-related game experience, age, game usage time and offline leadership exhibited a significantly positive relationship. When players had more leadership-related game experience, they reported higher offline leadership scores. In terms of "spillover effect", more valuable implications of using MMORPGs are discussed in conclusion.

New Perspective of Radical Innovation based on Upper Echelon Theory

  • Park, Junghyun;Chung, Doohee;Shin, Jiseon
    • Proceedings of the Korea Technology Innovation Society Conference
    • /
    • 2017.05a
    • /
    • pp.651-685
    • /
    • 2017
  • This study examines how experience diversity of chief technology officer (CTO) drives radical innovation of the firm, and the moderation effect of group attributes of top management team. Using data of 148 firms in U.S. manufacturing industries, this study finds that a CTO's diverse functional experience increases a firm radicalness, and diverse industrial experience also increases the radicalness. This study also examined the moderating effect of top management team (TMT) characteristics such as TMT size, TMT tenure, and gender composition in TMT. The positive relationship of CTO knowledge diversity and firm radicalness is weakened as TMT size or TMT tenure increased while the relationship is strengthened as gender diversity in TMT increased. These results of the analysis of firm-level radicalness provide implications for both academics and practitioners.

  • PDF

Flagship Store Experience of Luxury and SPA Brands -Effect on Store Emotion and Loyalty- (럭셔리와 SPA 플래그십 스토어 체험 -점포 감정 및 충성도에 미치는 효과-)

  • Park, Kyungae;Kim, Eun Young
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.40 no.2
    • /
    • pp.258-272
    • /
    • 2016
  • This study estimated a structural model for examining causal relationships among flagship store experiences, store emotion and loyalty, and to compare the structural models between luxury and fast fashion SPA brands. A total of 416 responses were collected from consumers who had experience with a variety of luxury and SPA flagship stores. Findings confirmed that flagship store experience consisted of four factors, such as sensory, affective, intellectual and behavioral experiences. Sensory and behavioral experiences had positive effects on store emotion that influenced loyalty. Affective and cognitive experiences influenced loyalty. All aspects of experiences explained store emotion or loyalty for luxury flagship stores; however, two of experiences (i.e., sensory and affective) were important to determine store emotion or loyalty for SPA flagship stores. The study discussed managerial implications for fashion brands to develop and manage flagship stores.

A Study on the relationship of Empowerment, Self-efficacy and Turnover intention of dental technician (일부 치과기공사의 임파워먼트와 자기효능감 이직의도와의 관계연구)

  • Lee, Ju-Hee
    • Journal of Technologic Dentistry
    • /
    • v.25 no.1
    • /
    • pp.187-201
    • /
    • 2003
  • The purpose of this study was to investigate the relationship of empowerment, self-efficacy and turnover intention of dental technicians. The subjects of this study were selected by haphazard sampling and the size was 142 of the dental technician. The results were analyzed with spss/pc+ and the conclusion is as follows ; 1. The mean of dental technicians empowerment was 3.24, Self-efficacy was 3.51, and their turnover intention was 2.72. 2. In characteristics of subjects, turnover experience and position are significantly different in empowerment. 3. In characteristics of subjects, a working experience, income, position, marriage and turnover experience are significantly different in self-efficacy. 4. In characteristics of subjects, a position and a working experience are significantly different in turnover intention. 5. Empowerment showed a positive correlation with self-efficacy and a negative correlation with turnover intention. The above results is different from other empowerment studys which empowerment is related with self-efficacy and turnover intention. The study on empowerment is important in the aspect of stratege for increasement of work performance.

  • PDF

Improving the Workplace Experience of Caregiver-Employees: A Time-Series Analysis of a Workplace Intervention

  • Ding, Regina;Dardas, Anastassios;Wang, Li;Williams, Allison
    • Safety and Health at Work
    • /
    • v.12 no.3
    • /
    • pp.296-303
    • /
    • 2021
  • Background: Rapid population aging in developed countries has resulted in the working-age population increasingly being tasked with the provision of informal care. Methods: An educational intervention was delivered to 21 carer-employees employed at a Canadian University. Work role function, job security, schedule control, work-family conflict, familywork conflict, and supervisor and coworker support were measured as part of an aggregated workplace experience score. This score was used to measure changes pre/post intervention and at a follow-up period approximately 12 months post intervention. Three random intercept models were created via linear mixed modeling to illustrate changes in participants' workplace experience across time. Results: All three models reported statistically significant random and fixed effects intercepts, with a positive coefficient of change. Conclusion: This suggests that the intervention demonstrated an improvement of the workplace experience score for participants over time, with the association particularly strong immediately after intervention.

The Impact of Exhibition and Event Experience Type on MICE Quality and Loyalty (전시 및 이벤트 경험 유형이 MICE 품질 그리고 MICE 품질이 충성도에 미치는 영향)

  • Jang, Sunghee;Kim, Sanghyun
    • Knowledge Management Research
    • /
    • v.20 no.2
    • /
    • pp.43-58
    • /
    • 2019
  • The main purpose of this study is to empirically investigate determinants affecting MICE quality, which then affects to loyalty. In particular, this study focuses on variables in the exhibition and event experiences of the MICE participants. The proposed research includes four variables representing the exhibitions and event experiences (affective, intellectual, behavioral, relational experience), two MICE qualities (commitment, satisfaction), and MICE loyalty. The results of this study reveal that four proposed variables (affective, intellectual, behavioral and relational experience) have a positive impact on two MICE qualities (commitment and satisfaction). Furthermore, the study found that commitment and satisfaction positively influence MICE loyalty. The findings of the study would provide theoretical and practical implications of exhibition and event experiences, quality and loyalty of MICE.

The effect of Virtual CSR Co-Create on Users' Gameful Pleasure

  • Fei Zhou;Songling Xu;Yuanxi Ding
    • Journal of East Asia Management
    • /
    • v.4 no.2
    • /
    • pp.19-38
    • /
    • 2023
  • With the progress of information technology and the rapid development of the gamification marketing, corporate marketing through virtual CSR co-create as customer acquisition, customer retention strategy has become the hot topic, but the reality results show that the effect of virtual CSR co-create fails to reach an enterprise's marketing purposes. Based on the success model of D&M information system, from the perspective of customer engagement, this study analyzes how enterprises achieve customer engagement and bring gameful experience to customers through gamification marketing in the context of virtual CSR co-create. The empirical results show that the quality of game information -- social interaction and sense of achievement in the context of virtual CSR co-create have a significant positive impact on consumers' gameful experience, and customer engagement plays a partial mediating role between social interaction, sense of achievement and consumers' gameful experience.