• Title/Summary/Keyword: Sociality factors

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A Study on the Effect of Chinese University Students' Entrepreneurial Intention: Focused on the Mediating Effect of Entrepreneurial Attitude and Perceived Behavioral Control (중국 대학생들의 창업 의도에 미치는 영향에 관한 연구: 창업 태도와 인지된 행동 통제의 매개효과를 중심으로)

  • Xiu, Shi;Oh, Keun Yeob;Kim, Hyung Jun;Min, Taeki
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.15 no.3
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    • pp.175-189
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    • 2020
  • While there have been many previous studies showing that an entrepreneur's personal characteristics have a significant impact on his intention to start a business, there was relatively little research on the inherent mechanisms for this. Recent researches show that entrepreneur's personal characteristics affect the entrepreneurial intention through entrepreneurial attitude and perceived behavioral control, rather than directly. This study carried out empirical research on 233 Chinese university students on what personal characteristics affect the entrepreneurial intention of Chinese university students, who are actively engaged in start-up activities recently. Based on the theory of planned behavior, we set entrepreneurial attitude and perceived behavioral control as important variables that shape the entrepreneurial intention and formed a model and hypotheses that personal characteristics of a potential entrepreneur(leadership, planning, innovation, sociality) affect the entrepreneurial intention through these two variables. We verified these hypotheses by regression analysis and structural equation model. The analysis confirmed that for Chinese university students the entrepreneurial attitude and perceived behavioral control were important antecedent variables that shape the entrepreneurial intention. It was also shown that leadership and innovation have a positive influence on the entrepreneurial attitude, while leadership and planning raise the level of perceived behavioral control. As a result, leadership forms the entrepreneurial intention through the entrepreneurial attitude and perceived behavior control, and innovation affects the entrepreneurial intention through the entrepreneurial attitude, while planning affects the entrepreneurial intention through perceived behavior control. Therefore, entrepreneurship education that emphasizes leadership, innovation and planning is required for Chinese college students as a potential entrepreneur. These three factors could also be important personal characteristics when choosing a potential entrepreneur.

The Effect of Computer Scientific Attitude on Academic Achievement of Information Gifted Students (정보영재들의 컴퓨터 과학적 태도가 학업성취도에 미치는 영향)

  • Chung, Jong-In
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.7
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    • pp.537-543
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    • 2020
  • In order to cultivate the talents needed in the 4th industrial revolution era, it is necessary to select gifted students and train them systematically. The affective characteristics of the gifted are self-concept, personality, sociality, motivation, morality, attitude and interest, and these are important factors that affect science achievement. In particular, computer scientific attitude is an important variable affecting computer science achievement. This study developed a computer scientific attitude test based on TOSRA developed by Fraser to measure the affective characteristics of information-gifted students. The computer scientific attitude test is composed of 7 areas: social implications of computer science, attitude to computer scientific inquiry, adoption of computer scientific attitudes, adoption of computer scientific attitudes, leisure interest in computer science, career interest in computer science, and normality of computer scientists. The relationship between computer scientific attitude and academic achievement of gifted students was analyzed using the developed test. To determine find out whether computer scientific attitude significantly predicts academic achievement, the results of a regression analysis showed that t = 2.543 and p = 0.025, indicating that the average of computer science attitude significantly predicted academic achievement.

The Effect of Oral Narration Learning for Children's Forest Fairy Tale on Self-Emotional Regulation and Community Spirit Cultivation (유아의 숲동화 구연학습이 자기감정조절과 공동체의식 함양에 미치는 효과)

  • Kang, Young-sik;Ma, Ji-soon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.7
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    • pp.112-124
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    • 2018
  • This study examines the effect of oral narration learning for children's forest fairy tales on self-emotional regulation and community spirit cultivation. To achieve this aim, experiments were conducted involving 40 children in S city during 16 sessions over a period of 8 weeks. Findings showed that the experimental group with oral narration learning regarding forest fairy tales was higher than the control group, confirming the usefulness of oral narration learning for forest fairy tales. In particular, the experimental group was higher than the control group in basic lifestyle, community spirit, sociality development and self-awareness of community spirit factors. In other words, children can focus their attention on fairy tales by reading, listening and directly experiencing fairy tale materials in nature as communication with nature in forest experience activities, and can collaborate with peers based on their emotional connection with nature. Their ability to practice principles and order as well as to improve relationships with peers and increase self-emotional regulation is enhanced through experience with fairy tale stories. Such results imply that the utilization of forest fairy tales needs to be enhanced, as forest fairy tale-linked activities have a positive educational effect on community spirit cultivation as well as self-emotional regulation.

A Study on the Effect of the Use of Mobile Office Systems on Work-Life Balance

  • Cho, Namjae;Lee, Hyungju
    • Journal of Information Technology Applications and Management
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    • v.20 no.1
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    • pp.43-51
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    • 2013
  • Human being does work to live out and they have their private life because human has sociality. Both work and life are important to live out but they are on the trade-off relationship. Because keeping the balance between work and life is too hard, it has been interested by academic and practical areas. Definition of Work-life balance here is that balance or imbalance arising between work and life has no negative impact on their daily life. Above all, Work-life balance is important because it is strongly related to identity. Recently, the introduction of the mobile office system has emerged as a way to solve the problem of work-life balance. It is based on the teleworking which was formerly generated. Teleworking is to perform the work in the employee's home or office space set aside without going into the workplace. Concept of the mobile office system here is not only using portable devices during work for convenience but also the system which is designed for the performance. Thanks to the diffusion of smart devices(smart phone, tablet pc), mobile office system has been spread. Although the importance of mobile office systems is emerging, there are few researches about it. Even they mostly focus on the standpoint of performance of mobile office system. However, Quality of life is as important as the performance. As a part of Quality of Life field, Work-life balance is the closest to employee's quality of life. So this study aims to examine the effect of the use of mobile office systems on work-life balance. To do so, we try to find factors effecting Work-life balance from existing studies and then set a research model. We set the use of mobile office systems as independent variables which are divided by use of function, use by location and use by situation. There are four dependent variables - sense of self command, sense of balance, solving work problem, solving life problem. We collected data from employees who are using mobile office systems on their job. 215 people were participated in the survey and we used multiple regression analysis to verify our research model. Results show that every independent variable has no impact on solving work problem while they have slight impact on the other dependent variables. Especially use on the business trip has significant effect on dependent variables. It means that there is a possibility use of mobile office system could control the employee's quality of life and system should be evolved until it covers even critical tasks. Also, support for mobile office system -education, encouragement-should be provided. By mobile office system is maturing, future research would be done.

Participation Types of Private Security Guards in Leisure Activities and the Effect of Leisure Constraint on Life Quality (민간경호원의 여가활동 참여유형 및 여가제약이 삶의 질에 미치는 영향)

  • Park, Joon-Ho;Choi, Pan-Am;Jo, Sung-Gu
    • Journal of the Society of Disaster Information
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    • v.7 no.2
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    • pp.161-171
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    • 2011
  • This research puts the purpose in elucidating the effect of participation types of leisure activity and leisure restraints on life quality. To achieve research purpose, questionnaire survey was conducted on 200 subjects who are engaged in private guard companies with ages over 20. Using the collected data, frequency analysis was conducted in order to identify demographic characteristics with SPSS/WIN 17.0V program. In addition, multiple regression analysis was conducted for solving research questions. As a result, sports related participation type had a positive effect on time constraint factor. Meanwhile, hobby related participation type had a positive effect on time and cost constraint, participation type of watching has a positive effect on individual and social constraint. Tour and play related participation type had a positive effect on individual constraint factor. Meanwhile participation type of sociality had a positive effect on individual constraint and hobby factor, but had a negative effect on familial and social constraint. Sports related participation type had a positive effect on social relationship factor. Participation type of watching and play related participation type had a negative effect on family relationship. Finally, time constraint factor had a positive effect on family relationship, and cost constraint factor had a positive effect on entire quality of life. Individual and family constraint factors had a negative effect on leisure relationship factor. Also, social constraint factor had a positive effect on family relationship, but had a negative effect on leisure relationship.

Effects of Horticultural Occupational Therapy on the Physical and Psychological Rehabilitation of Patients with Hemiplegia after Stroke (반신마비 뇌졸중 환자의 심리와 정서적 재활에 대한 원예작업치료 효과)

  • Kim, Mi-Young;Kim, Gui-Soon;Mattson, Neil S.;Kim, Wan-Soon
    • Horticultural Science & Technology
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    • v.28 no.5
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    • pp.884-890
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    • 2010
  • To examine the effects of horticultural occupational therapy (HOT) on the physical and psychological rehabilitation of stroke patients with paralysis on one side of the body, a horticultural therapy (HT) program was implemented along with occupational therapy (OT) in 20 patients with hemiplegia after stroke (treatment group). In the control group, another 20 patients with hemiplegia after stroke received OT but no HT. The HOT program consisted of various indoor horticultural activities that proceeded stepwise on a weekly basis over the course of four weeks. The selected horticultural occupations were organized into four-phases: motivation, adaptation, sociality, and interpersonal relationships and communication. The grooved pegboard test (GPT), geriatric depression scale (GDS), and functional independent measure (FIM) were tested to the patients in this study. Unlike control group, the treatment group showed statistically significant differences in GPT, GDS, and FIM ($p$<0.001). In addition, communication, social cognition, and self-care scores as FIM subordinate factors were improved significantly by HOT program which motivated patients to engage in rehabilitation therapy. This finding suggests that HOT has the potential to be used as an OT program for stroke patients with hemiplegia.

The effect of physical activity with peer competence for children (협력적 신체활동 경험이 유아의 또래유능성에 미치는 영향)

  • Lee, Man-Su;Jung, Se-Ho
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.2
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    • pp.883-890
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    • 2014
  • The purpose of thesis was to examine an effect of physical activities with peer competence for children. In this study, 44 children in the age of 5 in 2nd Kindergarten located in K city, Chungnam. The subjects were 22 children(11 boys and 10 girls) in A Kindergarten are selected in order to conduct physical activities based on cooperation and 22 children(10 boys and 11 girls) in B Kindergarten as a comparison group to implement individual-oriented physical activities. We applied the program in the total of 20 times at 30 minutes each time, and 2 times in each session for a total of 10 weeks. For peer competence tests, a measure for peer competence is used, which is developed for children. The results are as followed. firstly, the physical activity programs developed in the study on peer competence of five-year old children. secondly, Secondly, the activities improved every sub-factors of the peer competence such as sociability, pro-sociability, proactive. In addition, the study suggests a theoretical basis that can be used as practical measures of physical activity in the children. In addition, the physical activities in peer competence could build good inter-personal relationship through active interaction among the infants and lead positive impact on the development of their sociality.

Influence of New Town Residents' Housing Value of an Apartment House on Housing Satisfaction and Customer Loyalty -With focus on the 2nd term new town case- (신도시 거주자의 아파트에 대한 주거가치가 주거만족과 고객충성도에 미치는 영향 -2기 신도시 사례를 중심으로-)

  • Lee, Mu-Seon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.10
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    • pp.412-425
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    • 2016
  • Recently, the influence of the residential value of new town apartment houses has been increasing in the housing market; however, there has been little study on the relationship between the housing value and customer loyalty. This study analyzed the influence of the housing value on housing satisfaction and customer loyalty. To this end, this study conducted a survey targeting 519 residents in the second term new town. Accordingly, basic statistics, reliability and hypothesis test were carried out using SPSS 21.0 and ANOVA as an analysis method. The study results are as follows. First, as a result of factor analysis of the housing value, the factor was analyzed as 6 sorts, such as safety, sociality, convenience, economic feasibility, aesthetics, and comfort. Second, safety, comfort, and convenience among the factors in the housing value were found to have a significant influence on the housing satisfaction. This means that the concepts of property and assets reflect the development of new urban city apartments. Third, a new town house purchaser's positive housing value and housing satisfaction were found to increase customer loyalty. This greater satisfaction of the current residential apartment dwellers means that they are more likely to introduce their relatives and neighbors. These results suggest that a positive outlook of a new town householder on the housing value and housing satisfaction will eventually work more on revitalizing the housing market.

Generation gap between adolescents group and parents group in the perceptions on online games (부모 세대와 청소년 세대의 온라인 게임에 대한 인식 차이: 온라인 게임의 유해성/유익성, 영향과 가치, 부모-자녀 관계, 규제에 대한 인식을 중심으로)

  • Jee Yeon Kim;Young Yim Doh
    • Korean Journal of Culture and Social Issue
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    • v.20 no.3
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    • pp.263-280
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    • 2014
  • The purpose of our study was to figure out the generation gap between adolescents group and parents group in the sub-dimensions of perceptions on online games, such as harmfulness and benefits of online games, impacts and values of online games, parent-adolescent relationship with regard to online game activities, and government regulation of online games. To this end, we conducted online survey targeting middle or high school students and parents with children attending middle or high school regarding the perceptions on online games. As a result, we identified the similarities and differences between adolescents and parents generation in the sub-dimensions of perceptions on online games. Especially, we found significant differences between adolescents and parents generation in the perceptions on violence and sociality of online games. This result shows that the generation gap in these two factors may cause the conflict between parents and adolescents with regard to online game activities. Also, we ascertained the significant generation gap in the perception on parent-adolescent relationship with regard to online game activities. This result implies that parent-adolescent relationship in the developmental process of adolescents in real life was reflected in the perception on parent-adolescent relationship with regard to online game activities. Our contributions are in specifying the generation gap in the sub-dimensions of the perceptions on online games and in identifying the main causes of the conflict between parents group and adolescent group with regard to online game activities.

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Collaboration Strategies of Fashion Companies and Customer Attitudes (시장공사적협동책략화소비자태도(时装公司的协同策略和消费者态度))

  • Chun, Eun-Ha;Niehm, Linda S.
    • Journal of Global Scholars of Marketing Science
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    • v.20 no.1
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    • pp.4-14
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    • 2010
  • Collaboration strategies entail information sharing and other varied forms of cooperation that are mutually beneficial to the company and stakeholder groups. This study addresses the specific types of collaboration used in the fashion industry while also examining strategies that have been most successful for fashion companies and perceived benefits of collaboration from the customer perspective. In the present study we define fashion companies and brands as collaborators and their partners or stakeholders as collaboratees. We define collaboration as a cooperative relationship where more than two companies, brands or individuals provide customers with beneficial outcomes utilizing their own competitive advantages on an equal basis. Collaboration strategies entail information sharing and other varied forms of cooperation that are mutually beneficial to the company and stakeholder groups. Through collaboration, fashion companies have pursued both tangible differentiation, such as design and technology applications, and intangible differentiation such as emotional and psychological benefits to customers. As a result, collaboration within the fashion industry has become an important, value creating concept. This qualitative study utilized case studies and in-depth interview methodologies to examine customers' attitudes concerning collaboration in the fashion industry. A total of 173 collaboration cases were identified in Korean and international markets from 1998 through December 2008, focusing on fashion companies. Cases were collected from documented data including websites and industry data bases and top ranked portal search sites such as: Rankey.com; Naver, Daum, and Nate; and representative fashion information websites, Samsungdesignnet and Firstviewkorea. Cases were collected between November 2008 and February 2009. Cases were selected for the analysis where one or more partners were associated with the production of fashion products (excluding textile production), retail fashion products, or designer services. Additional collaboration case information was obtained from news articles, periodicals, internet portal sites and fashion information sites as conducted in prior studies (Jeong and Kim 2008; Park and Park 2004; Yoon 2005). In total, 173 cases were selected for analysis that clearly exhibited the benefits and outcomes of collaboration efforts and strategies between fashion companies and stakeholders. Findings show that the overall results show that for both partners (collaborator and collaboratee) participating in collaboration, that the major benefits are reduction of costs and risks by sharing resource such as design power, image, costs, technology and targets, and creation of synergy. Regarding types of collaboration outcomes, product/design was most important (55%), followed by promotion (21%), price (20%), and place (4%). This result shows that collaboration plays an important role in giving life to products and designs, particularly in the fashion industry which seeks for creative and newness. To be successful in collaboration efforts, results of the depth interviews in this study confirm that fashion companies should have a clear objective on why they are doing the collaboration. After setting the objective, they should select collaboratees that match their brand image and target market, make quality co-products that have definite concepts and differentiating factors, and also pay attention to increasing brand awareness. Based on depth interviews with customers, customer benefits were categorized into six factors: pursuit for individual character; pursuit for brand; pursuit for scarcity; pursuit for fashion; pursuit for economic efficiency; and pursuit for sociality. Customers also placed more importance on image, reputation, and trust of brands regarding the cases shown in the interviews. They also commented that strong branding should come first before other marketing strategies. However, success factors recognized by experts and customers in this study showed different results by subcategories. Thus, target customers and target market should be studied from various dimensions to develop appropriate strategies for successful collaboration.