• Title/Summary/Keyword: affective balance

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A Analysis on Consistency of Learning Objectives of Units and Instructional Units in Elementary School Biology Teaching Guide-Books (초등 과학교과 교사용 지도서 생명 영역 단원 및 차시 목표의 일관성 분석)

  • Kim, Jung-Min
    • Journal of Korean Elementary Science Education
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    • v.27 no.1
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    • pp.75-82
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    • 2008
  • The purpose of this study was to examine the consistency and balance of learning objectives of units and instructional units according to grades and educational domains. Educational domains were cognitive(scientific knowledge), scientific inquiry(inquiry process skills), affective(scientific attitude), and science-technology-society(STS). Learning objectives of life field of the 7th elementary science curricular teaching guidebooks were analysed. Scientific inquiry process skill objectives(43.5%) were most dominant in units, but cognitive objectives(53.9%) were most dominant in instructional units. STS objectives were most recessive in both units and instructional units. Especially, objectives of units and instructional units were shown no consistency by grade. The results of this study suggested that the textbooks and teaching guidebooks should be developed consistently by considering learning activities and contents on the basis of background and properties of science curriculum.

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An Investigation of the Impacts of Employer's Rewards Strategies on Employee's Commitment with Comparison of Home-based Contact Center (종업원에 대한 보상전략이 몰입에 미치는 영향: 재택근무와의 비교를 중심으로)

  • Kim, Jae-Young;Cho, Boo-Yun
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.3
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    • pp.125-137
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    • 2015
  • Information technology enables home-based working which is a new way to satisfy the firm and its employees. Firms are under pressure of cost reduction, and employees want to maintain balance of life between work and family. Considering the organization's capability can be the core competency, firm's efforts to acquire workers' commitment have been important issue in human resource management. However, researches to increase the workers' loyalty and commitment within home-base working have not been widely studied. This study tries to identify the relationships among firms' rewards supporting strategies and workers' perceived commitment with the working system as a context. Results confirm that the organization's extrinsic and intrinsic rewards affect the worker's continuous commitment, and the mediating role of normative commitment between workers' perceived affective commitment and continuous commitment has been found. Also, we empirically identify the moderating role of working systems(i.e., home-based, vs. office-based) within organization's rewards supporting strategies and workers' commitment perceptions.

Examination of the moderating effect of age on the relationship between regulatory focus and happiness (조절초점과 행복감 간의 관계에 대한 연령의 조절효과 분석)

  • Kwak, Yun Jung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.5
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    • pp.190-199
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    • 2017
  • People's interest in how to lead a happy life when they get older is increasing because of the extension of life span due to thedevelopment of medical technology. Factors that can affect happiness or the strength of the influence of those factors may vary according to age. Previous studies, have found that individuals with promotion focus are more likely to experience happiness than those with prevention focus. However, whether this effect of regulatory focus on happiness is consistent regardless of age has not been sufficiently investigated. Therefore, 1,250 Korean adults from each age group and residence were randomly selected as thesample, and the moderating effect of age on the relationship between regulatory focus and subjective well-being was examined. The results indicated that promotion focus and age have a significant interaction effect on subjective well-being, while the interaction effect of prevention focus and age was not significant. More concretely, the positive effects of promotion focus on life satisfaction and affective balance grew stronger with increasing age. This finding implies that it is especially important for old adults to use promotion focus by actively setting challenging goals and motivating themselves to gain a sense of accomplishment to experience subjective well-being. In addition, social support is proposed as being especially important to activate their promotion focus.

SOM(State of Mind) Model for Emotional Judgement Asymmetry between Positive and Negative Information (감성판단에 대한 SOM(States of Mind) 모형 : 긍정적/부정적 정보의 비대칭성)

  • 임승락;김지혜
    • Science of Emotion and Sensibility
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    • v.4 no.2
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    • pp.69-77
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    • 2001
  • Positively biased asymmetry between positive and negative cognition is the basic assumption of heuristic human functioning. This article describes the SOM(states of mind) model for emotional judgement, a psycho-mathematical model built on affective-cognitive assessment research on the balance of positive and negative thoughts and feelings. The SOM model suggests that subjects on the average choose a positive over a negative pole with the probability 0.62 and the precise value of this constant coincides with algebraic “golden section”  .618:.382. Statistical analyses of 32 normal subjects shows that the mean of SOM ratios of self-referent judgement and incidental recall task for positive/negative emotional words are .62(SD=.08) and .58(SD=.4). Also, the SOM ratios are significantly correlated with self-referent judgement for positive/negative emotional words. Implications of cognitive balance and future research directions for emotional science are discussed.

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Nurse-Patient Interaction Patterns and Patient Satisfaction in the Emergency Department (군집분석을 이용한 응급실 간호사-환자 상호작용 유형 및 환자의 상호작용 만족도)

  • Kim, Eun-Jung
    • Journal of Korean Academy of Nursing
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    • v.40 no.1
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    • pp.99-109
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    • 2010
  • Purpose: The purpose of this study was to identify effective nurse interaction patterns with patients in the emergency department. Methods: For this study, video technology was used to record complete conversations between the nurse and patient. The participants were 28 nurses and 63 patients in the emergency department at one university hospital located in Seoul. The data were collected from November, 2002 to April, 2003. The video recordings were observed for 4 hr for each case and coded using an adapted version of Roter's Interaction Analysis System (RIAS). The data were analyzed using cluster analysis to identify the patterns of nurse-patient interaction. Results: Cluster analysis revealed 4 distinct nurse interaction patterns; 1) "closed" characterized by orientation and negative talk, 2) "positive" characterized by positive affective talk, 3) "informative and directing" characterized by task-focused behavior including data gathering, and giving information about medical condition and treatment, 4) "facilitative" characterized by balance of psychosocial and biomedical topics. Patient satisfaction was highest in the facilitative interaction pattern. Conclusion: The patient centered interaction pattern, balancing information exchange and psychosocial exchange are the most effective interactions in the emergency department, suggesting that effective interaction skill is a core clinical nursing intervention in acute care.

A Study on the Characteristics of Space Organization of Richard Meier′s Museum Project (리차드 마이어(Richard Meier)의 미술관건축 공간구성 특성연구)

  • 이성훈
    • Korean Institute of Interior Design Journal
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    • no.26
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    • pp.79-87
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    • 2001
  • This study is focused on three major museum projects completed during 1990's by Richard Meier who is known as the romantic modernist as well as one of the architects who continue their devotion on completing the fourth dimensional spatial concept through the practice. Main focus of the study will be analyzing the space and design elements shown in the Museum of Contemporary Art (Barcelona, Spain, 1986-95), Museum of Television & Radio (Beverly Hills, CA., 1994-96) and the Getty Center(Los Angeles, CA., 1984-97), and find out the new meaning of museum design suggested by the architect. The analyzation was done based on the actual sight visits and through the acquired references. The museum designs done by Richard Meier show consistency between visual language, use of 'light, space and form' as the design elements to connect interior and exterior to create openness and harmony with surrounding condition. Additionally, greatness of the architectural elevation, efficient use of interconnecting space, adoption of natural light, affective use of the space, careful consideration to the exhibiting items, spread of information centers, balance between large and small exhibition spaces, and his concept on providing choices to the viewer within the museum are the main issues in designing the museum in order to give various spatial experience to the visitors.

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Curriculum Development for the Gifted/Talented : Reflection and Vision (영재 교육 프로그램의 개발 : 반성과 비전)

  • 최호성
    • Journal of Gifted/Talented Education
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    • v.11 no.3
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    • pp.1-21
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    • 2001
  • In general, curriculum is a product of the process of a political decision-making among a variety of peoples who have different perspectives on learners, knowledge, and society as a whole. And also, it is being affected by larger social and political contexts. As curriculum has become more a centerpiece of program activity for the gifted, the field has more emphasized the importance of viable curriculum models. The purpose of this article is to reflect current status of curriculum development for the gifted, explain the commonness and differences of several perspectives on gifted education programs, and lastly, share some experiences to deliberate about several critical issues of which any activity of program development for the gifted should consider. According to Eisner & Valiance (1974), there are five conceptions of curriculum which have shaped the thinking of many educators of what a view of curriculum for the gifted might be ; curriculum as the development of cognitive process, curriculum as technology, curriculum as personal relevance, curriculum as social construction, curriculum as academic rationalism. Although educators have a freedom to choose among these various curriculum orientations, the most effective curricular incorporate or balance all of them to some extent. After reviewing those perspectives on curriculum and several difficulties which are currently confronted at the site of curriculum development, this article have tried to identify the major curriculum efforts of the gifted education field. It focuses on the issues of developing programs for gifted and talented students, rather than on specific program models. As a result, it suggested seven critical issues or value conflicts which should be considered in the process of program development for the gifted: the balance of domain-general abilities of the gifted and domain-specific abilities, mutual consideration of accelerated learning and enrichment learning, separate organization of contents versus integrated organization, the balance of cognitive domain of human development and affective domain, official curriculum versus non-official education experience, individual-oriented learning situation versus group-oriented teaming, and expert-centered approach versus practitioner-centered approach to curriculum development.

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Transference of Trust from Retailers to Private Label Products and their Manufacturers (유통업체에 대한 신뢰가 Private Label 제품과 제조업체에 대한 신뢰로 전이되는 현상에 관한 연구)

  • Kim, Hyang-Mi;Kim, Jae-Wook;Lee, Jong-Ho
    • Journal of Distribution Research
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    • v.14 no.2
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    • pp.67-95
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    • 2009
  • The purpose of this study is to empirically examine the transference of trust process, an important factor to consumer's purchase decision-making. Even though several researchers have discussed the trust transference process, there is no research related to this concept. Specifically we have focused on the transference of trust from the retailer to low involvement private label (PL) products. PL products were chosen as transference of trust occurs under ambiguity due to lack of information about the product and their manufacturer. PL products provide relatively less information than national brand (NB) products. In addition, retailers have been rapidly expanding their PL product categories. To identify the theoretical and empirical limitations of prior studies, we discuss several theories explaining the transference of trust: 'Balance theory' and 'availability heuristic' in transference of cognitive trust; 'affective transference' and 'affect as information' in transference of affective trust. An empirical test was performed. A self completion questionnaire was developed and administered to a convenience sample of PL users. 206 usable questionnaire were received. The results show that the transference of trust plays a mediating role linking the retailer to the manufacturer and to the product. Although our model, which included the transference process of trust as a mediating effect, did not improve the competitive model, the coefficients of the respective paths were found to be better. This study confirms the transference of cognitive trust from the retailer to both the manufacturer and the product, but not for affective trust. We offer the explanation that PL products may tend to have affective trust resulting from brand familiarity but not to their PL manufacturers.

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Development of Goals Tentative of Dental Health Education in the Elementary Schools (초등학교 구강보건교육의 목표 시안개발)

  • Lee, Hyung-Sook
    • Journal of Korean society of Dental Hygiene
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    • v.2 no.1
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    • pp.43-61
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    • 2002
  • The purpose of this study was focus on development of educational objectives by using oral health education in the elementary school from now on. Based on the results of analysis compared with a model of educational objectives and contents by reflecting the programs for analysis were the oral health education programs of the Ministry of health and social Affairs in Korea, and the programs of two states in u.s. in order to construct goals and contents of oral health education in school. The results in this study can be arranged as follows: First, an analysis on the educational objectives of dental health education program resulted that, from a viewpoint of Bloom's taxonomy of educational objectives, in case of domestic, most learning objectives expressed in the handbook of Ministry of Health and social Welfare were given too much emphasis to the cognitive domain of 37 an items in all. Affective domain were appeared the lack of balance of the development domain. Second, the result of analysis for the programs of two states of America, the cognitive domain were the most abundant of 48 an items in all, and were not significantly different to those of Korea in the form of objectives domain or statement. However a big different was shown that they organized the same objectives domain as a pattern of repeating and deepening at every grade. Third, in this study, 10 educational objectives of dental health education were established, based on the result of analyzing those existing educational programs as central figure. Those are oral cavity, brushing, nutrition of teeth, fluoride, flossing, teeth injury, dental decay, periodontal disease, malocclusion, routine dental visits. And general objectives and specific objectives of each learning area were stated and arranged grade by grade.

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Pre-visualization of Interaction on Game Character's Quest Play : Towards of Narrative Structure (내러티브 구조 관점에서 본 게임 캐릭터의 퀘스트 플레이에 대한 인터랙션 사전 시각화)

  • Kim, Mi-Jin;Woo, Kim-Sang
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.3-11
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    • 2011
  • A game designer is the initial design of the quest based on narrative. It is important that to predict game character of play experience to establish these static content. This paper deal with player's affective interaction distinguishing among game characters are perform quest-play based on their characteristic status. To achieve this, First of all, previous studies regarding pre-visualization of narrative structure for other visual media are reviewed. Secondly, it is specified that quest-play experience and player's cognitive behavior. At last, these features of status by character were pre-visualized with QUG(Quest Unit Graph), which could be represented differences in precess of quest-play through analysis on world of warcarft game. Previous research is about of numerical balance in terms of character's achievement, whereas this study is meaningful that is proposed that visual model of quest-play interaction focused on narrative structure to predict game designer's architecture of quest experience.