• Title/Summary/Keyword: attitude survey

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The effect of global disaster competency development program on paramedic and nursing undergraduate students (글로벌 재난 역량 개발 프로그램이 응급구조과와 간호학과 학생에게 미치는 효과)

  • Kang, Sun-Joo;Piao, Mei-Hua
    • The Korean Journal of Emergency Medical Services
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    • v.18 no.1
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    • pp.83-94
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    • 2014
  • Purpose : This study assessed the improvement of competency levels for participants, as well as their satisfaction from completion of the special international disaster response program. Methods : The program structure followed an intensive two-week course that included a combination of lectures, discussions, case studies, and field trips. "ICN Framework of Disaster Nursing Competencies" was used for designing the program. A pre-post survey was done to measure the change in the competencies of students and assess their satisfaction after finishing the program. Focus group interviews were also performed to further understand the attitudes of participants toward the disaster issues. Results : The overall pre-program test score for disaster competency was $2.18{\pm}0.68$ and the post-program test score was $6.30{\pm}0.84$, which showed statistically significant gains in all competency items (p <.001). The general satisfaction of participants with the program was quite high, demonstrated by a mean score of $4.5{\pm}0.51$. The benefits for students from program participation included increased knowledge and better understanding of the important roles of international organizations and NGOs. Conclusion : The international disaster education programs are necessary to provide an opportunity for students to increase their disaster competency. In addition, future development of a unified educational competency framework is also necessary.

A Study on the Stressors of Dental Hygienists and Student Hygienists during the Clinical Practice by Medical Center Type (임상실습 시 병원형태별 치과위생사와 실습학생이 경험하게 되는 스트레스 요인에 관한 연구)

  • Jang, Sung-Yeon;Kwon, Soon-Bok;Yang, Seung-Kyeong
    • Journal of dental hygiene science
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    • v.12 no.6
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    • pp.682-688
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    • 2012
  • This study investigates the stressors of dental hygienists and student hygienists during the bedside training by the medical center type. The survey is based on some dental hygienists who are working for dental college hospitals, general hospitals, dental hospitals and dental clinics in Seoul and Gyeonggi area which the Clinical Practice of dental hygienics students is under way in. Included are the students who are studying dental hygienics at Kyungbok University and have taken the bedside training in dental college hospitals, general hospitals, dental hospitals and dental clinics. A statistical analysis shows the following results using SPSS program. By medical center type, dental hygienists described the clinical practice of students as relatively satisfying. It also found that there is a positive correlation between stress zones, and they feel most stressed in the "Role and Activity" zone. Student hygienists felt relatively satisfied with the bedside training, and there is a positive correlation between stress zones except "Practice". It found students, who have taken the bedside training in all types of medical centers except dental clinics, felt most stressed in "Environment". It also found that students who have taken the bedside training in dental clinics felt most stressed in "Role and Activity". In conclusion, most of the dental hygienists are satisfied with students' clinical practice by pattern of hospital. Positive correlation was shown between stress factors. Behavior and attitude and ideal and value are high in stress in college dental hospitals, role and activity and treatment fields are high in stress in dental hospital, and interpersonal relationships are high in stress in dental clinics.

Meditating effect of Planned Happenstance Skills between the Belief in Good luck and Entrepreneurial Opportunity (행운에 대한 신념과 창업 기회 역량과의 관계에서 우연기술의 매개효과에 관한 연구)

  • Hwangbo, Yun;Kim, YoungJun;Kim, Hong-Tae
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.14 no.5
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    • pp.79-92
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    • 2019
  • When asked about the success factors of successful entrepreneurs and celebrities, he says he was lucky. The remarkable fact is that the attitude about luck is different. However, despite the fact that the belief that we believe is lucky is actually a dominant concept, there has not been much scientific verification of luck. In this study, we saw good luck not being determined randomly by the external environment, but by being able to control luck through the internal attributes of individuals. This study is significant that we have empirically elucidated what kind of efforts have gained good luck, whereas previous research has largely ended in vague logic where luck ends up with an internal locus of control among internal entrepreneurial qualities and efforts can make a successful entrepreneur. We introduced the concept of good luck belief to avoid confirmation bias, which is, to interpret my experience in a direction that matches what I want to believe, and used a good luck belief questionnaire in previous studies and tried to verify that those who have a good belief can increase entrepreneurial opportunity capability through planned happenstance skills. The reason for choosing the entrepreneurial opportunity capacity as a dependent variable was based on the conventional research, that is, the process of recognizing and exploiting the entrepreneurial opportunity is an important part of the entrepreneurship research For empirical research, we conducted a questionnaire survey of a total of 332 people, and the results of the analysis turned out that the belief of good luck has all the positive impacts of planned happenstance skills' sub-factors: curiosity, patience, flexibility, optimism and risk tolerance. Second, we have shown that only the perseverance, optimism, and risk tolerance of planned happenstance skills' sub-factors have a positive impact on this opportunity capability. Thirdly, it was possible to judge that the sub-factors of planned happenstance skills, patience, optimism, and risk tolerance, had a meditating effect between belief in luck and entrepreneurial opportunity capability. This study is highly significant in logically elucidating that people in charge of business incubation and education can get the specific direction when planning a training program for successful entrepreneur to further enhance the entrepreneurial opportunity ability, which is an important ability for the entrepreneur's success.

A Comparative Study on Travelers' Online Travel Agency(OTA) selection attributes and revisit selection attributes (여행자의 온라인여행사(OTA) 선택속성과 재방문 시 선택속성에 관한 비교연구)

  • Yang, Chan-Yeol
    • Management & Information Systems Review
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    • v.37 no.4
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    • pp.175-193
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    • 2018
  • As a new type of business model in the market competition situation of tour companies, this study has developed to the online form of the travel industry to the business form which is the combination of the electronic commerce function and the mobile service process in the provision of the simple web-site, This study explores the difficulties of change for the development of the travel industry from the point of view that recognition is not a simple marketing strategy diversification means but a change of recognition as a business model for expanding new markets or creating new markets. The factors affecting the choice of online travel agent (OTA) and the factors that influence the choice of online travel agency were analyzed. Were used for the empirical survey. The purpose of this study is to investigate the factors influencing the choice of online travel agents who have experience with or experience using online travel agency (OTA), what factors are important to them, and how they differ in importance when visiting again. The results of this study are as follows: First, there was a significant difference between the first and second visitors of online travel agencies. The results of this study were as follows: Attitude toward resolving complaints, convenience of change and cancellation, delivery of tickets and documents, convenience of complaints, The emphasis should be on establishing and strengthening service environments such as the speed of updating the latest information, the simplicity of the booking procedure, the degree of satisfaction of the past, the ability of employees to handle their work, the safety of various payment methods and settlement, The results of this study are as follows: First, the satisfaction of the online travel agency is influenced by the selection factors of the selected online tour agency, and the A/S such as the convenience of prompt delivery, Environmental factors contributed to satisfaction. It is suggested that the systematic service structure such as customer satisfaction and ease of use is a necessary marketing strategy for survival and development of online travel agencies. It is suggested that the marketing concentration strategy with the first visitors as the target market is effective and this is a part of the marketing strategy for the survival of online travel agencies.

Genealogical reading on YeonHangrok : A general survey on a series of YeonHang documents of 18th Century No-Ron Jeon-Ju Lee's Family(老論 全州李氏) and an analysis on their points of concern (연행록의 계보적 독해 - 18세기 전반 노론 사대신 전주이씨 집안 연행 기록의 개관과 관심지향 분석 -)

  • KIM, HYUN-MEE
    • (The)Study of the Eastern Classic
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    • no.62
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    • pp.37-65
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    • 2016
  • This paper is to explain who are the authors of first-half 18th Century private prose YeonHangRok(燕行錄) written in Chinese Character and what are interest-oriented aspects of that books. As objects of study, 3 private prose YeonHangRok(燕行錄) written by No-Ron Jeon -Ju Lee's Family(老論 全州李氏) were chosen. Result of reading articles in their anthology, I found their consciousness about going to Beijing. : They aware of "The importance of YeonHang(燕行)" and when they run a mission, they take an attitude of 'observation and attention' to their experience. With that consciousness of YeonHang(燕行) in common, So-jae(疎齋), Il-am (一菴) and Hanpojae(寒圃齋) wrote their YeonHangRok(燕行錄) that mainly describe their direct experience. So-jae(疎齋) and Hanpojae(寒圃齋)'s categories of descriptions are specialized in 'Public Affairs' and 'mission', Il-am(一菴) has widened to the everyday cultures and people of Other cultures.

An educational needs analysis of precautions against of safety accidents for school foodservice employees in the Jeonbuk area using Borich priority formula and the Locus for Focus Model (Borich 요구도와 The Locus for Focus Model을 이용한 전북지역 학교급식 조리종사자의 안전사고 예방관리를 위한 교육요구도 우선순위 분석)

  • Hyang Jin Lee ;Sun A Choi ;Jeong Ok Rho
    • Journal of Nutrition and Health
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    • v.56 no.5
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    • pp.554-572
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    • 2023
  • Purpose: The purpose of the study was to analyze the priorities for educational content regarding precautions to be taken to prevent safety accidents for employees in school foodservice using the Borich priority formula and the Locus for Focus model. Methods: A survey was conducted in February 2019 on 194 employees in elementary school and 122 employees in middle- and high school foodservice in the Jeonbuk area. Demographic characteristics, status of safety accidents, safety education, and their importance and performance levels were assessed using a self-administered questionnaire. The priorities for the educational content on precautions to prevent safety accidents were based on a 3-step analysis method, including the paired sample t-test, Borich priority formula, and the Locus for Focus Model. Results: The average perceived importance of the precautions to be taken against safety accidents of employees in elementary-, middle-, and high schools was higher compared to the average performance of the employees (p < 0.001). The top priority for elementary school employees was caution against falls during the cleaning of the gas hood and the trench in the kitchen. In addition, 'awareness of chemical signs' was added as one of the top priorities of middle- and high school employees. The second highest priority items were 'do stretching', 'safely adjusting workbench height', 'keeping the right attitude', 'using assistive devices when moving heavy things', and 'checking the material safety data sheet', which were the same for all elementary, middle- and high school employees. Conclusion: Thus, to improve the educational preparedness of employees in the area of safety precautions, eight safety/accident prevention items should be included in the safety education program.

Analysis of the Influence of Role Models on College Students' Entrepreneurial Intentions: Exploring the Multiple Mediating Effects of Growth Mindset and Entrepreneurial Self-Efficacy (대학생 창업의지에 대한 롤모델의 영향 분석: 성장마인드셋과 창업자기효능감의 다중매개효과를 중심으로)

  • Jin Soo Maing;Sun Hyuk Kim
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.18 no.5
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    • pp.17-32
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    • 2023
  • The entrepreneurial activities of college students play a significant role in modern economic and social development, particularly as a solution to the changing economic landscape and youth unemployment issues. Introducing innovative ideas and technologies into the market through entrepreneurship can contribute to sustainable economic growth and social value. Additionally, the entrepreneurial intentions of college students are shaped by various factors, making it crucial to deeply understand and appropriately support these elements. To this end, this study systematically explores the importance and impact of role models through a multiple serial mediation analysis. Through a survey of 300 college students, the study analyzed how two psychological variables, growth mindset and entrepreneurial self-efficacy, mediate the influence of role models on entrepreneurial intentions. The presence and success stories of role models were found to enhance the growth mindset of college students, which in turn boosts their entrepreneurial self-efficacy and ultimately strengthens their entrepreneurial intentions. The analysis revealed that exposure to role models significantly influences the formation of a growth mindset among college students. This mindset fosters a positive attitude towards viewing challenges and failures in entrepreneurship as learning opportunities. Such a mindset further enhances entrepreneurial self-efficacy, thereby strengthening the intention to engage in entrepreneurial activities. This research offers insights by integrating various theories, such as mindset theory and social learning theory, to deeply understand the complex process of forming entrepreneurial intentions. Practically, this study provides important guidelines for the design and implementation of college entrepreneurship education. Utilizing role models can significantly enhance students' entrepreneurial intentions, and educational programs can strengthen students' growth mindset and entrepreneurial self-efficacy by sharing entrepreneurial experiences and knowledge through role models. In conclusion, this study provides a systematic and empirical analysis of the various factors and their complex interactions that impact the entrepreneurial intentions of college students. It confirms that psychological factors like growth mindset and entrepreneurial self-efficacy play a significant role in shaping entrepreneurial intentions, beyond mere information or technical education. This research emphasizes that these psychological factors should be comprehensively considered when developing and implementing policies and programs related to college entrepreneurship education.

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A Study on Kiosk Satisfaction Level Improvement: Focusing on Kano, Timko, and PCSI Methodology (키오스크 소비자의 만족수준 연구: Kano, Timko, PCSI 방법론을 중심으로)

  • Choi, Jaehoon;Kim, Pansoo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.17 no.4
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    • pp.193-204
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    • 2022
  • This study analyzed the degree of influence of measurement and improvement of customer satisfaction level targeting kiosk users. In modern times, due to the development of technology and the improvement of the online environment, the probability that simple labor tasks will disappear after 10 years is close to 90%. Even in domestic research, it is predicted that 'simple labor jobs' will disappear due to the influence of advanced technology with a probability of about 36%. there is. In particular, as the demand for non-face-to-face services increases due to the Corona 19 virus, which is recently spreading globally, the trend of introducing kiosks has accelerated, and the global market will grow to 83.5 billion won in 2021, showing an average annual growth rate of 8.9%. there is. However, due to the unmanned nature of these kiosks, some consumers still have difficulties in using them, and consumers who are not familiar with the use of these technologies have a negative attitude towards service co-producers due to rejection of non-face-to-face services and anxiety about service errors. Lack of understanding leads to role conflicts between sales clerks and consumers, or inequality is being created in terms of service provision and generations accustomed to using technology. In addition, since kiosk is a representative technology-based self-service industry, if the user feels uncomfortable or requires additional labor, the overall service value decreases and the growth of the kiosk industry itself can be suppressed. It is important. Therefore, interviews were conducted on the main points of direct use with actual users centered on display color scheme, text size, device design, device size, internal UI (interface), amount of information, recognition sensor (barcode, NFC, etc.), Display brightness, self-event, and reaction speed items were extracted. Afterwards, using the questionnaire, the Kano model quality attribute classification of each expected evaluation item was carried out, and Timko's customer satisfaction coefficient, which can be calculated with accurate numerical values The PCSI Index analysis was additionally performed to determine the improvement priorities by finally classifying the improvement impact of the kiosk expected evaluation items through research. As a result, the impact of improvement appears in the order of internal UI (interface), text size, recognition sensor (barcode, NFC, etc.), reaction speed, self-event, display brightness, amount of information, device size, device design, and display color scheme. Through this, we intend to contribute to a comprehensive comparison of kiosk-based research in each field and to set the direction for improvement in the venture industry.

A Comparative Study on the Ginseng Consumption Culture of College Consumers in Korea and China - Focused on Attitudes Toward Ginseng and Intention to Purchase it - (한국과 중국 소비자의 인삼 소비문화 비교 연구 -대학생 소비자의 인삼에 대한 태도와 구매 의도를 중심으로)

  • Siwuel Kim
    • Journal of Ginseng Culture
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    • v.6
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    • pp.135-151
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    • 2024
  • In order to compare the ginseng consumption culture of Korean and Chinese college students, their purchase status of ginseng products, attitudes toward ginseng, and satisfaction with ginseng products were examined, and the purchase and recommendation intention of ginseng products was investigated. It targeted 267 Korean college students and 318 Chinese college students who had experience eating ginseng products. As a result of the survey, in the case of Korean college student consumers, interest in ginseng products increased compared to before COVID-19, and the intention to purchase and recommend ginseng products increased. In addition, the higher the satisfaction with ginseng, the higher the frequency of ginseng purchase experience, the higher the social benefit attitude toward ginseng, and the higher the age, the higher the intention to purchase and recommend ginseng products. Chinese college student consumers had higher parental purchases than Korea, higher positive intentions to purchase and recommend social and psychological benefits, and their 20s are already more interested and friendly than Korea. What Korean college students and Chinese college student consumers have in common is that interest in health, safety, and environment has increased since before COVID-19, and interest in ginseng-related products has changed in individual experiences, indicating that individual experiences are important and Chinese college student consumers are influenced by parents. In particular, COVID-19 is an opportunity to recognize the importance of health, which is important to those in their 20s, and is actually related to purchase intention. Focusing on these results, it seems that expansion to preferred products for college student consumers and differentiation of marketing strategies according to family influence and consumption culture should be made, and these new changes due to COVID-19 seem to be a timely opportunity. At a time when interest in health and safety has increased, strategic preparations are needed for the future consumersociety to respond to changesin product diversity and convergence, changes in marketing media to meet consumer consumption values, and changesin consumer family types, such assingle households.

The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG (MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향)

  • Kang, Ju-Seon;Ko, Yoon-Jung;Ko, Il-Sang
    • Asia pacific journal of information systems
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    • v.19 no.3
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    • pp.69-98
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    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.