• Title/Summary/Keyword: praise card

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The Effect of Three Types of Praise activities on the School Adjustment (세 가지 유형의 칭찬을 활용한 또래칭찬활동프로그램이 학교생활적응에 미치는 효과)

  • Yun, Chae-Young;Kim, Jung-Sub;Kang, Myung-Suk
    • Journal of Fisheries and Marine Sciences Education
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    • v.22 no.1
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    • pp.141-150
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    • 2010
  • The purpose of this study was to examine the effect of three types of praise activities on school adjustment of sixth graders. We assume that there are three types of praises; Verbal reinforcement, Encouragement, and Social acknowledgment. The study is based on pretest-posttest experimental design. The subjects of this study were 55 six- grade students who enrolled to two classes of an elementary school located in Busan. One class (26 students) was an experimental group and the other class(29 students) was a control group. Three types of praise activities were applied to the experimental group for 11 weeks. The activities were composed of classroom activities for understanding of the concept of praise, online activities, praise card activities for practicing three types of praises. School Adjustment Scale developed by Lee Young-Sun(1997) was administrated to all the subjects as the pre and post-test. To verify the effects of the experiment, ANCOVA was conducted. The treatment group showed a statistically significant increase in school adjustment, but the control group that received a neutral intervention did not.

The effect of rewards on developing right user attitudes of elementary school children (보상이 초등학생의 게임 사용 습관에 미치는 영향)

  • Kim, Young-Joo;Kim, Hea Jin;Lee, Jung-Nyun;Whang, Mincheol
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.27-34
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    • 2017
  • The study is to drive right users' attitude of internet and smart phones by providing the rewards. It consisted of 4 different types of no compensation, praise card, achievement sticker and cash and its effect on user's behavior was statistically tested. 24 children in grades four through six participated in the study. The task in this study was game of mathematical calculation. The subjective satisfaction about the reward and heart response during the game task were measured. As the results, inactivation of sympathetic and parasympathetic was observed in the case of no compensation while activation in the case of praise card. Therefore, the praise card was observed in greater commitment and satisfaction than the other rewards. The difference between non-compensation and compensation was significant in the subjective satisfaction, but not difference between compensations.

The Evolution of Collaboration in Game Play (게임플레이에서 협력의 진화)

  • Lee, Da-Won;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.101-112
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    • 2020
  • This study looked into how to carry out sacrifices for intra-game cooperation in becoming a high-level player. The results are as follows. First, the way players behave is dependent on their resources(scores). Second, the higher the player's score, the more praise cards were given to dealers. Third, high-scoring players have taken on a role of "sacrificing the self to serve the many" by voluntarily playing the role of healer, leading the team to set the rules and consequently reducing the risk of a probable role conflict within the team.

Suggestion on Chinese Clothing Market Launching : Focused on Foreign Students's Clothing Buying Behavior in Korea

  • Koo, In-Sook;Liu, Dashuang
    • Journal of Fashion Business
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    • v.15 no.6
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    • pp.1-22
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    • 2011
  • This paper is a study on the information required for developing Korean clothing products intended for Chinese students in Korea and for opening markets of Korean clothing and brands in China. It analyses the buying behaviors, purchasing ability, the favourite apparel type for clothing, and satisfaction with Korean clothing and brands of Chinese students in Korea, with which it seeks a program for South Korea branding to enter into the Chinese clothing market. Three hundred fifty seven students of Hannam University and PaiChai University Chung nam National University in Daejeon-city took part in this study. This paper adopts Descriptive Analysis, Crossing Analysis, Bivariate Correlations, and One-way ANOVA in SPSS 17.0 with Post Hoc Multiple Comparisons to know about the impact of demographic variables of Chinese students in Korea on buying information sources, the criteria for store selection, buying capacity, praise degree on various properties of Korean clothes products and their satisfaction with Korean clothes products. The first proposal of expanding China market for Korean merchants is to achieve maximum sales based on sales promotion strategies, such as the credit card corporations, the store display and sales person service development, SPA, design size development, and to upgrade consumption values. The second proposal is Korean clothes corporations should open the Internet shopping corresponding to the physical stores, the most frequently used information source of Chinese students is the network, from the age distribution of Internet users in 2008 in China, population above 10 and below 30 accounts for 66.7% of all users, In recommending clothes made in Korea to Chinese young people, on-line advertising will get better effects than other strategies, specially during advertisement, they should take good use of Korean television shows and variety shows or help Chinese poor areas to do the social contribution hereby to improve the public image of Korean clothes corporations, which can bring good sale promotion effects as well.