• Title/Summary/Keyword: 청소년의 인터넷 이용

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The Perception of Problem of Internet Usage and Willingness of Internet Education among Adolescents on Jeju Island (청소년의 인터넷 이용에 따른 문제점 인식과 인터넷교육 의사에 관한 연구 -제주지역을 중심으로-)

  • Jin, Yeon-Ju;Kim, Hye-Yeon
    • Journal of the Korean Home Economics Association
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    • v.44 no.12
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    • pp.79-91
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    • 2006
  • The purpose of this study was to investigate the perception of problem of internet usage and the willingness to receive internet education among adolescents on Jeju Island, who are core internet users, and the related variables. The survey was administered to 566 students from elementary and middle schools on Jeju. The data were analyzed by T-test, ANOVA analysis, DMR test and logistic regression analysis. The major results of this study were as follows. First, the adolescents perceived the conflict with family due to the problem of internet usage. Taken as a whole, the perception of a problem due to internet usage was low. Second, the internet-related variables were very important to the perception level of the problem in that there was a significant difference in all sub-spheres according to the internet usage time. Also, the personal-related variables such as gender, age, and personal expenses had a meaningful difference on the perception level of problem. Third, adolescents' willingness to receive internet education was considerably high. The personal-related variables such as gender and school record had a meaningful influence on the willingness of the internet education.

Genetic Algorithm for Lewdness Web Site Detection (유전 알고리즘을 이용한 음란사이트 식별)

  • 한수경
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.10a
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    • pp.211-213
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    • 2004
  • 오늘날 인터넷은 의식주와 더불어 삶에 유용한 다양한 정보를 제공하늘 생활 필수품이다. 의식주가 인간의 육체적인 건강을 담당한다면, 인터넷은 정신적인 삶의 질을 담당한다. 그런데 음란사이트는 아직 정신적으로 미숙한 청소년들에게 선별 없이 개방되고 쉽게 노출될 수 있다. 이 논문에서는 웹사이트의 문서가 음란 문서인지 비음란 문서인지를 바르게 판정하기 위하여 유전 알고리즘을 이용하여 단어에 가중치를 배정하는 문제에 대하여 연구한다. 실험 결과 이렇게 배정된 가중치를 이용하여 평균 93.84%의 인식률로 음란 문서와 비음란 문서를 식별할 수 있었다. 여기서 문서의 음란여부를 판정하기 위하여 가중치를 배정하는 단어는 Zipf's law에 기반 하여 선정하였다.

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The Usage of Animation and Social value.Clothing behavior of Adolescents (청소년들의 애니메이션 이용현황과 사회적 가치관.의복행동에 대한 연구)

  • Kim, Tae-Kyung;Chae, Jin-Mie;Oh, Kyung-Wha
    • Journal of Korean Home Economics Education Association
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    • v.21 no.2
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    • pp.127-138
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    • 2009
  • The purpose of this study was to find out the usage of animation and its relation to the social values and clothing behaviour of adolescents. A survey was conducted in four different high schools in the metropolitan area (Seoul) and 187copies were analyzed by SPSS 12.0 package. The results were as follows; First, According to Usage survey, a number of adolescents watched animations mainly through the internet and 39% of them used the internet $2{\sim}3$ times a week. The most watched genre of animation was action/science-fiction but some differences were observed between male students and female students. Male students enjoyed action/science-fiction, comedy and drama/romance, whereas female students enjoyed drama/romance, action/science-fiction and comedy in the decreasing order. Second, It was found that the favorite genre of animation by adolescents had influence on their community mind and materialism. The most significant genre affectingcommunity life was drama/romance and the one affecting materialism of adolescents was action/science-fiction. Third, Materialism had a significant influence on clothing conformity and the next was community mind. Only materialism proved to be a significant variable affecting fashion followers. In conclusion, the results of this study showed that the adolescents' community life and materialism were significantly influenced by their favorite genre of the animation, and their social values were related to their clothing behaviors.

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Analyses on the Relationship Between SNS use and Media use time using Structural Equation Modeling (SNS이용과 미디어 이용시간 간의 관계 분석 : 이용제한 및 대안활동을 매개변인으로)

  • Kim, Ju-Kyoung;Lee, Seong-Hee
    • The Journal of the Korea Contents Association
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    • v.14 no.7
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    • pp.395-406
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    • 2014
  • This research observes how an adolescent's usage of social network services is related with media use time, and also tries to verify how a parent's participation in acting to limit usage time serves as a mediating effect. For this analysis, data from The Korean Information Society Development Institute [Korea Media Panel Research] was used, being a survey conducted on 1,572 students from primary to secondary and high schools nationwide. The subjects' gender in the final analysis was 818 male students and 754 female students. In addition, primary school students consisted of 672 individuals, 416 were from secondary and 484 from high schools. To verify the appropriateness of the model proposed in this research, analyzed through the structural equation, using social network services(SNS) was not shown to have an effect on media usage time. However, there was an indirect effect from the use of alternative activities. In addition, the parent's limitation of usage showed no effect on media use time. This research attempts to identify the reasons why parents' limiting the usage time, along with alternative activities, do not have any significant effect in reducing media usage time in this era of smart media evolution. Further, this research hopes to suggest meaningful and political implications for the nation and society to understand and resolve media addiction.

Adolescent Suicides in Korea: Predictors and Interventions

  • Choi, Jin-Young;Davis, Mary Ann
    • The Journal of Korean Society for School & Community Health Education
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    • v.10 no.1
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    • pp.61-86
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    • 2009
  • 본 연구는 영문으로 발표된 문헌고찰을 통해 한국의 청소년 자살행동의 예측요인을 종합적으로 이해하고 이과 관련된 정책과 중재프로그램의 동향을 파악하는데 그 목적을 두었다. 이 연구의 목적은 나아가 한국 청소년 자살을 감소시키고 억제하는데 필요한 효과적인 중재방안의 개발에 근거자료로 활용될 수 있다. 본 연구는 주제어 검색을 통해 4대 사회과학 검색엔진을 활용하여 문헌검색을 하였고 Citation Pearl Growing 기법을 적용하여 영문으로 발표된 학술지 게재 논문을 선별하였는데 추가적으로 국회도서관 전자 데이터베이스를 이용하여 최근 청소년 자살에 관한 대표적인 2개의 보고서를 찾아 고찰하였다. 본 문헌고찰은 청소년 자살예방 중재 프로그램 뿐만 아니라 청소년 자살행동에 영향을 주는 요인을 거시적, 미시적 차원으로 논하였다. 청소년 자살행동에 기여하는 거시적 또는 사회적 요인은 국가 경제수준, 대학입시에 대한 학업성취도 스트레스, 그리고 매체 및 인터넷 문화였다. 개인적 또는 미시적 위험요인은 6개의 영역으로 나누어 설명되었다. 일반적 특성, 가족 특성, 학교 환경, 약물 사용, 정신적 장애, 성적 정체성이었다 이 6개 영역의 위험요인들이 서로 조합되면서 청소년에게 자살 의도나 시도가 일어나도록 하는 경향이 높았으며 이중 청소년 자살 예방에 우선적인 3대 요소는 자아정체성 확립, 정신건강 중재서비스의 제공, 거시적 예방 정책의 구조화로 분석되었다. 종합적으로 학교는 정규학교교육과정과 학생 검사를 통해서 일반적인 정신건강교육을 실시하고 위험학생을 선별 하는데 핵심적인 장이다. 따라서 학교를 경유한 위험학생 선별사업과 이에 따른 교육 및 중재 프로그램의 지원이 활성화되는 것이 필요하다.

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Leisure activity and self-concept of adolescents in cyberspace: With specific focus on elementary school, middle school, high school and university students (청소년 놀이공간으로서 사이버 세계에서의 자기개념: 초, 중, 고, 대학생을 중심으로)

  • Young-Shin Park;Uichol Kim;Soo Yeon Tak
    • Korean Journal of Culture and Social Issue
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    • v.17 no.1
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    • pp.81-113
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    • 2011
  • This study investigates leisure activity, involvement and self-concept in cyberspace of various age groups of adolescents. A total of 1,388 students (elementary school=337, middle school=326, high school=361, university=364, consisting of 696 male and 692 female) participated in the study. The results are as follows. First, although the vast majority of adolescents (96.9%) had a computer at home, majority of adolescents visited Internet cafe. Second, 70.3% of adolescents visited Internet cafe to play Internet games, followed by engaging in information search, chatting, and participated in cyber community. Third, on average adolescents spent 5.43 hours per week playing Internet games, with more males playing Internet games than female adolescents. As for information search, the weekly average was 2.60 hours, with university students spending more time than the other groups. As for chatting, the weekly average was 1.69 hours, with no significant differences among the groups. The weekly average of Internet use was 9.65 hours, with older groups spending more time. The weekly average use of computer was 10.91 hours, with older groups spending more time and more males using more computer than females. Fourth, as for self-concept in cyberspace, elementary and middle school students reported that they had fun, while high school and university students reported that they were the same as in the regular daily life. In addition, adolescents reported that they spent leisure activity in cyberspace and they become a fictional character in cyberspace. Fifth, when they played Internet games, regardless of age and gender, adolescents reported that they had fun, followed by that they were absorbed, that they became aggressive, and that they were the same as in the regular daily life. Sixth, when they chatted on Internet, regardless of age and gender, adolescents reported that they had fun, followed by that they were not interested, that they were the same as in the regular daily life, and that they do not chat on Internet. Seventh, when they interacted with their friends on Internet, regardless of age and gender, majority of adolescents reported that they had fun, followed by that they conversed, that they were the same as in the regular daily life, and that they felt closer. These results indicate that Korean adolescents view Internet as a place to spend their leisure time and that they enjoyed spending time on Internet.

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The Relationships Among Children's/Adolescents' Frequency Levels of Playing Internet Games, Motives for Playing Internet Games and Adaptation to School (아동 및 청소년의 인터넷 게임 사용수준에 따른 인터넷 게임 이용동기와 학교생활 적응)

  • Byun, Sung-Hee;Kim, Jung-Min
    • Journal of Families and Better Life
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    • v.25 no.2 s.86
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    • pp.47-58
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    • 2007
  • The purpose of this study is to examine children's/adolescents' motives for playing internet games and adaptation to school in accordance with their frequency levels of playing internet games. Participants were 236 children from grades 4, 5, and 6 in two elementary schools and 237 adolescents from grades 1, 2, and 3 in one middle school. They were measured on frequency levels of playing internet games, motives for playing internet games, and adaptation to school. Collected data were analyzed by SPSS WIN 12.0 for reliability, frequency, Chi-square test, t-test, Pearson's correlation, and one way ANOVA. Major findings of the research are as follows: First, children's/adolescents' frequency levels of playing internet games differed by their gender. The male ratio was much higher than the female ratio in the potential risk group and the high risk poop. In contrast, no grade differences on the frequency levels of playing internet games were found. Second, children's/adolescents' motives for playing internet games differed by their gender. Especially, among the motives the greatest difference between male and female was marked for 'Social Relationship'. Third, children's/adolescents' motives for playing internet games differed by their frequency levels of playing internet games. For 'Conformity,' the low risk group differed from the high risk group. For 'Spending Time', 'Benefit', 'Competition', and 'Social Relationship', the low risk group differed from the potential risk group and also from the high risk poop. Fourth, children's/adolescents' adaptation to school differed by their frequency levels of playing internet games. The high risk group exhibited a low level of adaptation in 'Academic Activities', 'a subcategory of adaptation to school.

Relationship among Self-Control, Physical Activity, Internet Addiction, Cyber Ethnics, and Cyber Delinquency (여성 청소년의 자기통제력, 운동참여수준, 인터넷 중독, 사이버윤리의식 및 사이버비행의 관계)

  • Park, Mi-Hyang;Park, Jae-Ahm
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.12
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    • pp.7101-7109
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    • 2014
  • This study examined the relationship among self-control, physical activity, Internet addiction, cyber ethnics, and cyber delinquency. The data from a total of 388 adolescent girls was analyzed by structural equation modeling using the AMOS 20.0 statistics program. First, the level of physical activity affects Internet addiction mediated by self-control. Second, self-control affects Internet addiction and cyber ethnics directly and has an influence on the cyber delinquency mediated by Internet addiction. Third, Internet addiction has direct effects both cyber delinquency and cyber ethnics.

A Study on High School Students' Clothing Shopping Orientation and Clothing Purchasing Type in Internet (고등학생의 의복쇼핑성향과 인터넷에서 의류제품 구매유형에 관한 연구)

  • Lee, Eun-Hee
    • Journal of Korean Home Economics Education Association
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    • v.20 no.1
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    • pp.101-116
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    • 2008
  • Most who were polled stated that they use the internet everyday. Also, it is undeniable that Internet has become one of the popular shopping markets with the spatial-convenience and time-saving it provides. With the growth of Internet and Internet shopping malls, effects on clothing purchasing of adolescents. The purpose of this study was to investigate the clothing shopping orientation and Internet clothing purchasing type of high school students. Subjects were 685(male 354, female 331) high school students located in Jeollabukdo province. In this statistical analysis, SPSS 11.5 for Windows Program. These data were analyzed by factor analysis, $x^2$ test, t-test, One-way Anova, Duncan' multiple range, Pearson's correlation coefficient. The results of this study were as follows. Six dimensions of clothing shopping orientation were derived by factor analysis: fashion hedonic shopping brand ostentation time convenience economic esthetics orientation. The clothing purchasing type in Internet had 3 factors(convenience active impulse buying economic pursuit). The groups were significantly different in regard to clothing shopping orientation, clothing purchasing type in Internet shopping mall according to demographic variables(gender, educational background of parents, a school record). Clothing shopping orientation variables had positive correlations except of hedonic shopping economic orientation with clothing purchasing type in Internet. As a conclusion, high school students' shopping orientation and purchasing type of apparel in Internet shopping mall constituted important characteristics which could affect directly Internet purchase behavior of adolescents. These results should be fundamental information for clothing and textile education in secondary school.

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An Internet Addiction Self-Diagnosis Technique based on Formal Concept Analysis (FCA) (형식개념분석을 활용한 인터넷중독 자가진단)

  • Kang, Yu-Kyung;Lee, Hyun;Park, Jung-Ho
    • The Journal of Korean Association of Computer Education
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    • v.16 no.5
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    • pp.39-47
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    • 2013
  • In the case of a weak self-control youth, young students easily tend to fall into addiction by using the Internet as a sensation seeking and an alternative to escape the reality. Until now, internet addiction self-diagnosis techniques such as Internet addiction scale have been developed and used to solve this kind of internet addiction issue. However, traditional methods do not assess the correlation of addiction and the effects of the environment systematically because they are simply composed of redundant addiction scale criteria and questionnaire forms of the diagnostic methods. Thus, in this paper, we propose a new internet addiction self-diagnosis technique based on Formal Concept Analysis (FCA) and implement a self-diagnosis system in order to make a systematic internet addiction self-diagnosis system. In addition, we analyze the correlation of the measured data based on different perspectives such as home environment, family relationships, peer relationships, school life, and so on.

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