• Title/Summary/Keyword: 청소년 문화

Search Result 863, Processing Time 0.034 seconds

The Relationship between Outcome Expectancy and Adolescents' Illegal Use of Music Sources: Double Mediating Effects of Reward Sensitivity and Social Dilution of Responsibility (청소년의 불법음원사용에 대한 결과기대와 사용행동 간의 관계: 보상민감성과 사회적 책임감 희석의 이중매개효과)

  • Lim, Yoon-Taek
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.8
    • /
    • pp.285-293
    • /
    • 2021
  • This study aims to identify the relationship between outcome expectancy and illegal use of music sources, and examined the parallel double mediating model of reward sensitivity and social dilution of responsibility on that relationship. To achieve the purpose this study, data were collected from 302 male and female high school students living in Seoul metropolitan area, and a double mediating effect was analysed with PROCESS Macro 3.5 Model 4. Results indicated that outcome expectancy was positively correlated with reward sensitivity, social dilution of responsibility, and illegal use of music sources of high school students, whereas reward sensitivity and social dilution of responsibility were positively correlated with illegal use of music sources. This study found that reward sensitivity and social dilution of responsibility were mediating outcome expectancy and illegal use of music sources in parallel. These findings suggest that psychological mechanisms lead adolescents use illegal music sources might be important, and provide useful information for making strategies to prevent adolescents' uses of illegal music sources.

Reproductive Health Education Needs of Adolescent Girls in Luwero district, Uganda (우간다 루웨로 지역 여성 청소년의 성생식보건 교육 수요)

  • Eun-mi Song;Young-Dae Kwon;Jin-Won Noh
    • Advanced Industrial SCIence
    • /
    • v.2 no.2
    • /
    • pp.31-41
    • /
    • 2023
  • The study aims to identify unmet needs, barriers, and constraints in reproductive health education for adolescent girls in Luwero, Uganda. The study included a survey of 55 young women (aged 14-26) in the region and interviews with 40 stakeholders, including teachers and healthcare workers. Results showed that the majority of respondents (87%) rely on schools for reproductive health information, preferring health institutions (58%) for reproductive health services. Over half of respondents encountered obstacles accessing relevant information due to limited resources and cultural barriers and emphasized the significance of schools and health institutions as essential health information sources. Schools and health institutions need to collaborate to enhance reproductive health education for young women's accessibility.

Global Market Segmentation for Global Design -Based on Movement of Global Consumer Culture Meaning- (글로벌 디자인을 위한 글로벌 시장세분화 -글로벌 소비자문화 의미 이동을 기반으로-)

  • 양종열
    • Science of Emotion and Sensibility
    • /
    • v.7 no.1
    • /
    • pp.83-95
    • /
    • 2004
  • Market globalization rapidly has changed market environment. So, in this study, we suggest global design process for many global companies which try to get global competitive advantages over through design. We create a new frame of study for global design as examining the circulative causal sequence structure of global consumer culture, global design, and global segment consumers in the meaning structure of global consumer culture and movement. And, with the new frame of study, the purpose of this study is to propose global consumer culture-based global design process for preference design. For the purpose, we reviewed global segmentation market, global consumer, global consumer culture and global design. And to search the circulative causal sequence structure, we applied to the theory of cultural movement structure by McCraken to constitute the frame of this study. For the empirical research, we focused on global teens consumer culture as the second data. Finally, we suggested global consumer culture-based global design strategy and discussed our future study.

  • PDF

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
    • /
    • v.17 no.1
    • /
    • pp.81-113
    • /
    • 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.

  • PDF

Failure experience and aspirations for the future: Indigenous psychological analysis of Korean adolescents and their parents (청소년과 부모의 실패와 미래성취 의식을 통해 본 한국인의 성취관련 토착심리)

  • Young-Shin Park;Uichol Kim;Sooyeun Tak
    • Korean Journal of Culture and Social Issue
    • /
    • v.11 no.2
    • /
    • pp.73-108
    • /
    • 2005
  • This study examines the failure experience and aspirations for future among Korean adolescents and their parents using indigenous psychological analysis. The first part of this paper reviews the achievement literature that has used indigenous psychological analysis. The second part of this paper provides an empirical analysis of 482 students (primary=117, middle school=88, high school=72, and university=205) and 507 parents of the adolescents (fathers= 236, mothers=271). The open-ended questionnaire developed by Park and Kim (1999) was adopted for the study that asked the respondents to list the most painful experience, the person that was the most responsible for the failure, and the most important reason for the failure. The section on aspirations for the future asked the respondents to list the achievement that they would most likely to succeed, the person that they need assistance from, the type of support they need from the person, and the most important factor that would lead to them to success. The results indicate that for students the most painful failure was related to academic failure and for adults, it was related to family life. The person that was most responsible for the failure was reported by both samples be themselves. As for the most important factor that influenced their failure was a lack of self-regulation, such as a lack of effort and persistence. For the aspiration for future, students listed academic and occupational success and for adults listed harmonious family life as the most important. For social support, the adolescents listed their parents and adults listed their spouse as the person that they need assistance from. As for type of support, they listed emotional support to be the most important. As for the most important factor that would contribute to their success, majority of students and adults listed self-regulation. Based on these results and previous indigenous studies indicate, the following four conclusions could be drawn: (1) the emphasis of self-regulation as the most important reason for their past achievement, the future success and the lack of self-regulation for their failure; (2) the importance of receiving emotional support from family members; (3) the importance of educational aspiration and achievement for providing the basis of economic development; and 4) the importance goal of achieving harmonious family life.

Electronic Games Appropriated for the Classrooms: A Proposal of the Questionnaire Containing 17 Questions (교실로 들어온 전자오락게임: 게임에 관한 열일곱 가지 질문)

  • Park, Sung-Bong
    • The Journal of the Korea Contents Association
    • /
    • v.8 no.3
    • /
    • pp.156-172
    • /
    • 2008
  • The point of departure is the Popularity of the electronic games among the youth generation. This study attempts to make up a questionnaire containing the questions which are intended for the youth generation realistically and at the same time in a meaningful way pedagogically. Any researcher who wants to understand the youth culture at the present time is necessary to approach the youth generation in a positive attitude of learning, so asking the questions to the youth generation is as important as having the answers. That is to say, this paper is not a statistical analysis of the questionnaire, nor a empirical research of youth's reception of the electronic games. Now that the emphasis of the paper is located on the very way of approaching the youth generation concerning the electronic games, this study starts with the university students in the first place because they are in a more advantageous milieu for conversation in the classroom on the subject. To be sure, this study will be able to cover the whole area of primary, junior or senior high-school by way of some modifications. Conclusively, this paper aims at providing with practical ideas of teaching, which immediately can be appropriated into the classroom by the teachers in the actual field, and drawing attention to the potential educational contents of the cultural products. Furthermore, the questionnaire proposed in the paper is meant for the first step towards the aesthetics of the electronic games with a view to the game-imagination.

A Study on Teachers' Recognition of Importance and Reflection on Creative Hands-on Activities at Technical High School: Focused on Club Activities (공업계 고등학교 교사가 인식하는 창의적 체험활동 영역의 중요도 및 반영도 분석: 동아리활동을 중심으로)

  • Ko, Kun-Soo;Seo, Won-Seok;Lee, Chang-Hoon;Kim, Jong-Seoung
    • 대한공업교육학회지
    • /
    • v.39 no.1
    • /
    • pp.227-246
    • /
    • 2014
  • The purpose of this study is to suggest the desirable direction toward the creative hand-on activities suitable for the characters of the technical high school students by examining the teachers' recognition of sub-factors of creative activities in technical high school and analysing whether the factors are properly utilized. Respondents of this study were 393 teachers at the Technical high school in South Korea. The questionnaire survey on the recognition of creative hand-on activities consisted of questions, which are importance and reflection, from 32 sections in 5 fields. The summary of the results through this study is as following. First, In the results of importance analysis of teachers in technical high school, in club activity field, 'the invention' of 'academic activity', 'film-art' in 'culture-art activity', 'challenge activity' in 'sports activity', 'school specialized major' in 'work practice activity', 'scout federation', 'Red Cross youth activity' in 'youth group activity' were seemed to be higher. Second, In the results of reflection analysis, it was found that the 'academy, culture-art', 'sports activity' fields were similarly reflected in importance thought by teachers in technical high school. However, for 'the work practice activity' and 'youth group activity', except 'the school specialized major', all fields are not properly reflected, independent of importance. For 'the work practice activity', analyses of importance and reflection seemed to be alike but for 'the youth group activity', there was a significant difference between them.

The Longitudinal Mediation Effect of Adaptive Game Use on the Relationship of Adolescents' Game Usage and Self-control (청소년의 게임이용시간과 자기통제의 관계에서 적응적 게임활용의 종단적 매개효과)

  • Jin, Byung Jun;Lee, Ji Hae
    • Korean Journal of Culture and Social Issue
    • /
    • v.28 no.3
    • /
    • pp.331-352
    • /
    • 2022
  • This study used a latent growth curve models(LGCM) to examine longitudinal changes in youth's game usage, self-control and the longitudinal mediation effect of adaptive game use in the relationship between game usage and self-control. A four-year longitudinal data of 863 adolescents from the Game User Panel Survey, provided through participation in the 2019 Game User Panel Research Conference hosted by the Korea Creative Contents Agency, was used to verify the longitudinal mediation effect of adaptive game use. SPSS 21 was used to verify the normality of variables from each wave, and to conduct correlation analysis. Mplus 6.12 was used to verify the longitudinal mediation effect. The results are as follows. First, game usage, self-control and adaptive game yielded linear temporal growth. Second, latent growth curve models showed that the direct effect of game usage on self-control was insignificant, but game usage had a significant indirect effect on self-control through adaptive game use. Continuous adaptive gaming increased self-control. Third, sobel test results showed that both the initial value and change rate of adaptive game use had a full-mediation effect, confirming the longitudinal mediation effect. This study verified the longitudinal change of self-control affected by change in game usage and adaptive game use.

The effect of School Milk Program for Junior & Senior High School Students on Milk Consumption (Tobit 모형을 이용한 중·고등학교 우유급식이 우유소비에 미치는 효과 분석)

  • Jang, Jong-Keun;Cho, Woong-Je;Oh, Seung-Yong;Kim, Eun-Mi
    • Journal of the Korean Society of Food Culture
    • /
    • v.22 no.4
    • /
    • pp.498-502
    • /
    • 2007
  • Today’s teenagers were significantly deficient of calcium intakes, taking on the average only 55.4 percents of the recommended. Milk was the major source of calcium intakes, and therefore the school milk program need to be readdressed to remedy this problem. However, school milk program(SMP) was said to be simply the substitute for milk at home, so that no more than a minimal effect on total milk consumption be warranted. This Study aimed to find out whether or not the school milk program was an effective measure to increase teenager’s milk consumption and explored the relation between school milk and total milk consumption for 1,079 junior and senior high school students who were surveyed by questionnaire from 15th June to 15th July in 2006. A Tobit model was used for the statistical analysis. In this model, we first regressed milk consumption on 5 variables i.e. degree of satisfaction, participation in SMP, sex, school, region. But the variable region was not significant statistically. Then we regressed on 4 variables except for region. The results showed 4 variables were all significant and the marginal effect of variable ‘participation in SMP’ was 1.3. Especially, the marginal effect 1.3 means that the students participating in the school milk program consumed 1.3cups more than the non-participants, which indicated the effectiveness of school milk program to improve the calcium deficiency program of teenagers.

Autoregressive Cross-lagged Effects Between the Experience of Bullying and Victimization: Multigroup Analysis by Gender (학교폭력 가해경험과 피해경험의 종단관계 검증: 자기회귀교차지연 모형을 통한 성별 간 다집단 분석)

  • Jisu Park;Yoonsun Han
    • Korean Journal of Culture and Social Issue
    • /
    • v.24 no.1
    • /
    • pp.1-27
    • /
    • 2018
  • The purpose of this study was to identify the persistent and dynamic association between bullying and victimization. Gender differences in patterns of school bullying was hypothesized based on the literature. Analysis were based on waves 3-6 of the Korea Children and Youth Panel Survey, a nationally representative data of primary and secondary school students in South Korea (N = 1,881). Autoregressive cross-lagged model was employed to identify the reciprocal association between bullying and victimization in longitudinal data. As hypothesized, regardless of gender, lagged effects were statistically significant between each time points such that current bullying caused future bullying and current victimization led to future victimization. However, there was no cross-lagged effects of current victimization on future bullying nor current perpetration on future victimization for both male and female youth. Findings from this study may have implications for designing policies against school bulling. Not only is short-term intervention for handling immediate psycho-social maladjustment important, but so are long-term plans that prevent youth from falling into continued perpetration and victimization in the system of school bullying.