• Title/Summary/Keyword: 청소년 시간사용

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청소년 대상 과학정보시스템의 구축 및 사용성 평가 연구

  • 곽승진
    • 한국문헌정보학회 학술발표논집
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    • 2004.04a
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    • pp.61-89
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    • 2004
  • 지식정보자원의 급속한 증가에 따른 정보문제를 보다 효율적으로 해결하기 위해 다양한 기능을 갖춘 검색엔진들이 개발되고 있다. 메타검색은 다른 웹 검색서비스보다 더 포괄적인 검색을 수행할 뿐만 아니라 더욱 안정된 검색 기술로써, 다양한 검색 정보원들에 대한 검색결과를 시스템이 통합하여 제공하기 때문에 검색에 소요되는 시간과 노력이 덜 든다는 점에서 효율적이고 사용하기 용이한 장점이 있다(Selberg 1999). 그러나 이러한 메타검색의 장점에도 불구하고 기존의 연구에서는 많은 이용자들이 각 데이터베이스를 통합하여 검색하는 것보다 개별적으로 검색하고 그 결과를 스스로 통합하는 분리 인터페이스를 더 선호하고 검색결과에 더 만족하였으며, 검색 효율성도 더 높은 것으로 나타나고 있다.(박소연 1999). (중략)

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Comparison between the Internet and Mobile Phone Addiction of Adolescent with Structural Equation Model and Dominance Analysis (구조 방정식 모형과 우세 분석을 통한 청소년의 인터넷.휴대폰 중독 비교)

  • Park, Chan-Jung;Hyun, Jung-Suk;Ha, Hwan-Ho
    • The Journal of Korean Association of Computer Education
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    • v.16 no.1
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    • pp.11-22
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    • 2013
  • Due to the advent of new smart devices, the new technology addiction problems have been much severer than the Internet addiction recently. A lot of research about each technology addiction has been proposed, but the research about the changes in the addictions has been rare. In this paper, we analyze how the environmental factors such as parents and friends affect the personal factors such as time perspectives and technology usage time. In addition, we get the relative importances among the factors which influence on the Internet and mobile phone addictions. As a result, we can analyze the relationships among the factors and the differences between the two addictions with time perspective. In order to achieve our goals, we surveyed on 1,420 primary and secondary school students. We also provided the results produced by structural equation model and Budescu's Dominance analysis. Based on these analyses, we described the differences between the Internet and mobile phone addictions and proposed an alternative to prevent new technology addictions.

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A Study on the Relationship between Game Addiction and Social Stigma of the Youth outside school (학교 밖 청소년의 게임중독과 사회적 낙인감에 관한 상호관계 연구)

  • Moon, Jin-Young;Park, Ju-Won;Lee, Chang-Moon
    • Journal of Digital Convergence
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    • v.18 no.1
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    • pp.343-355
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    • 2020
  • The purpose of this study was to analyze the relationship between game addiction and social stigma of adolescents outside school. After examining the previous research focusing on the Public stigma & Self-stigma theory, We intended to examine how game addiction and social stigma affect each other over time, and the time causal relationship between the both. Using youth outside school panel 3rd, 4th, 5th data, This study analyzed the relationship between game addiction and social stigma of adolescents with school interruption longitudinally. The research method was analyzed by autoregressive cross-lagged model using two variables such as game addiction and social stigma using Amos25 program. The results showed that game addiction did not significantly affect social stigma at the next time, but social stigma had a significant effect on game addiction at the next time. Game addiction and social stigma have a strong auto-regressive effect, and the degree remains constant over time. Accordingly, this study suggested social co-prosperity, support from the local community, multidisciplinary viewpoints and cooperation between the public and private sectors.

Effects of a Tactile-Oriented Sensory-Motor Developmental Program on the Visual Attention and Stereotypical Behaviors of an Adolescent with Intellectual Disability (촉각중심 감각운동발달 프로그램이 지적장애가 있는 청소년의 시각적 주의집중과 상동행동에 미치는 효과)

  • Ju, Eun-Sol;Bang, Yo-Soon
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.291-300
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    • 2019
  • The purpose of this study was to investigate the effects of a tactile-oriented sensory-motor developmental program on the visual attention and stereotypical behavior of an adolescent with intellectual disability. The subject was an adolescent with intellectual disability attending a special school located in B-gun, A-province of South Korea, with whom an A-B-A' design individual target study was conducted between August 27 and December 12, 2018. The intervention consisted of twelve 40-minute sessions, which were provided twice a week. For every session, two types of evaluation were conducted: a test that required staring at objects for visual attention, as well as an observation record for identifying the frequency and duration of stereotypical behavior. The results of this study showed that the tactile-oriented sensory-motor developmental program had positive effects on the duration of the participant's ability to stare at objects and the frequency and duration of stereotypical behavior. As this study confirmed and usefulness of this tactile-oriented sensory-motor developmental program as an intervention for improving the visual attention, and stereotypical behavior of adolescent with intellectual disabilities, the program may be employed to help members of this groups who have problems with sensory processing.

ANTIDEPRESSANT INDUCED-MANIC EPISODE IN ADOLESCENTS WITH PRECEDING ANXIETY SYMPTOMS (불안증상을 보이는 환아에서 항우울제 투여로 유발된 조증삽화)

  • Chungh Dong-Seon;Kim Jeong-Hyun;Ha Kyoo-Seob
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.16 no.1
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    • pp.124-131
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    • 2005
  • Childhood and adolescent onset-bipolar disorders have higher rate of comorbidity with anxiety disorders as well as attention deficit hyperactivity disorder and conduct disorder. Obsessive compulsive disorder, social phobia, panic disorder, and separational anxiety disorder are common comorbid anxiety disorders with bipolar disorders in child and adolescent. Prospective and reliable data on temporal and causal relationship between the onset of bipolar disorders and the onset of comorbid anxiety disorders are still in debate. The authors report 2 adolescent cases with antidepressant induced-manic episodes with preceding anxiety symptoms. The authors suggest careful prescription of antidepressants for anxiety disorders, even for those who do not have definite past history or family history of bipolar disorders. Further comprehensive and prospective studies are requested for the temporal relationship and pharmacological guideline for comorbid bipolar disorders and anxiety disorder in child and adolescent.

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Factors affecting Smartphone Addiction among Elementary School Students (초등학생의 스마트폰 중독에 미치는 영향요인)

  • Ryu, Se In;Cho, In Sook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.9
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    • pp.6180-6189
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    • 2015
  • The purpose of this study is to clarify the factors that affects smartphone addiction of elementary school students. The subjects were 263 students, from 4 elementary schools located in G-city. Data were collected from July, 2014 and analyzed using SPSS 19.0 program. The prevalence of addiction risk group and non-addicted group were 16.0% and 84.0%, respectively. The variables which had statistically significant differences with smart phone addiction of general characteristics are grade, living together family, economic status, school record, motivation for usage, advantage of usage and using time (p<.05). There was pure correlation between the smartphone addiction and impulsivity (r=.496, p<.001), daily stress (r=.471, p<.001). However, perceived parental attitude (r=-.375, p<.001) and self-esteem (r=-.444, p<.001) were inverse correlation with smartphone addiction. Higher using time, higher impulsivity and higher daily stress were all associated with increased of smartphone addiction level. These results suggest that more attentions should be given to early adolescents and could be effectively used as fundamental data to develop intervention programs, which can prevent the smartphone addiction.

Analysis of health habit and hair mineral nutrition status of media addicted adolescent (미디어중독 청소년의 스마트폰 사용의존도에 따른 건강습관 및 모발 무기질 영양상태 분석)

  • Lim, Hee-Sook;Kim, Soon-Kyung
    • Journal of Nutrition and Health
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    • v.51 no.4
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    • pp.295-306
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    • 2018
  • Purpose: Koreans' internet and smartphone usage hours are steadily increasing and the dependence of young people on smartphones is causing social problems. Therefore, this study was conducted to examine health and dietary habits, as well as hair mineral contents according to the level of dependence of smartphone use among adolescents to clarify the interrelation of smartphone dependence, lifestyle, dietary behavior, and mineral nutrition status. Methods: A total of 80 smartphone-addicted adolescents participated in this study and were divided into three groups (general, potential and danger group) according to smartphone dependence. The subjects' lifestyles and dietary behaviors were then surveyed, and hair mineral contents were analyzed. Results: Higher smartphone dependence was associated with lower average weekly sleeping time and later first smoking age. In the danger group, the rate of eating fast and the rate of snacking twice a day was also relatively high. Parents (45.0%) and mobile (30.0%) were the factors having the greatest influence on an individual's dietary behavior. In the hair mineral analysis, all subjects had lower selenium concentrations and higher lead concentrations than normal. In addition, the levels of aluminum in the danger group were higher than in the normal range and the highest among the three groups. Conclusions: It is necessary to guide adolescents to use smartphones correctly and manage dietary habits. In addition, careful attention is needed the mineral nutritional status of smartphone-addicted adolescents.

Management of Nutrition and Eating Behaviors in Obese Children and Adolescents (소아청소년 비만에서 영양섭취와 연관된 상담)

  • Seo, Jeong Wan
    • Pediatric Gastroenterology, Hepatology & Nutrition
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    • v.11 no.sup1
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    • pp.93-101
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    • 2008
  • Management of obesity needs good rapport among pediatrician, parents and children. Through motivational interview, pediatrician should explore practical ways to modify the eating behaviors conducive to obesity. Imbalance between energy intake and consumption contributes to weight gain. Therefore decrease of sedentary behavior (screen time <2 hrs) and increase of physical activity (>60 minutes) is also important in management of obesity. The goal of management is the long-term healthy life though healthy behaviors. Creating a home environment that supports healthy habits and behaviors is an important key to modifying lifestyle behaviors. For example, increasing intake of vegetables and fruits, restriction of sweetened beverage, education of healthy selection of foods, and frequent family dinner may be advisable. Family members should change their own behaviors in order to help their children. Parents should be positive role model and monitor their children authoritatively but not restrictively.

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Longitudinal Trajectories of Computer Game Use among School Age Children: Using Latent Class Growth Model (학령기 아동의 게임 사용시간 변화궤적 분석 : 잠재계층성장분석(LCGM)을 활용하여)

  • Kim, Dong Ha
    • Korean Journal of Social Welfare Studies
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    • v.48 no.2
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    • pp.303-329
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    • 2017
  • This study aimed to explore the trajectories of computer game use of school age children and to identify the related predictors. The data for this study used Korean Children and Youth Panel data covering from the second year to the sixth year of elementary school. A total of 1,959 participants were analyzed. Latent class growth model was employed to explore the trajectories of computer game use and multinomial logistic regression was conducted to identify the significant predictors. Main results indicated that three types of trajectories were identified: low game using group, high initial using-fluctuating group, and high increasing game using group. Each group was found to be associated deferentially with sex, aggression, attention deficit, main caregiver's education, siblings, parent absence after-school, neglecting, family income, family trip, school grades, and peer relationship. Based on these findings, this study emphasized the importance of predictive intervention for the game user among early school age children and suggested useful practical strategies.

Deokhu's culture in adolescent as a play space on Cyber (사이버상의 놀이 공간으로서 청소년의 덕후 문화)

  • Huh, Jeung-Kyeung
    • Journal of Digital Convergence
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    • v.16 no.3
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    • pp.87-94
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    • 2018
  • The purpose of this study is to explore the essential meaning of Deokhu's culture in adolescent as a play space on Cyber. A phenomenological research method guided data collection and analysis. Qualitative research methods collected from 18 in - depth interviews using semistructured question types for 13 to 17 year - old adolescents living in Seoul Jamsil. As a result, As a result, adolescent's Deokhu culture started by stress and social and emotional desire, and especially it was utilized as a play space on the cyber of purchase activity of fandom and goods around SNS activities. This has a positive effect on self-awareness as well as self-identity formation. Above all, the shortage of play time due to heavy school entrance and the lack of socially provided play space make the cyber space as another play space for the adolescents.