• Title/Summary/Keyword: 치료 프로그램

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Introduction of 3 Dimensional Approach for Weight Control: A Case of Yangsung Program (양성프로그램 증례를 이용한 체중조절에 대한 3차원적인 접근 방법에 대한 소개)

  • Choi, Hyung-Suk;Choi, Seung
    • Journal of Korean Medicine for Obesity Research
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    • v.6 no.1
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    • pp.117-132
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    • 2006
  • 비만은 단순한 신체적 원인 뿐 아니라 심리적, 사회적, 문화적 문제가 복합되어 있다. 따라서, 의료적 측면에 있어서도 전인적 접근이 강조되어야 하나 서양의 치료는 주로 신체적인 문제에 집중한다. 한의학은 몸과 마음을 따로 보지 않는 전인적인 의학이며 비만과 같은 질환을 접근하는데 강점을 갖는다. 지금까지 비만환자를 위한 한의학의 전인적 접근, 즉 신체 뿐아니라 체계적으로 심리적인 접근을 하려는 노력은 많았으나 보고된 연구 성과가 드물었다. 양성치료는 동양철학과 한의학에 근거하여 비만환자를 위해 개발된 전인적 상담프로그램이다. 기존에 발표된 양성치료에 관한 두 논문에서는 이론적 배경과 임상적 효과에 대한 보고를 하였다면, 본 논문에서는 실제 환자의 사례를 통해 실제 치료의 전개와 역동을 서술하였다.

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The Effects of a Brief Intervention for Insomnia on Community Dwelling Older Adults (지역 사회 노인을 대상으로 한 불면증 단기 치료 프로그램의 효과)

  • Oh, Eui Sun;Park, Kyung Mee;An, Suk Kyoon;Namkoong, Kee;Shim, Da-hye;Lee, Eun
    • Sleep Medicine and Psychophysiology
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    • v.25 no.2
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    • pp.74-81
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    • 2018
  • Objectives: Insomnia is one of the major concerns in the elderly population. Cognitive behavioral treatment for insomnia is the first line treatment option, but there are some limitations including time and cost burdens and the requirement for sufficient cognitive resources to obtain a proper treatment effect. The Brief intervention for insomnia (BII) is a treatment that focuses on behavioral aspects of insomnia in primary care practices. The purpose of this study was to evaluate the effects of BII in community-dwelling older adults. Methods: A total of 47 older adults with insomnia were enrolled from community centers between May 2016 and January 2018. They participated in the BII program for three weeks. We gathered sleep-related participant information with using the Pittsburgh sleep quality index (PSQI), the Sleep hygiene index, and a sleep diary. Clinical efficacy was evaluated by comparing total sleep time (TST), sleep latency (SL), waking after sleep onset (WASO), and sleep efficiency (SE) before and after the treatment. Results: There was significant improvement in sleep-related features after BII. Global score and sleep quality from the PSQI, freshness, and WASO from the sleep diary showed statistically significant improvement. Conclusion: We found BII showed positive clinical efficacy in community dwelling older adults, especially from the perspective of subjective sleep quality and WASO. This finding implies that BII can be effectively applied for the managment of elderly insomnia patients in a community setting.

Development of Model for Video Media Music Therapy Program Using Body Expression -Based on Color, Harmony and Dynamics- (신체표현을 활용한 영상미디어 음악치료프로그램모형 개발 -색깔과 화음 및 다이나믹을 중심으로-)

  • Shin, Yeon-Sook;Cho, Sung-Hee
    • The Journal of the Korea Contents Association
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    • v.12 no.8
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    • pp.429-437
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    • 2012
  • The purpose of this research aims to find the changes resulted from the collaboration of colors, harmonies, and dynamics within a music. Through this research model, psychologically change of color and harmony, dynamics have explored to collect the resources for the research of the visual media music therapy program. In video media, music is utilized as non-verbal communication in many areas. The connection between melodies and colors, especially, is one of the most effective instrument to reduce the gap between realities and imagination, thus leading emotional inspiration. Gim's(Guided Imagery and Music) model of musical therapy strives to understand inner-side of human nature, and gives an insight into self-understanding. We would like to promote active, and physical model of musical therapy aside from passive existing mode, and apply it as the base resource for our ever-changing society, and teenage education.

The Development of the Game Addiction Remedy Program based on Scratch Programming (스크래치 프로그래밍을 활용한 게임중독 치료 프로그램의 개발)

  • Han, Seon-Kwan;Kim, Soo-Hwan;Seo, Jung-Bo
    • Journal of The Korean Association of Information Education
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    • v.14 no.1
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    • pp.61-68
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    • 2010
  • In this paper, we proposed the education program using Scratch as an alternative activity for the remedy program of game addiction. We tried to find the solution through computer and game that affect the problem of game addiction. We choose the high-risk students about game addiction disposition and took a programming lesson for educational game development with consultation class. We also analysed the effectiveness of our remedy program. We found the positive results between before and after the program and we analysed that game connectivity rates were decreased during recess time. In interview and observation about students, we found that the students were changed to the positive tendency about game addiction. We expect this program will give many help for solving the problem of game addiction, if this research is applied to the regular class in elementary school.

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The Effects of a Group music psychotherapy program on Parenting Stress, and Self-Efficacy in Mothers of Children with Disabilities (그룹 음악심리치료 프로그램이 장애아동 어머니의 양육 스트레스와 자기효능감에 미치는 영향)

  • Yang, Ji Eun
    • Journal of Music and Human Behavior
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    • v.4 no.1
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    • pp.1-20
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    • 2007
  • Mothers of Children with Disabilities have many difficulties in parenting because of their children's disabilities. The purpose of this study was to examine the effects of a Group music psychotherapy programs on parenting stress and self efficacy, and to explore the experiences of the mothers who participated in the program. Twenty mothers of children with disabilities participated in this study. These twenty mothers were divided into 10 mothers of each group. The Experimental group participated in the Group music psychotherapy programs, while the control group did not. The Group music psychotherapy program was implemented for 8 weeks. To prove the effects of the program, pretest-posttest control group design was applied. The differences between pre-test and post-test of two groups were analyzed using independent t-test. The quantitative results of the study were as follows: First, a significant differences was found between the experimental group and control group in parenting stress level. Second, a significant differences was found between the experimental group and control group in self-efficacy level. From the qualitative analyses, four themes emerged from the decrement of parenting stress; Positive change of recognition about their children, Getting rid of stress, Keeping their composure, and Sharing of their emotions. And three themes emerged from the increment of self-efficacy; Discovery of oneself, New stimulus, and Mental support. All the result described above shows that group music psychotherapy program gives positive effect to decrease in parenting stress and also to increase in self-efficacy. And new possibility and effectiveness can be proposed in the music therapeutic approach to the parents of children with disabilities.

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The Effectiveness of Music Therapy Program on Self Efficacy of Juveniles with Internet Game Addiction (음악치료프로그램이 인터넷 게임중독 청소년의 자기효능감 향상에 미치는 효과에 관한 연구)

  • Lee, Eun-Hee;Bang, Sung-A
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.6
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    • pp.2520-2527
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    • 2012
  • The Purpose of this study is to exame the effectiveness of music therapy program on self efficacy of juveniles with internet game addiction. The study was carried out with 9 juveniles who were belonging to a dangerous user group and a warning user group in the internet addiction observer index, and attended K City K Youth Center. To test the effectiveness of the program, this study employed pretest-posttest simple group design. the date were analyzed by t-test. As the result, The Music therapy program was verified to effect on enhancing self efficacy of the juveniles with internet game addiction. The limitations of the study were discussed, as well as the application of the study results and recommendations for additional exploratory research.

The Development of Game Addiction Treatment Program using Digital Storytelling (디지털스토리텔링을 적용한 게임중독치료교육 프로그램의 개발)

  • Han, Seon-Kwan;Cho, Eun-Ae
    • Journal of The Korean Association of Information Education
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    • v.15 no.2
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    • pp.171-178
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    • 2011
  • The study proposed new approach for the developing a game addiction treatment program using digital storytelling. We chose 5 types of multimedia elements as educational contents for digital storytelling learning and prepared the teaching strategy for game addiction treatment. We applied the proposed program to 5 students who were included the high risk-user group of game addiction. We also conducted the game addiction tendency test, game usage time test, interview and the effectiveness test of proposed program. As a result of tests, the proposed program showed a positive effect that reduced the game addiction tendency. In the effectiveness test of proposed program, we found the result that 5 experimenters were improved the immersions, challenges, and social interaction, sense of accomplishment in digital storytelling program. We expect that this study will provide positive role and new education strategy for game addiction treatment.

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An Analysis of Research Behaviors in Bibliotherapy Programs: Focusing on Journal Articles during 2001-2014 (독서치료 프로그램의 연구행태 분석 - 2001년-2014년 학술논문을 중심으로 -)

  • Lee, Myeong-Hee
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.25 no.4
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    • pp.147-169
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    • 2014
  • This study was conducted to contribute to the improvement of bibliotherapy programs in the LIS field by analyzing 76 bibliotherapy program researches of 6 different major fields published in journals during 2001 to 2014. The programs were analyzed in terms of research trends, major areas, subjects and detail subjects. According to the study, the proportion of graduate students was higher than that of professors and instructors in terms of researchers' status in LIS and psychology. Also, programs for elementary students were found to be frequently carried out in schools and libraries by all fields. As for the topics of the programs, self-esteem was the most frequent topic and others such as depression, broken families, sociality, academic achievement and interpersonal relationships were also being dealt with. Detail subjects, measurement tools and application data have been proposed according to different research subjects.

A Study on Elderly Women's Experience of the Convergent Tea Culture Therapy Program: Focusing on female elders who use the day care center (여성노인의 차(茶)문화치료 융합프로그램 경험 현상 연구: 주간보호센터 이용 노인대상으로)

  • Kim, In-Sook;Park, Sun-Hee
    • Journal of Internet of Things and Convergence
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    • v.7 no.1
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    • pp.35-41
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    • 2021
  • The purpose of this study is to explore elderly women's experience of the convergent tea culture therapy program when they use day care centers, ultimately getting a better understanding of such experience. For the purpose, the study made profound interviews with 4 old women who experienced the convergent tea culture therapy program from its start to final session. That program was provided by H day care center located in P city. And then, this research analyzed data from those interviews by using the phenomenological methods. As a result of the analysis, the study could divided the surveyed female elders' experience of the above mentioned program largely into 4 categories, which are, 'getting away from daily routines', 'feeling as if I'm the queen when having tea', 'finding myself feeling younger with tea', and 'feeling the true sense of happiness with tea'. With this result taken into serious consideration, this study suggested that more attention and intervention be urgently needed in the field of senior welfare practices, especially leisure activity for elders which is currently in trouble due to the covid-19 crisis.

Efficient Intoxication Treatment Plan Search of Elementary Student Internet Game (초등학생 인터넷게임 중독의 효율적인 치료 방안 탐색)

  • Kim, Eun-Gon;Han, Byoung-Rae
    • 한국정보교육학회:학술대회논문집
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    • 2006.01a
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    • pp.228-233
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    • 2006
  • 현재 우리나라의 컴퓨터 보급률은 세계 최고를 달리고 있다. 컴퓨터의 보급과 더불어 인터넷의 활용은 이제 우리 사회의 하나의 새로운 문화를 이루고 있지만 그 부작용 또한 만만치가 않다. 게임, 통신 중독, 불건전한 정보의 유통, 각종 사이버 범죄 등 정보화의 역기능 또한 나타나고 있다. 이에 본 연구에서는 이런 역기능 중 게임중독에 빠진 학생들을 단순히 병원에서의 치료프로그램 위주의 치료가 아닌 실제 가정에서나 일선 학교에서 학생과 학부모, 교사가 참여하여 조금 더 효과적인 치료가 가능한 프로그램을 만들고자 한다.

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