• 제목/요약/키워드: Children's computer

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Children‘s Personal Characteristics, Mothers' Psychological Control, and the Extent of Children's Computer Game Playing (아동의 개인적 특성 및 어머니의 심리통제와 아동의 컴퓨터 게임 몰입)

  • Chyung Yun-Joo
    • Journal of the Korean Home Economics Association
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    • 제43권11호
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    • pp.197-210
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    • 2005
  • The purposes of this study were to examine: (1) the extent to which school-age children used computer games; (2) whether there were differences between children who played computer games to a greater extent and children who played computer games to a normal extent in their levels of depression, anxiety, self-esteem, and social anxiety; and (3) whether children's social withdrawal, aggression, and mothers' psychological control explained the extent of children's computer game playing. The subject were 270 children in the 6th grade. It was found that $55.6\%$ of the children were normal users, $39.3\%$ of the children were somewhat heavy users, and $5.2\%$ of the children were heavy users of computer games. There was a gender difference in the proportions of heavy computer game playing. That is, there were more heavy users among boys than among girls. It was also found that social withdrawal, aggression, and mothers' psychological control were significant predictors of the extent of children's computer game playing. That is, the levels of children's social withdrawal, aggression, and their perceptions of mothers' psychological control predicted the degree to which children played computer games.

The Individual and Environmental Variables that Affect Children’s Game Addiction Tendency (개인적 변인과 환경적 변인이 아동의 게임중독경향에 미치는 영향)

  • 이경님
    • Journal of the Korean Home Economics Association
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    • 제42권4호
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    • pp.99-118
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    • 2004
  • This study examined different individual and environmental factors that affect children's game addiction tendency. As individual variables, game user' motivation, self-control, and self-esteem were included in the analysis. As family variables, communications with mothers, parental control of children's computer use and parental internet use were examined, as school variables, school adjustment and teacher's supervision of children's computer use, and as peer variables, peer group's attitude toward computer games were used. The sample consisted of 994 fifth and sixth grade children. Statistics and methods used for the data analysis were Cronbach's alpha, frequency, percentage, two way ANOVA, Pearson's correlation and Hierarchical Regression. Several major results were found from the analysis. First, boys were addicted more than girls. No difference was found in the addiction tendency between the 5th graders and the 6th graders. Second, game users' motivation, that is, their interest-amusement motive, avoidance motive and aggressive motive, had a positive correlation with their game addiction tendency. However, self-control and self-esteem had a negative correlation with children's game addiction tendency. Third, problematic communications with mothers and parental control of children's computer use had a positive correlation with children's game addiction tendency. Open communications with mothers had a negative correlation with children's game addiction tendency. Fourth, school adjusaent had a negative correlation with children's game addiction tendency. And peer group's attitude towards computer games had a positive correlation with children's game addiction tendency. Fifth, low self-control, peer group's attitude towards computer games, children's interest-amusement motive, avoidance motive, aggressive motive, school lesson adjustment, parental control of children's computer use and school nile adjustment were important predicting variables of boy's game addiction tendency. Avoidance motive, low self-control, interest-amusement motive, peer group's attitude towards computer games, and parental control of children's computer use were important predicting variables of girl's game addiction tendency.

The Effect of Computer Assisted Science Instruction on Children's Preconceptions about Computer (아동의 컴퓨터 선개념이 컴퓨터 보조 과학 수업의 효과에 미치는 영향)

  • Woo, Jeong-Jin
    • Journal of The Korean Association For Science Education
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    • 제13권2호
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    • pp.230-246
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    • 1993
  • The purpose of this study was to investigate the computer-naive children's preconceptions of computer concept, anxieties for computer, the changes in preconceptions and anxieties by computer literacy teaching, and the effect of CASI(Computer Assisted Science Instruction) on the science achievement. For this study, 42 5th graders were sampled. They were divided into two groups, experimental group(male:10, female:11) and control group(male:12, female:9). Each group was randomly assigned in the elementary school. Preconceptions about computer were examined by individual interview. Computer anxiety score was measured by questionaires. The questionaires developed in this study consisted of total 21 items measured by Chronbach ${\alpha}$ (0.93) and Total Item Correlationtp(p=0.01, r = $0.40{\sim}0.72$). Computer literacy curriculum based on children's preconceptions was developed and then was treated for experimental group as a computer literacy course. Preconceptions of computer, computer anxiety, and CASI achievements were compared between experimental group and control group in pre and post test. The results of this study are as follows; 1) children's preconceptions of computer showed various non-scientific concepts as animism and obvious visiual thinking. 2) children's misconceptions and anxieties about computer did not show significant differences in terms of learning experience of computer. 3) computer literacy had an effect on eliminating children's misconception about computer. 4) computer literacy had an effect on diminishing children's computer anxiety. 5) children's misconceptions and anxieties about computer showed significant inter-correlation. 6) children's misconceptions and anxieties about computer were appeared negative effect on CASI achievements. As the results, children's misconception and anxieties about computer had an effect on CASI acheivements. Therefore before performing CASI, more systematic computer literacy might be taught in formal education.

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Types of Computer Game and Abilities of Children's Visual Perception (컴퓨터게임 유형과 유아의 시지각 능력)

  • Lee, Eun Ju;Lee, So Eun
    • Korean Journal of Child Studies
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    • 제24권5호
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    • pp.43-58
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    • 2003
  • This research was conducted to comprehend the effects of computer games on the development children's visual perception. First, the effects of experience of computer games on children's visual perception abilities was analyzed. Second, the effects of different types of computer games on children's visual perception abilities were examined. And third, the interaction effects of sex and computer game types were examined. The subjects of this study were 78 5-year-olds engaging public kindergarten located in Cheung-Ju. To analyse data, percent, mean, standard deviation, and ANCOVA were used. The results showed that children's visual perception abilities were improved significantly with the experience of computer games. And the improvement of children's visual perception varied significantly according to the type of computer game. No interaction effects were found between a child's sex and the types of computer games.

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A Study on Young Children′s Video and Computer Game Uses (유아의 전자 게임 실태에 관한 연구)

  • 조경자
    • Journal of the Korean Home Economics Association
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    • 제39권4호
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    • pp.91-103
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    • 2001
  • The purpose of this study was to investigate actual trends of young children's video and computer-based game uses. Four hundred and eighty parents of 4-6 year-old children were questioned about children's game uses and their attitude toward them and 180 of their children were interviewed. As the results of this study, most of children have been playing video and computer games. Boys played them more frequently than girls and the olders than the youngers. The majority of children liked video and computer games. The first reason to play games was 'interesting'. The most parents considerably tolerated to their children playing games except the arcade games. Many parents limited their children's time of playing games. They occasionally played with their children or observed them playing games.

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The Effects of computer Games on Children's Spatial Cognitive Skills (컴퓨터 게임이 아동의 공간인지 기술에 미치는 효과)

  • Lim Song Mi;Yi Soon Hyung
    • Journal of the Korean Home Economics Association
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    • 제42권10호
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    • pp.79-89
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    • 2004
  • This study was designed to investigated children's spatial cognitive skills as based on their practice with computer games. The sixty children were divided into 3 groups there were twenty children in experimental group 1 (the geometric game experimental group), twenty children in experimental group 2 (the arcade game experimental group), and twenty children in the control group. The sSpatial cognitive skills of the children were assessed according to by visual speed, mental rotation, and spatial visualization tasks. The rResults showed that computer game practice enhanced the children's spatial skills (visual speed, mental rotation and, spatial visualization). The c Children's mental rotation and spatial visualization showed a significant difference with the type of computer game.

The Relationship between Children's Literacy and Writing with a Computer (유아의 문식성과 컴퓨터로 쓰기와의 관계에 대한 연구)

  • Yang, Yeon Yim;Kim, Young Sil
    • Korean Journal of Child Studies
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    • 제22권2호
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    • pp.301-313
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    • 2001
  • This study explored the linkage between literacy and writing with a computer in three-to five-year-old children. The 57 subjects were closely observed as they produced written language forms using the word processing program, Araeha Hangul. Stages of writing with a computer were developed to assess the children's computer-writing. While writing with a computer, children invented letters, words, and sentences in an experimental and playful way. Children's writing with computer improved with age. There was a positive correlation between writing with a computer and writing with a pencil. In this way, computer writing was found to be part of written language development.

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The Effects of Mediated Computer Environments on Young Children's Representation of Replay (컴퓨터와 교사의 상호작용이 유아의 재연에 대한 표상력의 발달에 미치는 효과)

  • Park, Sun Hee
    • Korean Journal of Child Studies
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    • 제15권2호
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    • pp.97-116
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    • 1994
  • This study investigated the effect of young children's interaction with a teacher and computer environments on their development of representational competence cf replay, the children's ability to construct and reconstruct actions. A pretest-posttest design with one experimental group and one control group was used; quantitative analyses, including interview assessments and coded observations of children's work in the context of educational interventions were supplemented by qualitative analyses of this work. Thirty-nine children (2-5 years of age) were randomly assigned to either an experimental or control group. The educational intervention provided to the experimental group involved a sequence of twenty sessions incorporating a series of three computer environments. A teaching strategy, based on Vygotsky's Zone of Proximal Development (ZPD) and Sigel's distancing theory, was used to mediate children's interaction with these computer environments. Results indicated that children's representational competence kept developing and reached a higher stage and the educational intervention fostered the development of representational competence, with strong evidence of near transfer but no evidence of far transfer. These results suggest that representational competence is a teachable concept and that a complex mediating structure allows children to reconstruct their previous experiences and apply them to problem situations.

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Video and Computer Game Use and the Sociality of Young Children (유아의 전자게임 이용과 사회성에 관한 연구)

  • 조경자
    • Journal of the Korean Home Economics Association
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    • 제40권9호
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    • pp.35-46
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    • 2002
  • This study was to investigate whether there are any differences in social competence by the frequency of young children's video and computer game use. Social development was categorized as peer popularity and social competence. The subjects were 215 children(118 boys, 97 girls) aged 4-6 years(M= 63.6 months, SD=6.8) from 3 kindergartens in Chung-Cheong Nam Do. The frequency of children's video and computer game use was reported by their parents. Peer popularity was rated by their classmates and social competence by their teachers with Kohn Social Competence Scale(KSCS). No significant relationship was found between game use and peer popularity. The children who played video and computer games once or twice a week got the highest score on the‘social interest and participation’But social cooperation dimension was not related with the frequency of video and computer game use but with the sex of children.

Integrating ICT in the Sudanese Kindergartens by Means of Developing a Computerized Application for The Pre-School Education, In Order to Improve Cognitive Development:

  • MOHAMMED, AMGAD ATTA ABDELMAGEED;DRAR, SUHANDA SAFALDEEN MOHAMMED;HILAL, ANWER MUSTAFA;CHRISTENSEN, LARS RUNE
    • International Journal of Computer Science & Network Security
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    • 제21권12spc호
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    • pp.597-603
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    • 2021
  • The current Sudanese preschool system depends on limited methods of education, children's education needs to be equipped to keep pace with technological development, also, the large gap that exists between the families and the Kindergartens, where many parents have no idea on how their child progresses in the KG context. The aim of this research is to integrate ICT in the preschool education to enhance and improve the preschool education, by building an Integrated Educational Application (Computerized Application for Preschool Education CAPE) which will help to improve the learning outcomes. The researchers used the Experimental Research Methodology, the characteristic of CAPE application is; suitable for children's age, the application style is more attractive to the children and contains a different way to help children get learning. Alawaeel and the Smart Child Kindergartens in Republic of Sudan were selected as a sample of the study, with sample size specifically, 50 children's. Also, the Central Bank of Sudan Kindergarten was selected as one of the institutional Kindergartens for easy communication with parents of children with a sample size 21 children. The study found that; using CAPE application in KG enables children to increase general learning effects and developing child's cognitive skills. Also, the children who were allowed to use CAPE by their parents are performed better in the overall evaluation of KG lessons. Also, using the CAPE in the Pre-School education helps the parents following their children's progress better and more reliable. The researcher recommends that to apply the computerized application and includes the second level. Also, converting the computerized program into an application to be used by children by their self, without the intervention of parents.