• Title/Summary/Keyword: Children's computer

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The Effects of Computer Programming Training on the Cognitive Development of 7- to 8-year-old Children (컴퓨터 교육이 7-8세 아동의 인지 발달에 미치는 효과: 피아제의 인지 발달 단계가 훈련에 의해 향상될 수 있는가?)

  • Lee, Kwee Ock
    • Korean Journal of Child Studies
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    • v.16 no.1
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    • pp.79-88
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    • 1995
  • The purpose of this study was to investigate whether the experience of computer programming in Logo geometry advances the development of young children's concepts and/or representation of Euclidian spatial relations, particularly their concepts of the vertical-horizontal. Papert's claim of the positive effects of Logo programming experiences on young children's cognitive development was tested using the Piagetian Water Level Test (PWLT), the Free Hand Drawing Test (FHDT), and the Computer Drawing Test (CDT). Forty-four subjects were drawn from 2nd graders attending a public elementary school in Ithaca. The subjects were divided into 2 groups: a treatment group (TG) with Logo training for 10 weeks and a control group (CG) without Logo training. Our results showed that TG did not make any significant improvement on PWLT. In contrast, TG outperformed CG on FHDT. We suggested several possible explanations for this contradiction.

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Children's use of Computer Game and Game Immersion: According to Grade (아동의 컴퓨터게임이용 실태에 따른 게임몰입 경향에 관한 연구)

  • Lee, Gyeong-Seon;Lee, Jeong-Hwa
    • The Journal of the Korea Contents Association
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    • v.8 no.3
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    • pp.182-189
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    • 2008
  • The purpose of this study were to investigate 1) present condition of children's usage of computer game, 2) difference in extent of immersing in computer game according to grade, and 3) difference in extent of immersing in computer game according to conditions of computer game usage. A total of 239 children from 1st to 3rd grade in an elementary school in Busan were surveyed with two kinds of questionnaires about usage of and immersion in computer game. The collected data were analyzed using SPSS 12.0 program. It was revealed that the 1st graders showed higher scores on experience of computer game, frequency of computer game per week, and amount of time for each computer game than the 3rd graders. However, there were no significant differences in extent of immersing in computer game according to grade and to conditions of computer game usage. The findings of this study implies that the age of using computer game is going down rapidly. Discussions and suggestions for further study were provided.

A Study on the Actual Condition of Smartphone Usage and the Influential Variables of 3 to 5 Years Old Children

  • Choi, Dea-Hun
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.2
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    • pp.179-184
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    • 2019
  • As the tendency of children's overdependence on smart phones increased, it was obligatory to carry out preventive education more than once a year in kindergarten and day care center, but there is no specific guidance on contents and method of preventive education. This is due to the lack of prior studies on the actual use of smartphones and the influence variables of infants and young children. The purpose of this study was to investigate the effects of use time, frequency of use, and sociological background variables on the actual situation of smartphone usage and overdependency on smartphone among 3-5 year old children nationwide. For the analysis, the frequency of the use of smartphone for 3-5 year old children was analyzed by frequency analysis, and the influence variables were correlated and multiple regression analysis. Research shows that smartphone overdependence of 3-5 year old children have an influence on the use time and frequency of use. The results should include content that restricts the use time and frequency of use of smartphones and prevention education programs for 3-5 year olds and young children. Suggesting a need for a transition to the educational method used.

Obesity and its association with diets and sedentary life style among school children in Seoul, Korea: Compliance with Dietary References Intakes for Koreans food guides

  • Ha, Ae-Wha
    • Nutrition Research and Practice
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    • v.1 no.3
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    • pp.212-217
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    • 2007
  • This study compared obese children's food group intakes with the new Dietary References Intakes for Koreans (KDRIs) food guides for 5th-6th grade school children. This study also determined the extent of sedentary life styles related with obesity in this area of children. This is it cross-sectional study of 799 school children. The dietitian sent a survey form describing the project and a questionnaire to the subject's family. The questionnaire included child demographics, family history of chronic diseases, the daily servings of five food groups, such as grains, meat and beans, dairy products, fruits, and vegetables. The daily or weekly hours of physical activity, television viewing, and computer usage were also surveyed. Obesity index (%) of the subjects was calculated, and children with an obesity index (%) equal to or greater than 20 were classified as the obese. Among the 799 participants, 50.7% were female. The percentages of the normal and the obese were 691 (86.5%) and 108 (13.5%) respectively. Obese children reported eating less vegetables (p<0.05), more high sugar snacks (p<0.05), and high fat snacks (p<0.05) than normal children. No significant differences in food servings of grains, meats and beans, and fruits, and dairy products between the normal and the obese were shown. Obese children reported fewer hours of physical activities (p<0.05) and more hours of computer usage (p<0.05) than normal children. Girls showed less likelihood of being obese (odds ratio, 0.575, CI (0.38, 0.87), p<0.05). More hours of physical activity significantly decreased the likelihood of being obese (odds ratio, 0.572, CI (0.35, 0.92), p<0.05). Family history of obesity almost doubled the likelihood of obesity in children (odds ratio, 2.653, CI (1.660, 4.241), p<0.05). In conclusion, frequent snacking, inadequate vegetable consumption, and sedentary lifestyle increased significantly the likelihood of obesity in children, which suggest that obesity intervention in this age group should focuse more on those variables.

The Effect of Children's perception of parenting attitude and learned helplessness on computer game addiction (부모의 양육태도, 학습된 무기력이 컴퓨터 게임중독에 미치는 영향)

  • Kweon, Soon-Hee;Kweon, Soon-Nyu
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.4
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    • pp.59-69
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    • 2008
  • The purpose of this study was to investigate children's Perception of parenting attitude parent and learned helplessness on addictive use of computer game. The data was collected through paper-pencils surveys with 745 students who are attending the 4, 5, and 6 grade of three elementary schools. The instrument used to see how they looked at the parenting attitude of their was Ji-hyun Hwang(2006)'s Perceived Parenting Attitude Inventory, Chang-woo Song(1997)'s Learned Helplessness, and Internet Game Addiction Test by developed Korean Agency Digital Apportunity & Promotion. Statistics and methods used for the data analysis were Cronbach'a alpha, freuency, percentage, Two-Way ANOVA, Pearson's Correlation, and Regression by using SPSS WIN 12.0. The results of this study is described as follows. In this study, prevalence of computer addiction tendency and addiction is 14.3%. Male students showed highest computer addiction game than female students.

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A Study on the Influence of Role Factors of Life Workers at Local Children's Centers on Turnover Intention

  • Jang, Young Eun
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.2
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    • pp.151-156
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    • 2021
  • The purpose of this study is to examine the relationship between the role factors of local children's center life workers and turnover intentions, and propose a rational role in the work of life workers to suggest an intervention plan that can lower turnover intention. For analysis, data were collected and 221 cases were analyzed using dmfh google docs for life-service workers working at local children's centers. The analysis results are as follows. First, among the sub-variables of the role factors, role conflict was found to increase the turnover intention of life workers, and second, role overload increased the turnover intention of life workers. Based on these research results, policy and practical implications were proposed.

Diagnosing a Child with Autism using Artificial Intelligence

  • Alharbi, Abdulrahman;Alyami, Hadi;Alenzi, Saleh;Alharbi, Saud;bassfar, Zaid
    • International Journal of Computer Science & Network Security
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    • v.22 no.6
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    • pp.145-156
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    • 2022
  • Children are the foundation and future of this society and understanding their impressions and behaviors is very important and the child's behavioral problems are a burden on the family and society as well as have a bad impact on the development of the child, and the early diagnosis of these problems helps to solve or mitigate them, and in this research project we aim to understand and know the behaviors of children, through artificial intelligence algorithms that helped solve many complex problems in an automated system, By using this technique to read and analyze the behaviors and feelings of the child by reading the features of the child's face, the movement of the child's body, the method of the child's session and nervous emotions, and by analyzing these factors we can predict the feelings and behaviors of children from grief, tension, happiness and anger as well as determine whether this child has the autism spectrum or not. The scarcity of studies and the privacy of data and its scarcity on these behaviors and feelings limited researchers in the process of analysis and training to the model presented in a set of images, videos and audio recordings that can be connected, this model results in understanding the feelings of children and their behaviors and helps doctors and specialists to understand and know these behaviors and feelings.

A study on the actual conditions of residing environment in children's room and it's utilization - A study on Children's Space from a Welfare viewpoint ( I ) - (아동실의 주거 환경 및 이용에 대한 실태 - 시설복지적 측면에서 본 아동공간에 관한 연구 ( I ) -)

  • 박인전
    • Journal of the Korean housing association
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    • v.5 no.1
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    • pp.29-45
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    • 1994
  • The purpose of this study are to investigate the actual conditions of residing environment in children's room and it's utilization. Further, basic for the guidence and the effective preparation of children's room and children's residing environment in addition willbe produce through grasping the actual conditions of them.The subjects of this study were 214 5th grade elementary school children living in Taegu. The analysis of the data was done through SPSS pc programs.The major findings of this study can be summarized as follow;1. The greater part of children had their own room, and they had the desk, the book case and the clothes chest in their room. But the numbers of children with the bed were few in comparison to those. And a large number of children wanted to have the bed and the computer in their room.2. There were significant differences in the actual conditions of residing environcent in children’s room according to the independent variables. For example, the existence of children's room was variable according to farther's job(0.1% level).3. The case of having their own room in the period of the lower grades in elemtary school dccupied the highest percentage. A lage number of children passed away time mostly in the women'a guarters. In the cleaner of children's room, the case of doing themselves occupied the highest rate as 51 percent.4. There were significant differences in the actual conditions of utilization in children's room according to the independent variables. For example, the period of separation from their parents was variable according to mother's educational level(5%), father's job(0.1%)and the numbers of room(1%).

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A Design and Implementation of Improving Children's Memory Application Based on Kinect Sensor (Kinect Sensor 기반의 아동 기억력 향상 애플리케이션 설계 및 구현)

  • Won Joo Lee;Gyeong Min Kim;Gi Jae Sin;Su Ji Kim;Seo Yeong Lee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.53-54
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    • 2023
  • 본 논문에서는 키넥트 센서 기반의 아동 기억력 향상 애플리케이션을 설계하고 구현한다. 이 애플리케이션은 유아층의 기억력을 향상시키고 팔 동작으로 소근육 발달에 도움을 주는 카드 짝 맞추기 게임의 기능을 구현한다. 카드 짝 맞추기 게임은 키넥트 센서에서 인식한 사용자의 스켈레톤, 뎁스스트림, 조인트, 음성 정보를 활용하여 플레이어의 오른손을 인식하여 카드를 뒤집고 짝이 맞는 경우는 그대로 두고 짝이 맞지 않는 경우에는 다시 뒤집는다. 사용자는 카드의 위치와 그림을 기억하며 16장의 카드를 모두 맞출때까지 계속 진행한다. 이 게임은 유아들이 재미있게 게임을 즐기면서 기억력을 향상시킬 수 있다.

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A Study on the Perception of the Myopia in Children's Mother (학령초기아동 어머니의 근시 인식)

  • Kim, Jin-Hyang;Yang, Soon-Ok
    • The Journal of Korean Academic Society of Nursing Education
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    • v.11 no.2
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    • pp.214-221
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    • 2005
  • Purpose: This study was to investigate the perception of the myopia in early school-aged children's mother and develope myopia preventive education program. Method: Data was collected from June 1th to 24th, 2003. The sample group(two elementary schools in A city)consisted of 105students mother with normal vision(naked vision 1.0 or more), 105 students mother with subnormal vision(0.7 or less). The data was analyzed using S.A.S. For the test of homogeneity and significance of variable, Fisher's Exact test and Student's t-test were used. Results: 1. There was significant difference in perception of being changed the children's eyesight between normal and myopia group(t=7.86, p=.0492). 2. High scores of cause of myopia were distance from TV or computer to viewer and time of watching TV or using computer in both groups. 3. There was significant difference in perception score of cause of myopia in the myopia group was 13.26, and 18.04 in the normal group(t=3.01, p=0.003). Especially in the unbalanced and regulated diet, regulated exercise, distance of eyes reading books and illumination, normal group had more perception score than myopia group. Conclusion: A myopia education program for children and parents should be planed and the effect be verified.

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