• 제목/요약/키워드: Children's computer use

검색결과 109건 처리시간 0.019초

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

  • 이경님
    • 대한가정학회지
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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.

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

  • 조경자
    • 대한가정학회지
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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.

컴퓨터 과다사용 초등학생의 정신사회적 특성 - 보호자의 보고를 근거로 - (SOCIOPSYCHIATRIC CHARACTERISTICS OF ELEMENTARY SCHOOL CHILDREN WHO USE COMPUTERS EXCESSIVELY - ON THE BASIS OF CARERS' REPORT -)

  • 진혜경;김문성
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • 제14권2호
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    • pp.229-237
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    • 2003
  • 연구목적:컴퓨터 과다 사용과 관련된 문제들에 대한 연구 중에서 학령기 아동을 대상으로 한 연구는 상대적으로 적은 편이다. 아동의 경우 자신의 상태를 객관적으로 파악하고 표현하는 능력이 부족한 경우가 많아 보호자의 정보제공이 아동의 상태를 파악하기 위해서 중요하다. 본 연구는 보호자의 보고를 근거로 아동의 컴퓨터 과다 사용과 정신사회적 특성과의 관계를 알아보고자 하였다. 방 법:서울의 한 초등학교 5, 6학년 학생 287명을 대상으로 하였으며 그들의 부모로 하여금 아동의 컴퓨터 사용에 대한 기본 설문, 부모용 아동 컴퓨터 중독 검사, 한국아동인성검사에 답하도록 하였다. SPSS(version 10)를 이용하여 성별에 따른 컴퓨터 사용의 차이, 컴퓨터 중독 검사 점수와 한국아동인성검사와의 관계에 대한 통계분석을 하였다. 결 과:1) 성별에 따라 컴퓨터 중독 검사 점수를 비교했을 때 남아의 점수가 여아의 점수보다 유의미하게 더 높았으며 남아가 여아에 비해 과다 사용자에 포함되는 비율도 더 높았다. 2) 컴퓨터 중독 검사 점수와 한국아동인성검사 대부분의 임상 척도 점수는 유의미한 정적 상관관계를 보였으며, 과다 사용자군에서 대부분의 임상 척도 점수가 일반 사용자군보다 유의미하게 높았다. 3) 한국아동인성검사 결과, 비행, 과잉행동, 가족관계 척도에서 65점 이상인 아동들의 경우 일반사용자군보다 과다사용자군에 속하는 비율이 유의미하게 높았다. 결 론:컴퓨터를 과다하게 사용하는 초등학교 5, 6학년 학생들은 여러 가지 정신사회적 문제들을 가질 가능성이 높았으며 이들에 대한 사회적, 임상적 관심이 필요할 것으로 생각된다.

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아동소비자의 매체별 유료 콘텐츠 사용특성과 금전인식 연구 (Children's Use of Paid Content Based on Media and Monetary Concepts)

  • 지미화;류주연;옥경영;박주영
    • 한국지역사회생활과학회지
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    • 제25권2호
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    • pp.207-218
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    • 2014
  • This study examines the use of paid content by children and identifies their monetary concept based on the following three research questions: (1) What are the characteristics of paid-content use by children? (2) How can the monetary concept of children be classified? (3) How does this monetary concept vary across use groups? Data were collected from 245 elementary school students. Based on the results, there were two types of media content used by children: mobile and computer content. Children were classified into four consumer groups based on the type media content use and the amount of content use. In addition, monetary concepts of children using paid content had two dimensions: money for means and that for objects. For computer users, monetary concept for conspicuous consumption and mammonism were more likely in the high-use group than in the low-use group. For mobile users, there was no significant difference in money for means and money for objects between the high-use group and the low-use group. The limitations of this study offer some interesting avenues for future research.

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

  • 정윤주
    • 대한가정학회지
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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.

연변 조선족아동의 미디어환경 및 미디어이용실태와 이중언어발달 (The media environment, media use, and bilingual development among Korea-Chinese children in Yanji, China)

  • 박혜원;원영미;이귀옥
    • 대한가정학회지
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    • 제42권1호
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    • pp.181-195
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    • 2004
  • The purpose of the study was to explore the degree of children's access to media and the relationship between the use of media and language development of Korean-Chinese bilingual children in Yanji, China. Questionnaires were answered by 258 4th graders and their parents. The results showed that the children had an access to a variety of media. The children's use of language(Korean/ Chinese) differed to the type of media: they had more access to Korean language in the use of newspapers/magazines, books, and radio, and to Chinese language in the use of computer. They had comparatively a balanced access to Korean/chinese language in the use of TV. Stepwise regression analyses revealed that the children's access to Chinese language in the use of media, proficiency of a parent's Chinese language, and a parent's affection were related to proficiency of the children's Chinese language. Implications are derived from the use of media in development of bilingualism.

아동의 수면시간과 수면시간 빈곤에 영향을 미치는 요인: 가족특성과 아동의 생활시간을 중심으로 (Factors affecting children's sleep duration and sleep time poverty)

  • 고선강
    • 가족자원경영과 정책
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    • 제21권3호
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    • pp.141-159
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    • 2017
  • The main purpose of this study is to investigate factors that influence sleep duration and sleep time poverty in terms of family characteristics, child characteristics, and time use. A series of data analyses were conducted on children's time use in two-parent families based on the 2013 Korean Children and Youth Panel Survey. One major finding is that children's sleep duration and the probability of having a sleep time poverty are related to their mothers' job classifications. The factors influencing the duration of sleep time and the sleep time poverty are similar in terms of family characteristics and children's time use. The mother's job classification, family income, number of younger siblings, number of older siblings, children's private tutoring hours, computer game hours, and TV hours are statistically significant factors affecting the duration of sleep time and the probability of having a sleep time poverty. However, the factor with greatest influence on sleep time duration is private tutoring hours and the factor most affecting sleep time poverty is computer game hours. The mother's job classification is a relatively powerful determinant for predicting her children's sleep duration and sleep time poverty.

The Use of the Computer in Written Language

  • 홍성룡
    • 디지털콘텐츠학회 논문지
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    • 제8권4호
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    • pp.607-613
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    • 2007
  • Current changes in the written language curriculum have lead to emphasis being placed on the process involved in writing rather than the product. Writing is being viewed as a means of exploration, with text being manipulated in revision until a clear message is conveyed. This study focuses on the use of the computer in written language, as a tool to facilitate learning, increase interaction and alter children's attitudes. Some children from a local primary school participated in a project which gave them access to a computer and guidance during the process of revision. Evaluation of this study showed a two-fold effect. Firstly the writing behaviors of the children developed with their increased involvement in the process. For example, the children began to read what they had written thereby independently evaluating the content. Secondly, arising from this, as a sense of control over their writing was gained the children's attitudes towards writing became more positive.

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

  • Choi, Dea-Hun
    • 한국컴퓨터정보학회논문지
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    • 제24권2호
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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.

한국사회의 대안교육 수요 결정요인 (Determinants of Demand for Alternative Education in Korea)

  • 김경근
    • 한국교육학연구
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    • 제14권1호
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    • pp.45-69
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    • 2008
  • 본 연구는 한국교육고용패널(KEEP) 데이터를 사용하여 한국사회에서 발생하는 대안교육 수요의 결정요인을 분석하였다. 분석결과에 따르면, 자녀의 성별과 컴퓨터 이용 시간이 학부모의 대안교육 수요에 중요한 영향을 미치는 것으로 나타났다. 또한 교육정책에 대해 관심이 크고, 학교만족도가 낮으며, 교육 목적의 탈한국 성향이 강한 학부모일수록 자녀에게 대안교육을 제공하려는 생각이 강한 것으로 밝혀졌다. 그런데 대안교육 수요는 자녀의 성별에 따라 다소 다른 양상을 보여주었다. 그리하여 남학생에게는 컴퓨터 이용 시간과 교육정책에 대한 관심이 주로 문제가 될 수 있는 반면, 여학생의 경우에는 건강상태가 대안교육 수요를 유발할 개연성이 있는 것으로 드러났다. 한편 학부모의 학교만족도와 교육 목적의 탈한국 성향은 남학생과 여학생 모두에게 대안교육 수요의 핵심적 결정요인으로 작용하고 있었다.