• Title/Summary/Keyword: Game Rating

Search Result 47, Processing Time 0.022 seconds

Effectiveness of the Long-term Group-Counseling Program to Improve Emotional Intelligence and Prosocial Behavior in Preschooler (학령전기아동의 정서지능 및 친사회적 행동 증진을 위한 장기집단상담프로그램 효과연구)

  • Lee, Jung-Sook;Yoo, Jung-Seon
    • Journal of Families and Better Life
    • /
    • v.25 no.1 s.85
    • /
    • pp.29-43
    • /
    • 2007
  • Effectiveness of Long-term Group-counseling in Improving Emotional Intelligence and Prosocial Behavior in Preschooler The purpose of this study was to assess the effectiveness of long-term group-counseling in preventing children's maladjustment at school. for this study, six children were selected for an experimental group and another six for a control group. They were tested using the Emotional Intelligence Rating System and the Prosocial Behavior Skill Situations Measure for Preschool Level. In addition to quantitative analysis, a qualitative analysis was conducted to examine group processes and changes in each child. The experimental group participated insocio-drama, group art therapy, and game play therapy whereas the control group did not receive any treatment. In order to examine the impact of the intervention, pre-program tests and post-program tests were conducted. The results were as follows. First, the children's emotional intelligence was improved with group counseling. There was a significant difference in emotional intelligence between the experimental and the control groups. Second, children's prosocial behavior ability alsoimproved. There was a significant difference in social ability between the experimental and the control groups.

Effectiveness of the Group-Counseling Program to Improve Social Ability in the Children from Low-Income Families (저소득층 아동의 사회성증진을 위한 집단상담 프로그램 효과 연구)

  • Lee Jung-Sook;Yoo Jung-Seon
    • Journal of Families and Better Life
    • /
    • v.23 no.3 s.75
    • /
    • pp.127-136
    • /
    • 2005
  • The purpose of this study was to assess the effectiveness of a group-counseling program to improve children's social ability. For this study, six children were selected for an experimental group and another six for a control group. They were tested using the Social Skill Rating System for Preschool level. In addition to a quantitative analysis, a qualitative analysis was conducted to examine group processes and changes of each child. The experimental group participated in a socio-drama group art therapy, and game play therapy whereas the control group did not receive any treatment. In order to examine the impact of the intervention, ore-program tests and post-program tests were conducted. The results were as follows: First, children's social ability was improved. There was a significant difference in social ability between the experimental and the control group. Second the group counseling program was proved to be effective. This program was primarily designed for children from low-income families.

Determinants of Mobile Application Use: A Study Focused on the Correlation between Application Categories (모바일 앱 사용에 영향을 미치는 요인에 관한 연구: 앱 카테고리 간 상관관계를 중심으로)

  • Park, Sangkyu;Lee, Dongwon
    • Journal of Intelligence and Information Systems
    • /
    • v.22 no.4
    • /
    • pp.157-176
    • /
    • 2016
  • For a long time, mobile phone had a sole function of communication. Recently however, abrupt innovations in technology allowed extension of the sphere in mobile phone activities. Development of technology enabled realization of almost computer-like environment even on a very small device. Such advancement yielded several forms of new high-tech devices such as smartphone and tablet PC, which quickly proliferated. Simultaneously with the diffusion of the mobile devices, mobile applications for those devices also prospered and soon became deeply penetrated in consumers' daily lives. Numerous mobile applications have been released in app stores yielding trillions of cumulative downloads. However, a big majority of the applications are disregarded from consumers. Even after the applications are purchased, they do not survive long in consumers' mobile devices and are soon abandoned. Nevertheless, it is imperative for both app developers and app-store operators to understand consumer behaviors and to develop marketing strategies aiming to make sustainable business by first increasing sales of mobile applications and by also designing surviving strategy for applications. Therefore, this research analyzes consumers' mobile application usage behavior in a frame of substitution/supplementary of application categories and several explanatory variables. Considering that consumers of mobile devices use multiple apps simultaneously, this research adopts multivariate probit models to explain mobile application usage behavior and to derive correlation between categories of applications for observing substitution/supplementary of application use. The research adopts several explanatory variables including sociodemographic data, user experiences of purchased applications that reflect future purchasing behavior of paid applications as well as consumer attitudes toward marketing efforts, variables representing consumer attitudes toward rating of the app and those representing consumer attitudes toward app-store promotion efforts (i.e., top developer badge and editor's choice badge). Results of this study can be explained in hedonic and utilitarian framework. Consumers who use hedonic applications, such as those of game and entertainment-related, are of young age with low education level. However, consumers who are old and have received higher education level prefer utilitarian application category such as life, information etc. There are disputable arguments over whether the users of SNS are hedonic or utilitarian. In our results, consumers who are younger and those with higher education level prefer using SNS category applications, which is in a middle of utilitarian and hedonic results. Also, applications that are directly related to tangible assets, such as banking, stock and mobile shopping, are only negatively related to experience of purchasing of paid app, meaning that consumers who put weights on tangible assets do not prefer buying paid application. Regarding categories, most correlations among categories are significantly positive. This is because someone who spend more time on mobile devices tends to use more applications. Game and entertainment category shows significant and positive correlation; however, there exists significantly negative correlation between game and information, as well as game and e-commerce categories of applications. Meanwhile, categories of game and SNS as well as game and finance have shown no significant correlations. This result clearly shows that mobile application usage behavior is quite clearly distinguishable - that the purpose of using mobile devices are polarized into utilitarian and hedonic purpose. This research proves several arguments that can only be explained by second-hand real data, not by survey data, and offers behavioral explanations of mobile application usage in consumers' perspectives. This research also shows substitution/supplementary patterns of consumer application usage, which then explain consumers' mobile application usage behaviors. However, this research has limitations in some points. Classification of categories itself is disputable, for classification is diverged among several studies. Therefore, there is a possibility of change in results depending on the classification. Lastly, although the data are collected in an individual application level, we reduce its observation into an individual level. Further research will be done to resolve these limitations.

The Survey on the Degree of Link with Internet Space and a Internet Addiction Disposition of Adolescents (청소년의 인터넷 접촉 정도와 중독성향에 대한 조사)

  • Sang-chul Han
    • Korean Journal of Culture and Social Issue
    • /
    • v.9 no.2
    • /
    • pp.19-39
    • /
    • 2003
  • The purpose of this study was to investigate the degree of link with internet media and a internet addiction disposition of adolescents. The subjects were 500 students attending to middle and high schools consisted of male and female. The instruments were "the questionnaire on the present conditions of internet use" consisted of 14 items(Cronbach's α=.71) and "the internet addiction rating scale" consisted of 20 items(Cronbach's α=.73). These questionnaire were revised by this researcher. For data analysis, chisqure and ANOVA were used. The main results were as follows. First, a boy students and the vocational high school and the middle school each have more negative response than a girl students and the humanistic high schools in the present conditions of internet use and the judgement on a harmful object of internet space. Second, a boy students have higher than a girl students in an internet addiction disposition. Third, an internet addiction related with the times link with internet, the type of internet game, and the content of internet space(a lustful and violent objects). The various methods for the prevent with the internet addiction of adolescents discussed with based on the previous studies.

  • PDF

Psychophysiologic Response in Patients with Panic Disorder (공황장애환자의 정신생리적 반응)

  • Chung, Sang-Keun;Cho, Kwang-Hyun;Jung, Ae-Ja;Park, Tae-Won;Hwang, Ik-Keun
    • Sleep Medicine and Psychophysiology
    • /
    • v.8 no.1
    • /
    • pp.52-58
    • /
    • 2001
  • Objectives: An Increased level of psychophysiologic arousal and diminished physiologic flexibility would be observed in patients with panic disorder compared with a normal control group. We investigated the differences of psychophysiologic response between patients with panic disorder and normal control to examine this hypothesis. Methods: Ten Korean patients with panic disorder who met the diagnostic criteria of DSM-IV were compared with 10 normal healthy subjects. In psychological assessment, levels of anxiety and depression were evaluated by State-Trait Anxiety Inventory, Beck's Depression Inventory and Hamilton Rating Scale For Anxiety and Depression. Heart rate, respiration rate, electrodermal response, and electromyographic activity were measured by biofeedback system (J & J I-330 model) to determine psychophysiologic responses on autonomic nervous system. Stressful tasks included mental arithmetic, video game, hyperventilation, and talking about a stressful event. Psychophysiologic responses were measured according to the following procedures : baseline(3 min)-mental arithmetic (3 min)-rest (3 min)-video game (3 min)-rest (3 min)-hyperventilation (3 min)-rest (3 min)-talking about a stressful event (3 min). Results: The baseline level of anxiety and depression, electrodermal response (p=.017), electromyographic activity (p=.047) and heart rate (p=.049) of patients with panic disorder were significantly higher than those of the normal subject group. In electrodermal response, patient group had significantly higher startle response than the control group during hyperventilation (p=.001). Startle and recovery responses of heart rate in the patient group were significantly lower than responses in the control group during mental arithmetic (p=.007, p=.002). In electrodermal response of the patient group, startle response was significantly higher than recovery response during mental arithmetic (p=.000) and video game task (p=.021). Recovery response was significantly higher than startle response in respiratory response during hyperventilation. Conclusion: The results showed that patients with panic disorder had higher autonomic arousal than the control group, but the physiologic flexibility was variable. We suggest that it is helpful for treatment of panic disorder to decrease the level of autonomic arousal and to recover the physiologic flexibility in certain stressful event.

  • PDF

Analysis of error source in subjective evaluation results on Taekwondo Poomsae: Application of generalizability theory (태권도 품새 경기의 주관적 평가결과의 오차원 분석: 일반화가능도 이론 적용)

  • Cho, Eun Hyung
    • Journal of the Korean Data and Information Science Society
    • /
    • v.27 no.2
    • /
    • pp.395-407
    • /
    • 2016
  • This study aims to apply the G-theory for estimation of reliability of evaluation scores between raters on Taekwondo Poomsae rating categories. Selecting a number of game days and raters as multiple error sources, we analyzed the error sources caused by relative magnitude of error variances of interaction between the factors and proceeded with D-study based on the results of G-study for optimal determination of measurement condition. The results showed below. The estimated outcomes of variance component for accuracy among the Taekwondo Poomsae categories with G-theory showed that impact of error was the biggest influence factor in raters conditions and in order of interaction in subjects and between subjects, also impact of variance component estimation error on expression category was the major influence factor in interaction and in order of the between subjects and raters. Finally, the result of generalizability coefficient estimation via D-study showed that measurement condition of optimal level depend on the number of raters was 8 persons of raters on accuracy category, and stable reliability on expression category was gained when the raters were 7 persons.

Innovative Technologies in Higher School Practice

  • Popovych, Oksana;Makhynia, Nataliia;Pavlyuk, Bohdan;Vytrykhovska, Oksana;Miroshnichenko, Valentina;Veremijenko, Vadym;Horvat, Marianna
    • International Journal of Computer Science & Network Security
    • /
    • v.22 no.11
    • /
    • pp.248-254
    • /
    • 2022
  • Educational innovations are first created, improved or applied educational, didactic, educative, and managerial systems and their components that significantly improve the results of educational activities. The development of pedagogical technology in the global educational space is conventionally divided into three stages. The role of innovative technologies in Higher School practice is substantiated. Factors of effectiveness of the educational process are highlighted. Technology is defined as a phenomenon and its importance is emphasized, it is indicated that it is a component of human history, a form of expression of intelligence focused on solving important problems of being, a synthesis of the mind and human abilities. The most frequently used technologies in practice are classified. Among the priority educational innovations in higher education institutions, the following are highlighted. Introduction of modular training and a rating system for knowledge control (credit-modular system) into the educational process; distance learning system; computerization of libraries using electronic catalog programs and the creation of a fund of electronic educational and methodological materials; electronic system for managing the activities of an educational institution and the educational process. In the educational process, various innovative pedagogical methods are successfully used, the basis of which is interactivity and maximum proximity to the real professional activity of the future specialist. There are simulation technologies (game and discussion forms of organization); technology "case method" (maximum proximity to reality); video training methodology (maximum proximity to reality); computer modeling; interactive technologies; technologies of collective and group training; situational modeling technologies; technologies for working out discussion issues; project technology; Information Technologies; technologies of differentiated training; text-centric training technology and others.