• 제목/요약/키워드: Social Character

검색결과 647건 처리시간 0.025초

문제음주부모를 둔 청소년의 성인아이성향과 심리사회적 특성 (Children's COA & Psychological-social Character by Parent's Problem Drinking)

  • 양혜진
    • 가정과삶의질연구
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    • 제25권2호
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    • pp.1-12
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    • 2007
  • This is an investigative study to consider children's COA by parent's problem drinking and their psychological-social character by the COA. According to the results of this study, almost half of the children's COA, among those who have problem drinking parents, demonstrated high dangerous lever in the lower factors, such as emotional character, personnel relative character, and co-dependent character. Results of the inspection into the differences between the psyrhological-social characters, according to the danger lever of the children's COA, suggested the children's danger lever is higher, the self-efficiency and adaptable flexibility, which are the psychological-social characters, are lower, and there are no special differences in the social-support.

인성교육 프로그램이 초등학생 인성 함양에 미치는 효과 (Effectiveness of a Character Education Program on Cultivating Character among Elementary School Students)

  • 이은지;정유숙;이세용;이선우;노지혜;심예린;홍진표;정영희
    • 대한불안의학회지
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    • 제13권1호
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    • pp.46-52
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    • 2017
  • 이 연구는 학교 기반, 교사 주도의 초등 인성교육 프로그램이 초등학생들의 인성 함양에 영향을 미쳤는지 분석했다. 분석 결과 프로그램에 참여한 학생들의 인성 수준은 통계적으로 유의미하게 향상되었다. 이는 프로그램이 초등학생 인성함양에 효과가 있었음을 시사한다. 하지만 학년에 따라 인성교육의 효과가 달라질 수 있음을 보였다.

어머니가 지각하는 배우자의 성격요인, 양육행동 및 아동의 사회적 능력간의 관계 (The Relationship of Spouse Character Perceived by mother's, Child-Rearing Behavior and Children's Social Competence)

  • 임옥희;소병숙
    • 한국가정과학회지
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    • 제7권3호
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    • pp.73-82
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    • 2004
  • The purpose of this study was to investigate the relationship of spouse character perceived by mother's child - rearing behavior and child rearing behavior - children's social competence. The subjects of this study were 115 children's mothers in Jeon-ju city. The data were collected using questionaries and analyzed by the statistical methods of frequencies, percentages, t-test, ANOVA, pearson's correlation with SPSS pc program: The results of this study were summarized as follows: 1. There were significant differences according to economics status in spouse character Perceived by mother's. In other words. got higher income to authoritarian character and also there were significant differences according to economic status in child - rearing behavior. In other words. got higher income mother's child - rearing behavior such as rejection - blame and sensitivity. 2. There were significant differences according to economic status in children's social competence. In particular. got higher income to children's social competence such as ability and leadership. 3. There were significant differences according to economic status in relation of spouse character perceived by mother's. child - rearing behavior and children's social competence.

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초등학생들의 사회·정서적 능력 함양을 위한 이론적 토대 연구 (A theoretical foundation study for the promotion of a social and emotional competencies of children)

  • 이인재
    • 한국철학논집
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    • 제25호
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    • pp.7-40
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    • 2009
  • 이 논문의 목적은 "초등학생들의 사회 정서적 능력 함양을 위한 인성교육의 통합적 방안 연구"의 이론적 토대를 세우는 것에 있다. 본 연구는 초등교육의 핵심 목표 중의 하나인 초등학생들의 "바르고 선한 인성(character)"을 어떻게 하면 보다 효과적으로 함양할 것인가?의 물음에 답하기 위해, 사회 정서적 학습(the social and emotional learning, 이하 SEL로 약칭) 이론에 근거하여 그 해답의 실마리를 찾고, 인성교육의 통합적 접근을 통해 궁극적으로 초등학생들의 사회 정서적 능력 함양을 위한 프로그램을 구안하여 초등현장에 적용하고자 한다. 이를 위해 먼저 본 논문에서는 정서 지능이 무엇이며, 정서 지능과 관련된 여러 이론들의 공통점과 차이점을 비교해 보았다. 왜냐하면 본 연구가 기반으로 삼고 있는 사회 정서적 학습은 바로 정서 지능에 대한 핵심 아이디어에서 출발하기 때문이다. 이어 개인의 일상생활에서 비롯되는 사회적이고 정서적인 현상을 이해하고 조직하며 표현하는 능력으로서 사회 정서적 능력의 주요 구성 요소인 자기인식, 자기관리, 사회적 인식, 대인관계 기술, 책임있는 의사결정에 대해 살펴보았고, 미국에서 SEL 프로그램이 구체적으로 어떤 효과를 가져왔는지를 분석해 보았다. 다음으로 사회 정서적 학습과 정서 능력 혹은 정서 지능은 어떤 관계에 있는지, SEL과 인성교육은 어떤 관계있는지를 살펴보았으며, 특히 SEL 프로그램의 활용에 있어 인성교육이 주는 시사점도 살펴보았다. 마지막으로 SEL 프로그램을 우리의 초등학생을 위한 통합적 인성교육의 프로그램에 적용할 때 유의해야 할 일반적 원리에 대해 살펴보았다.

MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향 (The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG)

  • 강주선;고윤정;고일상
    • Asia pacific journal of information systems
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    • 제19권3호
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    • pp.69-98
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    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.

유행선도자의 특성 연구 -유행선도력, 사회적 성격, 의복동조성, 유행정보원사용간의 관계- (A Study on the Fashion Leadership -The relationships among fashion leadership, social character, clothing conformity and fashion information source-)

  • 최선형;이은영
    • 한국의류학회지
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    • 제11권3호
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    • pp.15-24
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    • 1987
  • The purpose of this study was to investigate the relationships among fasion leadership, Social character, clothing conformity and fashion information source. For this purpose, a causal model was to be constructed and empirically tested. Fashion leadership is divided into fashion opinion leadership and fashion innovativeness and is appropriated to the model. The following conclusions were derived from the data analysis. 1. Social character has direct effects on clothing conformity, but indirect effects on fashion information source. 2. Significant interaction between clothing conformity and fashion information source was found. 3. In a fashion opinion leadership model, social character, clothing conformity, and fashion information source have significant direct effects on fashion opinion leadership 4. In a fashion innovativeness model, social character and fashion information source have significant direct effects on fashion innovativeness, and clothing conformity indirect effects through the fashion information source. 5. The explanatory power ($R^2$) was higher for the fashion opinion leadership model than for the fashion innovativeness model.

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만평 속 인물캐릭터인 '국정원 여직원'의 기호적 분석 (Symbolic Analysis of a Figure Character in Satirical Cartoon 'National Intelligence Service Female Agent')

  • 박경철
    • 만화애니메이션 연구
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    • 통권37호
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    • pp.307-334
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    • 2014
  • 만평은 특정인물 또는 사회현상을 풍자하기 위해서 특정인물 또는 사회현상에 비유되는 인물캐릭터를 등장시킨다. 만평 속 인물캐릭터의 말과 행위를 통해 부정행위를 한 권력자나 부조리한 사회현상을 드러낸다. 본 연구의 인물캐릭터인 국정원 여직원은 장기간에 걸쳐 만평에 등장하고 있으며, 실제 인물 대신에 사회현상을 비유하고 있다. 이처럼 국정원 여직원이 장기간에 걸쳐 만평 속 인물캐릭터로 등장하는 이유는 관련된 사회현상이 종결되지 않고 진행 중이기 때문이다. 또한 실제인물 대신에 사회현상을 비유하는 이유는 국정원 여직원의 숨겨진 얼굴로 인해 얼굴을 알기 쉽지 않은데 기인한다. 숨겨진 얼굴은 인물의 특징을 과장하기 힘들게 한다. 숨겨진 얼굴은 야구모자와 목도리로 상징되는 숨고 싶은 욕망의 표현이기도 하다. 숨겨진 얼굴과 숨고 싶은 욕망은 실제 인물 대신에 관련 있는 다른 인물 혹은 사회현상으로 치환하기 쉽게 만든다. 즉 국정원 여직원의 외형적 특징은 만평에서 '추가된 기의'를 결합시키기에 좋은 조건을 갖추고 있는 셈이다. 만평 속 인물캐릭터인 국정원 여직원은 실제 국정원 여직원과 무관하게 여러 의미가 필요에 의해 결합하여 실제 인물은 사라지고 다른 인물 혹은 집단 또는 사회현상으로 치환된다. 이처럼 본 연구는 만평에서 '국정원 여직원'으로 등장하는 인물캐릭터를 기호적으로 분석함으로써 만평 속 인물캐릭터의 역할을 밝히는데 목적이 있다. 본 연구에서 만평 속 인물캐릭터의 기호적 분석을 통해 다음을 알 수 있다. 첫 번째, 만평은 사회현상을 풍자한다. 만평 속 인물캐릭터가 실제 인물을 대신하여 사회현상을 풍자한다. 두 번째, 만평은 정치가 만들어내는 부조리한 사회현상의 핵심적이거나 감추고 싶은 치부를 드러내어 풍자한다. 만평 속 인물캐릭터가 실제 인물을 대신하여 사회현상의 핵심적이거나 감추고 싶은 치부를 드러내어 풍자한다. 세 번째, 만평은 정치가 만들어내는 부조리한 사회현상의 책임자에게 경고의 메시지를 보낸다. 만평 속 인물캐릭터가 실제 인물을 대신하여 정치가 만들어내는 부조리한 사회현상의 책임자에게 경고의 메시지를 보낸다. 네 번째, 만평은 정치가 만들어내는 부조리한 사회현상에 의해 개인이 받게 되는 상처 혹은 스트레스를 견딜 수 있게 카타르시스를 제공한다. 만평 속 인물캐릭터가 실제 인물을 풍자하고 조롱함으로써 부조리한 사회현상에 의해 개인이 받게 되는 상처 혹은 스트레스를 견딜 수 있게 카타르시스를 제공한다.

대학생들의 인성교육 요구 영향요인 (Factors Influencing Educational Needs Assessment for Character Education)

  • 임광명;박덕병;이신영
    • 농촌지도와개발
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    • 제23권4호
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    • pp.375-385
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    • 2016
  • Since the discussion on solving some problems in modern socity began in the late 1990s, the interest in students' character education has increased. This study aims to identify the factors influencing educational needs assessment for character education in Korea. A self-administered survey was obtained from 318 students in a university. Three factors extracted from factor analysis were individual, interpersonal, social character factor. Results showed that the determinants influencing character educations are academic achievement and volunteer activities for individuals character, academic achievement and school activities in campus for interpersonal and social character educational factor. The findings should be of interest to practitioners to develop education programs for students.

어머니의 양육태도가 소비자사회화와 아동용 캐릭터 패션제품의 평가에 미치는 영향 (The Effects of Mothers' Childrearing Attitudes on Consumer Socialization and the Evaluation of Children's Character Fashion Products)

  • 강경영;진현정
    • 한국의류학회지
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    • 제37권5호
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    • pp.704-714
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    • 2013
  • Diverse characters have been recently used in fashion products for children. The degree to which parents accept children's opinions or attitudes when they engage in dialogue may be connected with consumer socialization and affect the criteria for the evaluation of character fashion products. This study examined the effects of mothers' childrearing attitudes on consumer socialization and the evaluation criteria for character fashion products for children. A questionnaire was conducted via the Internet on 310 mothers with children aged between four and twelve. The results of the study showed: First, childrearing attitudes were divided into four dimensions: hostility, autonomy, acceptance, and control. Consumer socialization was divided into communication in regards to consumption, consumption control, and the awareness of social relations. The evaluation criteria for character fashion products for children were divided into educational/utilitarian values, emotional values, and social values. Second, mothers were divided into an acceptance group, a moderation group, and a hostility group based on childrearing attitudes. The group with hostile childrearing attitudes had control over their children's consumption and were conscious of others in the process of consumption. The group with accepting childrearing attitudes considered educational/utilitarian values and emotional values when they purchased character fashion products for children. The group with hostile childrearing attitudes considered social values. Third, autonomous childrearing attitudes had the largest influence on communication in regards to consumption. Controlling childrearing attitudes had the largest influence on consumption control and the awareness of social relations. Controlling childrearing attitudes had the largest influence on social/utilitarian and emotional values; however hostile childrearing attitudes had the largest influence on social values.

사회 네트워크 분석을 이용한 중등 인성 교육의 세부요인에 관한 실증 연구 (An Empirical Study on the Sub-factors of Middle School Character Education using Social Network Analysis)

  • 김효정
    • 디지털산업정보학회논문지
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    • 제13권2호
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    • pp.87-98
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    • 2017
  • The advancements in scientific technology and information network in the 21st century allow us to easily acquire a desired knowledge. In the midst of today's informatization, globalization, and cultural diversification, adolescents experience emotional confusion while accommodating diverse cultures and information. This study aimed at examining three aspects of character suggested by the Ministry of Education, which are ethics, sociality, and emotion, and the actual sub-factors required for character education. To that end, a survey was conducted with adolescents who were at a character-building age, and social network analysis (SNA) was performed to determine the effect of character education on the sub-factors. The statistics program SPSS was used to investigate the general traits of the subjects and the validity of the research variables. The 2-mode data that were finally selected were converted to 2-mode data using NetMinder 4, which is a network analysis tool. Furthermore, a data network was established based on a quasi-network that represents the relationships between ethics, sociality, and emotion. The results of this study showed that the subjects considered honesty and justice to be the sub-domains of the ethics domain. In addition, they identified sympathy, communication, consideration for others, and cooperation as the sub-domains of the sociality domain. Finally, they believed that self-understanding and self-control were the sub-domains of the emotion domain.