• Title/Summary/Keyword: Teenager

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Psychological Serious Game Scenario for Teenagers Self Identity Based on Religious Wisdom Narratives (청소년 자아정체성 형성을 위한 종교 지혜 내러티브 기반의 심리 기능성게임 시나리오)

  • Lee, Joo-Ah;Kim, Mi-Hye
    • Journal of Digital Convergence
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    • v.13 no.1
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    • pp.495-502
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    • 2015
  • The main goal of psychological serious game, which is called "SAVE ME, LOVE ME" made on the purpose of sound identity for teenagers is to reach inner awareness through the process of dilemma problem solving by the support of unconditional love. This action game is about how to deal with routine dilemma through the first person narration that teenagers are faced to. Its features are on the metaphorical use of 'A Prodigal Son' in the Bible, one of religious wisdom narratives to heal the psychological stresses which teenagers suffer from. This game is aimed at helping teenagers to build a positive and solid sense of self by fighting against growing threatens to teenager's solid sense of self, by defeating monsters, and by listening to the various stories which game characters tell.

Current Status and Suggested Future Directions of Nutrition Intervention using Healthy School Tuck Shops: the Teenage Perspective (건강매점을 이용한 청소년 영양관리의 현황과 향후 개선 방안 : 매점 이용자 측면에 대한 질적 연구)

  • Oh, Suhyun;Kim, Kirang;Hwang, Ji-Yun
    • Korean Journal of Community Nutrition
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    • v.23 no.3
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    • pp.226-233
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    • 2018
  • Objectives: This study was conducted to investigate the current status and to suggest future directions for health management of teenagers who use healthy school tuck shops to improve teenagers' eating habits while reducing and preventing obesity. Methods: A total of 29 students (16 middle school students and 13 high school students) took part in the interview for this study, and the interview was conducted for each school's focus group by using qualitative research methodology. Results: The current status of using healthy school tuck shops and suggested future directions were divided into two categories. Personal barriers such as discrepancies between personal perceptions and behaviors and lack of food choice suitable to individual tastes can be solved by rebuilding the operating system to provide intuitive promotion of behavior and customized products through improvements in existing products and new product development. A lack of consistent management from low utilization convenience and difficulty in maintaining a constant purchase price can be handled by establishing a solution to restricted physical access for products, as well as seeking profit by improving distribution costs via continuous cooperation between the school and community. Conclusions: Continuous funding and a system that reflects the needs and preferences of healthy school tuck shop users should be applied for sustainable operation of healthy school tuck shops to improve teenagers' eating habits.

Study on the Effect of A Teenager′s Materialistic Sense of Value on Their Clothing Behavior (청소년의 물질주의 가치관이 의복행동에 미치는 영향 연구)

  • Lim, Sook-Ja;Lee, Mihyun
    • Journal of the Korean Society of Clothing and Textiles
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    • v.25 no.10
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    • pp.1719-1727
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    • 2001
  • 본 연구는 심리적으로 불안정하여 준거집단이나 사회의 영향을 민감하게 받으며, 의복과 외모에 관심이 높은 청소년을 대상으로 전통적 가치관이 무너지고 소비 지향적인 물질주의 가치관이 팽배한 사회 분위기 속에 이들의 심리적 변수인 가치관이 의복행동에 영향을 미치는 지를 알아보고자 하였다. 연구방법은 서울의 강남과 강북에 위치한 고등학교 1학년 남녀 학생 530명을 대상으로 선행연구에서 사용된 척도를 사용한 실증연구를 하였다. 자료 분석은 SPSS/PC$^{+}$프로그램을 사용하여 t-test, ANOVA, MANOVA등을 실시하였다. 연구결과, 물질주의 가치관은 청소년의 의복착용행동에 영향을 미쳐, 물질주의 가치관이 높은 청소년은 물질주의 가치관이 낮은 청소년에 비해 의복 착용시 심미성을 더 중시하고 의복에 대한 관심과 의존도가 높으며, 의복을 또래집단과 비슷하게 입으려는 동조성도 더 높았으며 의복을 통해 과시하려는 경 향도 높았다. 그러나 의복착용시 정숙성은 그리 중요하게 생각하지 않았다. 물질주의 가치관은 청소년이 의복을 구매할 때도 영향을 미쳐, 물질주의 가치관이 높은 청소년의 의복구매동기는 물질주의 가치관이 낮은 청소년에 비해 더 충동적이고 과시적이며, 유행과 개성 지향적인 것을 알 수 있었으나 실질적이거나 실용적인 구매동기는 상대적으로 약한 것으로 나타났다. 물질주의 가치관에 따라 청소년의 의복 구매시 사용하는 정보원천과 즐겨 구매하는 장소도 차이가 나타나, 물질주의 가치관이 높은 청소년이 물질주의 가치관이 낮은 청소년보다 의복 구매시 정보를 얻기 위해 더 많은 정보원천을 사용하며, 다양한 구매장소를 활용하며, 더 비싼 의류제품을, 더 자주 구매하며, 쇼핑을 위해서도 더 많은 시간을 할애하는 것으로 나타났다. 이와 같은 결과로 청소년의 물질주의 가치관은 이들의 의복관심과 의복착용 그리고 구매에 지대한 영향을 미친다는 것을 알 수 있다.

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Factors Affecting the Intentions and Behavior of Human Papilloma Virus Vaccination in Adolescent Daughters (청소년 딸의 인유두종바이러스 예방접종 의도 및 행위 영향요인)

  • Hong, So-Hyoung
    • The Journal of the Korea Contents Association
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    • v.19 no.1
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    • pp.223-233
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    • 2019
  • The purpose of this study is to identify factors that influence HPV(human papilloma virus) vaccination intention and behavior for mothers with a teenage daughter as the subject of HPV vaccine free inoculation from 2016 based on the theory of planned behavior. For attitude, subjective norm, perceived behavior control, intention, we used a tool modified and supplemented by Hye-Min Park, Hyu-Ei Oh. from June to September 2017, data of 249 people were collected and analyzed by SPSS Statistics 21.0 program. The results of this study showed that the factors affecting the HPV vaccination intention of the subject were attitude, subjective norm, perceived behavior control in order. In addition, the factors influencing HPV vaccination behavior were found to be level of education, subject's vaccination status, recommendation of health care provider, vaccination status of surrounding people, intention etc. Therefore, in order to increase the vaccination rate, we need to find a way to consider the factors influencing vaccination behavior and maximize the vaccination rate.

A Design of Payment Approval Management System for Teenager Children's Indiscriminate Consumption Habit Prevention (청소년 자녀들의 무분별한 소비습관 방지를 위한 결제 허가 관리 시스템)

  • Kim, dayoung;Kim, KyeYoung;Moon, Daejin;Cho, Dae-Soo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.573-575
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    • 2016
  • Consumption habits of children who economic consumption habits has not been established is a very big concern for parents. According to the credit recovery committee (2006) youth consumption behavior and needs assessment of the education of, he answered that 60.9% of young people have experienced the impulse buying. Student consumption of is done in pin money to receive almost to the parent. Most of the pin money, in order to be paid in cash, is often consumed with the payment directly in the offline sales floor. Pin money is, or waste to students senseless consumption, to trick the price of the purchase goods, to parents, so as to require a greater amount without parental monitoring and agree. In this paper, we would like to propose a system to solve the problem of giving the authority to make decisions off-line payment from student to the parent.

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Development and Application Effect of Entrepreneurship Education Program for Teachers (창업 교육 역량 강화 프로그램 개발 및 적용 효과)

  • Baek, MinJung;Kang, Kyoung-Kyoon;Yoon, Eunjin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.12
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    • pp.532-540
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    • 2018
  • The purpose of this study is to develop a training program for teachers to improve their entrepreneurial education competency for teenager entrepreneurship education. In order to achieve this objective, the training program was developed through a literature review and input from professionals. In addition, to verify field appropriateness of the entrepreneurship program for teachers, teachers participated in the program and a satisfaction survey was conducted. Results of this study are as follows. First, this study developed teaching contents and methods for entrepreneurship education which included 4 hours of online education and 26 hours of off-line education, for a total of 30 hours. Second, for verifying the applicability to schools and its effects, the satisfaction of training was examined using 88 teachers that participated in the entrepreneurship education program. Results found the satisfaction level was rated 4.58 for the curriculum suitability and 4.67 for the effectiveness of class contents, indicating that teachers were very satisfied with the training program and contents.

A study on video production behavior of teenage creator (10대 크리에이터의 영상 제작 행태 연구)

  • Pyo, So-Hee;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.4
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    • pp.319-325
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    • 2019
  • The purpose of this study is to suggest ways to improve the competence and performance of teenage creators through the behavioral comparison. With the recent growth of video streaming services, the number of teenage creators is rapidly increasing. However, research on the video production behavior of teenagers is still limited. Therefore, in this study, we examined the video production behaviors of teenagers and assessed difficulties in each step. This study was conducted with the case study and the empirical study which interviewed the enthusiasts group and the creators group. Experimental results indicated that the editing stage was the most important but the lowest in both groups. In particular, the interest group had a greater burden on the editorial stage than the creator group. Therefore, in order to encourage teenage video production activities, it will be necessary to train them in editing programs or provide easy editing functions.

The Effect of Sensation Seeking and Media Engagement on Satisfaction with Personal Media Use (감각추구성향과 미디어 인게이지먼트가 1인 미디어 이용 만족도에 미치는 영향)

  • Beak, Seung-Yong;Yoon, Chil-Sang;Sung, Youl-Hong
    • Journal of the Korea Convergence Society
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    • v.12 no.8
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    • pp.157-169
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    • 2021
  • The purpose of this study was to investigate the satisfaction of personal media use based on individual psychological characteristics, that is, sensory propensity and media engagement effect. The results of verifying the research hypothesis are as follows. First, it was found that the 'Thrill and Adventure Seeking' factor and the 'Experience Seeking' factor had a significant influence on the use satisfaction of personal media with the characteristics of sensory orientation. It was found that the 'Disinhibition' factor had a positive effect on media engagement, and that media engagement had a positively significant effect on the satisfaction of personal media use. Finally, looking at the effect of the characteristics of sensation seeking on the satisfaction of personal media use through media engagement, the 'Thrill and Adventure Seeking' factor, the 'Experience Seeking' factor, and the 'Disinhibition' It was found to have a significant effect. It is expected that this study will be a useful basic material for establishing the direction and marketing strategy for personal media production.

The Effect of Color Filter on the Reading Ability in Teenager with Irlen-Syndrome (얼렌증후군에서 컬러필터가 읽기능력에 미치는 영향)

  • Lee, Dong-Joon;Leem, Hyun-Sung
    • Journal of Korean Ophthalmic Optics Society
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    • v.18 no.2
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    • pp.125-136
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    • 2013
  • Purpose: The aim of this study was to investigate the effect of improving read speed with color filter or without color filter to improve reading disorder of teenager who were diagnosed as Meares-Irlen syndrome through survey inspection with Meares-Irlen syndrome visual stress (MISViS) score. Methods: MISViS subjects were selected from screening survey MISViS results given above 2.13 in the clinical criteria scores (MISViS score). Reading speed were measured quickly and efficiently the rate of reading via test in which randomly ordered common words are read aloud during a minute. Each of the subjects were worn a filter of the lowest concentration in each color filter group composed of 15 groups. Results: MISViS score of MISViS group and control group were 2.57 and 0.66, respectively. Results of reading speed with filter and without filter in MISViS group were $102.27{\pm}27.86$ wpm and $118.87{\pm}26.99$ wpm (p=0.001), respectively, as well as were $132.93{\pm}6.88$ wpm and $133.43{\pm}6.64$ wpm (p=0.131) in the normal group. Associated with error changes with filter and without filter between two groups, skipping in MISViS Group were from $0.25{\pm}0.62$ times to 0 times (p=0.191), Errors were from $1.83{\pm}1.69$ times to $0.17{\pm}0.38$ times (p = 0.004) and, repetitions were 0. skipping in control group were 0 times, errors were from $0.21{\pm}0.43$ times to $0.07{\pm}0.27$ times (p=0.336) and, repetitions were from $0.14{\pm}0.36$ times to 0 (p=0.165). The filter of blue series chosen in MISViS group had higher percentage (40%), whereas, subjects in normal group were more likely to prefer the filter of gray color (29%). Conclusions: This study showed that MISViS score have been used as a significant diagnosis for Irlen syndrome screening. This study found that wearing suitable color filter for MISViS patients were useful to improve learning with regard to reading. Unique color filter selection for MISViS subjects must be carefully considered since fit color filter are different personally.

A Comparison of Gases and Heavy Metals in Blood between Urban and Rural Teenager (도시(都市)와 농촌(農村) 약년자(若年者)의 혈액(血液)가스 및 중금속(重金屬) 함량(含量) 비교(比較))

  • Lee, Sang-Sook;Kim, Doo-Hie
    • Journal of Preventive Medicine and Public Health
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    • v.18 no.1
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    • pp.129-136
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    • 1985
  • This paper is carried out to determine the venous blood gas components and heavy metals, such as lead, cadmium and copper, in blood between urban and rural teenager. The subjects were 34 in urban, Taegu city and 37 in rural, Euisung-Gun. But smokers were excluded. The specimens were sampled in May, 1985. The heavy metals were analyzed by atomic absorption spectrophotometry (IL. 551) and carboxy-Hb, Met-Hb, Hb, $O_2\;and\;CO_2$, blood gas analyzer (IL. 1301) and CO-oximeter (IL. 282). In urban group, $PO_2\;and\;O_2-Hb$ were significantly lower than in rural (p<0.01, p<0.03, respectively), and ${HCO_3}^{-}\;and\;TCO_2$ were significantly higher than in rural (p<0.01, p<0.01, respectively). CO-Hb concentration was rather higher in the rural group than the urban (p<0.03), other Met-Hb was higher in urban group than in the rural (p<0.01). Lead and cadmium were also significantly higher in the urban group (p<0.03, p<0.02, respectively).

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