• Title/Summary/Keyword: cyber counseling

Search Result 126, Processing Time 0.021 seconds

The Effects of Suicide Ideation on Suicide Reports of Mass Media and Social Support in College Students (대중매체의 자살보도 및 사회적 지지가 대학생의 자살생각에 미치는 영향)

  • Han, Su-Mi
    • Journal of the Korean Society of School Health
    • /
    • v.25 no.1
    • /
    • pp.133-142
    • /
    • 2012
  • Purpose: The purpose of this study is to identify the effects of suicide reports by mass media and social support on suicide ideation for college students. Methods: Participants are 350 undergraduate students in one university. This study uses three questionnaires: Perception and Attitude toward Suicide Reports, Social Support, and Suicidal Ideation. The SPSS/WIN 12.0 program is used to analyze the data. In particular, the participants' biographical data are analyzed into frequency and percentage. The degrees of suicide reports, social support, and suicide ideation are calculated into Mean and SD. Moreover, the suicide ideation by suicide report and social support are analyzed by the two-way analysis of variance (ANOVA). Results: This study reveals that college students have an average of 30 minutes to one hour news time a day (38.9%) and have at least one suicide report in a month (30.3%). 79.7% participants believe that the suicide report of mass media results in the cause of the copycat suicide. In terms of suicide report and suicide ideation, the types of mass media (F (4,340)=2.41, p<.05) and suicidal urge (F (1,340)=31.23, p<.01), respectively, have significant influences on suicide ideation. On the other hand, the social support and suicide ideation, whether college students have their mentors (F (1,328)=13.26, p<.001) and/or careres (F (1,328)=26.84, p<.001) have significant influences on suicide ideation. Conclusion: College students have higher suicide ideation at news by internet site rather than by radio, TV, and so on. Moreover, college students who have a suicide feeling in the last one year, have more suicide ideation than who have not. On the other hand, college students who have a mentor and carer tend to have less suicide ideation.

  • PDF

The Effects of Health Department Undergraduates' Self-efficacy on Stress-coping Strategies : Focusing on multiple group analysis by grade and sex (건강보건 대학생의 자기효능감이 스트레스 대처전략에 미치는 영향 : 학년과 성별의 다중집단분석을 중심으로)

  • Baek, Yu-Mi
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.16 no.8
    • /
    • pp.5273-5281
    • /
    • 2015
  • The purpose of this study is to examine the effects of health related departments' self-efficacy on stress-coping strategies by setting up grade and sex as regulating variables and figure out their mediating effects. To attain the goal, a survey was conducted to 1,442 undergraduates attending S University, and the results went through analysis by using SPSS and AMOS. To sum up the study results, preference of difficult project exerted negative effects on avoidance-centeredness. Self confidence had negative effects on avoidance-centeredness. Self-regulating efficacy indicated positive effects on social support-orientation and problem solving-centeredness while avoidance-centeredness showed negative effects. Regarding effects among self-efficacy's subfactors, confidence, self-regulating efficacy, and preference for task difficulty, and stress-coping strategies' subfactors, social support-orientation, problem solving-centeredness, and avoidance-centeredness, there was difference found in the model by grade, but there was no difference found by sex.

A Study on the Perception Types of Online Games and Their Characteristics (온라인 게임에 대한 인식 유형과 그 특성에 대한 연구)

  • Kim, Jee Yeon;Kim, Dowhan;Lee, Jangju;Mo, Sang-Hyun;Chang, Geunyoung
    • Journal of Korea Game Society
    • /
    • v.13 no.4
    • /
    • pp.91-104
    • /
    • 2013
  • This study aims to investigate on the perception types of online games and their characteristics. In Study 1, perceptions of online games were researched through Q methodology. From the results, the perceptions of online games are classified into four types: 'Online Game is an Obstacle of Study'; 'Online Game is Just a Game'; 'Online Game is a Stain in Life'; 'Online Game is Vaguely Bad'. Each perception type has different characteristics in terms of perception of harmfulness of games, determination of the core of game problems, and perception of a parent-child relationship. In Study 2, the distribution and characteristics of each perception type were researched through an online survey. The results show differences in an attitude to online game using features and regulations as well as in demographic parameters such as sex and age. This study holds its significance in identifying the differences between perception types of online game and providing a basic study for policy making of healthy game culture.

Teacher's acceptance of digital games and related factors (학교 장면에서 디지털 게임 이용에 대한 교사의 수용도와 이에 영향을 미치는 요인)

  • Kim, Jee Yeon;Doh, Young Yim
    • Journal of Korea Game Society
    • /
    • v.17 no.2
    • /
    • pp.123-134
    • /
    • 2017
  • The purpose of this study is to investigate how teachers' acceptance of digital games is constructed in the school context and what factors influence teachers' acceptance. To do this, we conducted a survey on teachers, school counselors, and professional counselors in August 2016. A total of 250 data were analyzed. As a result, it was confirmed that the teachers' acceptance of digital game is composed of 5 factors - need for supervision, willingness to use, concern & monitoring, acceptance as alternative activities, acceptance efficacy. As a result of multi-variate multiple regression analysis, it was found that the teacher's age, the 2 factors of digital media literacy, the teacher's attitude toward student's digital game usage, and teacher's evaluation of the impact of digital games on school achievement have different effects on the 5 factors of teachers' acceptance. This study is meaningful to identify how teachers' acceptance of digital games is constructed and to explore the main factors affecting teachers' acceptance of digital games.

A Case Study of Recent New Terrorism and Potential Patterns in South Korea (최근 국외 뉴테러리즘의 사례분석과 국내 발생가능 유형에 대한 연구)

  • Jeon, Yong-Jae;Lee, Chang-Bae;Lee, Seung-Hyun
    • Korean Security Journal
    • /
    • no.53
    • /
    • pp.11-33
    • /
    • 2017
  • Terrorism has existed in the entire human history and has become a significant topic in criminology while prior studies has focused on North Korea as the perpetrator, and this prevents an in-depth discussion of the international trends of terrorism. As soft targets are the main target of new terrorism and because we never ignore the significance of the consequences, there are needs for more studies on the topic. This study conducted a case study of major terrorism attacks and surveyed professionals in the field via an AHP analysis in order to find the characteristics of terrorism and its potential patterns in South Korea. As a result, we found that North Korea or the left-wing may utilize homemade bomb, motor vehicle or drone for the purpose of attacking multi-use facilities in South Korea. For policy implications, we insist developing a better CPTED approach on those facilities, improving professionalism of cyber-watchdog via more training and education, stricter control on drone permit, and operation of counseling centers for preventing radicalization.

  • PDF

Relationship between teacher's game recognition types and the acceptance of student game use in school (학교 장면에서 교사의 게임 인식 유형과 학생 게임 이용 수용도의 관계)

  • Doh, Young Yim;Kim, Jee Yeon
    • Journal of Korea Game Society
    • /
    • v.17 no.3
    • /
    • pp.71-82
    • /
    • 2017
  • This study was conducted to understand the relationship between teacher's game recognition types and the acceptance of student game use in school. We surveyed 250 elementary/middle/high school teachers, school counselors and professional counselors. Four game recognition types have differences in gender, age, game experience, attitude toward game, response to game, and the evaluation of academic influence. When we compared the acceptance of student game use according to teacher's game recognition types, the differences in 'need for supervision', 'willingness to use', 'concern and monitoring' and 'acceptance as alternative activities' were identified. However, all types showed low scores of 'acceptance efficacy'. Finally, we discussed what kind of support would be effective to increase the acceptance of game use in school.

The Effects of Entrepreneurship on Employability of the College Student -Focusing on the Moderating Effects of Gender- (대학생의 기업가정신이 취업가능성에 미치는 영향 -성별의 조절효과를 중심으로-)

  • Baek, Yu-Mi
    • Journal of Convergence for Information Technology
    • /
    • v.8 no.2
    • /
    • pp.113-120
    • /
    • 2018
  • The purpose of this study is to examine if entrepreneurship that can influence entrepreneurial intention affects job-getting possibility. Particularly, this author has questingly investigated if the entrepreneurship of undergraduates who are supposed to get a job influences job-getting possibility and if sex has regulating effects on job-getting possibility. According to the results, first, undergraduates' entrepreneurship influences job-getting possibility. Second, according to sex, there is difference found in the effects of entrepreneurship on job-seeking skills and job-getting possibility. In other words, sex has significant regulating effects on job-seeking skills and job-getting possibility. Third, according to the results of comparing the mean values of two groups, upper and lower groups of entrepreneurship, regarding their job-getting possibility(work ethic, occupational exploration, & job-seeking skills) in accordance with moderating variables, female undergraduates gained significantly higher mean values than male undergraduates. Based on the results, this author suggests implications and presents proposals for follow-up research.

Study on the effect of self-improvement programs in military (군에서의 자기계발 프로그램의 효과성에 관한 연구)

  • Lee, Jung Won
    • Journal of Digital Convergence
    • /
    • v.13 no.1
    • /
    • pp.11-23
    • /
    • 2015
  • Recently the military is improving the policies of military culture for soldiers to lead a better military life. In this effect, 'division A' introduced 'goal-directed self development program'. This program is guiding the soldiers to set up personal mission in life not only in the military but also linked to the future, after being discharged from military service. Therefore the purpose of this research is to test the effect of this program on soldier's objective management, self esteem and satisfaction and to propose political strategies for creating healthier military culture. The research method was to compare and analyze the difference between two groups, 'division A'(experimental group), which operated the program, and 'division B'(controlled group) which did not operated the program. research targets were 488 soldiers in total, 257 soldiers in experimental group and 231 in controlled group. T-test(verification) and analysis of covariance was done with SPSS WIN 11.5 program with collected information. The result showed that the program has meaningful effect in every aspect mentioned above to the soldiers.

Developing a Prototype of Learning Epistemic Frame using Computer based Learning System: Learning Analytics (인식론적 프레임 학습을 위한 컴퓨터 기반 교육프로그램 프로토타입 개발: 학습분석 중심으로)

  • Choi, Younyoung;Seo, Donggi
    • Journal of the Korea Convergence Society
    • /
    • v.9 no.3
    • /
    • pp.23-29
    • /
    • 2018
  • There is a growing interest in computer based learning system that can learn a new concept of epistemic frames in response to the demands of $21^{st}$ century Skills. However, there is little research on the theoretical models for the epistemic frames applicable in the changing educational environment and the measurement theories (Psychometric theory, Learning Analytics) that can be evaluated. Therefore, in this study, we propose the core elements of the learning system prototype that can educate the epistemic frames in the practical community. Furthermore, this study explores and suggests an appropriate psychometric measurement theory (learning analytics) that allows us to measure, infer, and evaluate a learner.

Parental Mediation Strategies on Online Gaming (자녀들의 온라인 게임 이용에 대한 부모 중재 전략)

  • Kim, Jee Yeon;Doh, Young Yim
    • Journal of Korea Game Society
    • /
    • v.15 no.3
    • /
    • pp.63-78
    • /
    • 2015
  • This study explored parental mediation strategies of children's online gaming and their relevant variables which could influence on them. A survey to 379 parents with elementary, middle, highschool, and college aged children revealed 7 distinctive parental mediation strategies of children's online gaming, that is, 'instructive', 'co-playing', 'rule-based', 'restrictive', 'technological', 'government regulation-dependent', and 'active guidance' mediation. Also, the results showed that there was significant relation between the parental mediation strategies, characteristics of parents, and characteristics of children. This study holds its significance in identifying the parental mediation types reflecting media characteristics of online games and Korean social and cultural context.