• 제목/요약/키워드: play support

검색결과 908건 처리시간 0.025초

중학생의 정서적 공감과 죄책감 경향성이 또래괴롭힘 방어행동에 미치는 영향과 학급분위기의 조절효과 (Influence of Affective Empathy and Guilt-proneness on Defending Behavior against Bullying among Middle School Students and the Moderating Role of Classroom Climate)

  • 오지연;박주희
    • Human Ecology Research
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    • 제57권3호
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    • pp.419-430
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    • 2019
  • This study examined the influences of middle school students' affective empathy and guilt-proneness on defending behavior against bullying and investigated if class climate (teacher support and student support) had moderating effects. The participants consisted of 163 second to third grade students (77 boys and 86 girls) in Seoul and Gyeonggi-do. The data were analyzed with descriptive statistics, Pearson's correlation, and hierarchical regression. Moderating effects were examined using multiple regression analysis. The results of this study indicated that guilt-proneness, teacher support, and student support had significant effects on the defending behavior of middle school students. The higher the level of guilt-proneness, the higher the level of defending behavior. Defending behavior was also higher when students perceived a belongingness to a classroom where their teacher and students provided support. However, affective empathy had no effect on defending behavior. Second, teacher support moderated the relation between guilt-proneness and defending behavior. The effects of guilt-proneness on defending behavior against bullying were greater when teacher support was high compared to low. The results suggested that guilt-proneness and classroom climate play important roles in increasing defending behavior in middle school students. Some implications for future research were also discussed.

다문화가정 유아의 언어능력과 유아-어머니간 놀이상호작용 - 동남아시아 결혼이민자가정을 중심으로 - (Multi-cultural Children's Language Abilities and Play-Interactions with Their Mothers)

  • 송요현;현온강
    • 아동학회지
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    • 제31권2호
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    • pp.35-52
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    • 2010
  • The purpose of this study is to examine the factors that are associated with a child's development within a multi-cultural family, taking into account the factors that influence the child's language ability and their play interactions with their mothers. First, there was no significant difference in the children's language ability based on the child's gender, or based on the language in which the mother communicated with her children. However there were significant differences depending on the children's age, the mother's native country, and the period of time the mother had lived in Korea. Second, there was no significant difference in the child-mother play interaction based on the children's age, gender, the mother's native country, the period of time the mother has lived in Korea, or the language in which the mother communicated with her children. However, the boys showed a more hostile attitude toward their mothers, in comparison to the girls. In conclusion, it can be said that there is an urgent need for comprehensive social support services and policies for the overall development of multi-cultural children, especially through programs for children and mothers.

Effect of group integrated intervention program combined animal-assisted therapy and integrated elderly play therapy on live alone elderly

  • Kil, Taeyoung;Yoon, Kyeong-A;Ryu, Hansu;Kim, Minkyu
    • Journal of Animal Science and Technology
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    • 제61권6호
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    • pp.379-387
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    • 2019
  • The purpose of this study is to identify the effects of a group integrated intervention program that simultaneously conducts cognitive activities, physical activities, emotional activities and social interactions by integrating animal-assisted therapy (AAT) and integrated elderly play therapy based on the cognitive functions and depression of the elderly who live alone. This study follows a pre-test post-test design with a nonequivalent control group, to verify the effectiveness of a group integrated intervention. It applies a group integrated intervention program to 20 elderly people who live alone, aged 65 and above (10 in the experimental group, 10 in the control group), once a week for 90 minutes across eight weeks. The study went through MMSE-K, TMT-A and GDSSF-A to assess cognitive functions and the level of depression. The group integrated intervention increased the cognitive functions of the experimental group and decreased levels of depression. Therefore, this study verified that a group integrated intervention program of AAT and integrated play therapy of the elderly, is an effective for increasing cognitive functions and decreasing depression levels of the elderly who live alone. Based on these findings, the study suggests that there is a need to continuously expand group integrated intervention programs and provide relevant political support.

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.

미혼모의 사회적 지지와 희망 (Social Support and Hope of the Unwed Mothers in the Facilities)

  • 정마리아;정문숙;김신정
    • 여성건강간호학회지
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    • 제6권1호
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    • pp.18-33
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    • 2000
  • Social support may play an important role in relieving the feelings of guilt and shame of unwed mothers due to social insults and ignorance and in helping them from physical and psychological harm caused by them. In addition hope may encourage to seek out a new way of life. To determine if a relationship between perceived social support and hope exists in unwed mothers a descriptive study was conducted in the facilities providing basic data for promoting the health of unwed mothers. A demographic data sheet and two instruments were used : Indirectly Perceived Social Support Scale(IPSSS) developed by Park Jee Won (revised by Jo Moo Yong), Miller Hope Scale(adapted and revised by Lee Mi Ja), 95 unmarried mothers participated. The mean score of perceived social support was 3.17. Family support was the highest(3.47) and unwed father support was the lowest(2.53) in sub-scales. Material support(3.53) was the highest in family support. Emotional support(3.58) was the highest in friends support. Informational support(3.39) was the highest in facilities-concerned personal support. The mean score of hope was 3.41 : the satisfaction with self, others and life was the highest(3.82) and anticipation of future was the lowest(3.27) in sub-scale. There was not a statistically significant relationship between social support and hope. A statistically significant relationship was found between facilities-concerned personal support and hope. In conclusion, facilities-concerned positive encouragement for unwed mothers and a program promoting support and hope from families, friends and unwed father are necessary to promote hope and health in unwed mothers.

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로봇과 증강현실 기반의 유아 극놀이 콘텐츠 및 교수.학습 모형 개발 (The Development of Robot and Augmented Reality Based Contents and Instructional Model Supporting Childrens' Dramatic Play)

  • 조미헌;한정혜;현은자
    • 정보교육학회논문지
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    • 제17권4호
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    • pp.421-432
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    • 2013
  • 본 연구의 목적은 로봇과 증강현실 기술을 통합하여, 유아 극놀이 활동을 지원하는 콘텐츠와 교수 학습 모형을 개발하는 것이다. 극놀이 활동 지원을 위해서 로봇은 다양한 표정 변화와 액션을 보이면서 나레이터와 음향담당 역할을 수행하도록 하였으며, 카메라 기능을 이용하여 마커와 유아의 움직임을 인식하여 동시다발적인 상호작용을 지원하고, 극놀이 활동을 영상매체로 촬영하여 추후 활동을 위해 이용하도록 하였다. 또한 프로젝터 기능을 이용하여 영상 객체와 직접 상호작용하도록 하였다. 한편, 증강현실 기술은 다양한 캐릭터 변신과 소품 제공 뿐아니라 다양한 무대 배경과 전경의 효과도 가능하도록 하였다. 또한 실물형 인터페이스를 통하여 증강된 콘텐츠와 유아들 간의 상호작용이 자연스럽게 이루어지도록 하였고, 배우와 관객의 상호작용 기회도 제공하였으며, 유아가 학습 상황을 조작하거나 선택하여 그 결과를 경험하는 경험 중심 학습 환경을 구현하여 감각적 몰입을 유도하였다. 이와 더불어서 콘텐츠를 활용한 극놀이 활동을 지원할 수 있는 교수 학습 모형은 '교사의 사전 준비', '극놀이 이야기 소개와 이해', '극놀이 활동 계획과 진행' 그리고 '극놀이 활동 평가와 정리' 등과 같은 4가지 단계로 구분하고, 각 단계별로 결정하고 진행해야 할 세부 활동들을 제안하였다.

농촌노인의 허약상태가 건강 관련 삶의 질에 미치는 영향: 낙상예방 효능감과 사회적 지지에 의한 매개효과와 조절효과 분석 (Effects of Frailty on Health-related Quality of Life of Rural Community-dwelling Elderly: Mediating and Moderating Effects of Fall-Related Efficacy and Social Support)

  • 최경원;전경숙
    • 지역사회간호학회지
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    • 제27권4호
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    • pp.380-387
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    • 2016
  • Purpose: The purpose of this study was to examine the mediating and moderating effects of fall-related efficacy and social support on the relationship between frailty and health-related quality of life among rural community-dwelling elderly. Methods: A cross-sectional survey was conducted with a convenient sampling method, and data of 438 elderly residents living in a rural community was used. The structured questionnaire included items from the Euro Quality of life-5 Dimensions (mobility, self-care, usual activities, pain/discomfort, anxiety/ depression), fall-related efficacy and social support. Results: Analysis of the mediating effect of fall-related efficacy and social support showed that there was significant mediating influence of fall-related efficacy on the relationship between frailty and health-related quality of life. There were no moderating effects of fall-related efficacy and social support. Conclusion: The findings suggest that fall-related efficacy may play a role in reducing the effect of frailty on health-related quality of life and underscore the need to consider ways of enhancing fall-related efficacy in interventions for rural community-dwelling frail elderly.

신규간호사의 간호근무환경과 사회적 지지가 현실충격에 미치는 영향 (Effect of Nursing Work Environment and Social Support on Reality Shock Experienced by New Graduate Nurses)

  • 김지혜;노윤구
    • 한국직업건강간호학회지
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    • 제33권2호
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    • pp.55-63
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    • 2024
  • Purpose: The purpose of this study was to identify the effects of nursing work environment and social support on the reality shock of new graduate nurses in university hospitals. Methods: The subjects were 153 new graduate nurses with less than 12 months of clinical experience at two university hospitals in the G province, and data were collected from September 15 to October 7, 2020. Data were analyzed using the SPSS/WIN 26.0 program for frequency, average, t-test, ANOVA, Pearson correlation coefficient, multiple regression. Results: Factors influencing reality shock were nursing work environment (β=-.39, p<.001) and social support (β=-.25, p=.002), and gender (female) (β=.20, p=.001), and the explanatory power was 44.8% (F=9.99, p=.002). Conclusion: Our study shows that nursing work environment and social support play an important role in the reality shock of new graduate nurses. It is important to strengthen nursing work environment and social support to alleviate the reality shock of new graduate nurses. The findings of this study may serve as a basis for developing strategies for mitigating the reality shock of new graduate nurses.

Visual Component Assembly and Tool Support Based on System Architecture

  • Lee, Seung-Yun;Kwon, Oh-Cheon;Shin, Gyu-Sang
    • ETRI Journal
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    • 제25권6호
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    • pp.464-474
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    • 2003
  • Component-based development leverages software reusability and reduces development costs. Enterprise JavaBeans (EJB) is a component model developed to reduce the complexity of software development and to facilitate reuse of components. However, EJB does not support component assembly by a plug-and-play technique due to the hard-wired composition at the code level. To cope with this problem, an architecture for EJB component assembly is defined at the abstract level and the inconsistency between the system architecture and its implementation must be eliminated at the implementation level. We propose a component-based application development tool named the COBALT assembler that supports the design and implementation of EJB component assembly by a plug-and-play technique based on the architecture style. The system architecture is first defined by the Architecture Description Language (ADL). The wrapper code and glue code are then generated for the assembly. After the consistency between the architecture and its implementation is checked, the assembled EJB components are deployed in an application server as a new composite component. We use the COBALT assembler for a shopping mall system and demonstrate that it can promote component reuse and leverage the system maintainability.

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어린이집 교사의 개정 누리과정 교육 경험과 인식에 관한 탐색 (Exploration of the Revised Nuri Curriculum Education Experience and Perceptions of Childcare Center Teachers)

  • 김현영;이명숙
    • 한국콘텐츠학회논문지
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    • 제22권4호
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    • pp.519-534
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    • 2022
  • 본 연구는 어린이집 교사의 2019 개정 누리과정 놀이중심 교육 경험의 실제와 인식을 구체적으로 파악하여 유아교육 현장의 현실적 지원 정책을 마련하고자 하였다. 이를 위해 현 누리과정 교육 경험이 있는 서울 및 경기도 소재 어린이집 교사를 대상으로 개별 심층면담을 실시하였으며, 수집한 자료는 Hatch(2002)의 유형적 분석과 해석적 분석 그리고 Seidman(2006)의 면담 자료분석을 사용하여 시사점을 도출하였다. 본 연구 결과 첫째, 유치원과 어린이집은 동일한 통합 개정 누리과정을 적용하고 있지만, 어린이집은 보육적 관점과 안전을 더 고려한 교육을 지향하고 있다. 둘째, 교사들은 유아들이 주체가 되는 자기주도적인 열린 놀이활동 연계과정에서 교육적 매칭에 어려움이 존재하였다. 셋째, 교사들의 놀이활동에 대한 교육적 이해와 가치 파악 능력은 유아 상호작용 및 유대관계 성장에 기여한다. 결론적으로 현 누리과정의 효과적인 교육 시행을 위한 교사교육과 교류지원 그리고 유아비율 조정의 국가적 정책 방안이 시급하다.