• Title/Summary/Keyword: 게임 중독 치료 프로그램

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Development of Teacher Training Programs for Game Addiction Treatment (게임 중독 치료를 위한 교사 연수 프로그램 개발)

  • Lee, Ha-Na;Han, Seon-Kwan
    • Journal of The Korean Association of Information Education
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    • v.14 no.2
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    • pp.139-148
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    • 2010
  • This study aimed to develop the teacher training programs to prevent and treat of game addiction. First, we analyzed the existing training programs concerning game addiction and searched for various strategies applicable to game addiction prevention and treatment education programs. On this ground, training programs were divided into three courses that were the prevention program for normal students, the treatment program I for students in the potential-risk group, and the treatment program II for those in the high-risk group. For the prevention program, commonalities were drawn and developed from the existing studies and training programs; and for treatment programs, game addiction clinic centers were analyzed to draw various useful strategies and contents. We also developed the details of those programs in consultation with experts. As a result of content validity about the developed teacher training program to prevent and treat of game addiction, this program was generally appropriate and acceptable. We expect that the developed programs help to treat a student who has game addiction effectively.

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The Development of Game Addiction Treatment Program using Digital Storytelling (디지털스토리텔링을 적용한 게임중독치료교육 프로그램의 개발)

  • Han, Seon-Kwan;Cho, Eun-Ae
    • Journal of The Korean Association of Information Education
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    • v.15 no.2
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    • pp.171-178
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    • 2011
  • The study proposed new approach for the developing a game addiction treatment program using digital storytelling. We chose 5 types of multimedia elements as educational contents for digital storytelling learning and prepared the teaching strategy for game addiction treatment. We applied the proposed program to 5 students who were included the high risk-user group of game addiction. We also conducted the game addiction tendency test, game usage time test, interview and the effectiveness test of proposed program. As a result of tests, the proposed program showed a positive effect that reduced the game addiction tendency. In the effectiveness test of proposed program, we found the result that 5 experimenters were improved the immersions, challenges, and social interaction, sense of accomplishment in digital storytelling program. We expect that this study will provide positive role and new education strategy for game addiction treatment.

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The Development of the Game Addiction Remedy Program based on Scratch Programming (스크래치 프로그래밍을 활용한 게임중독 치료 프로그램의 개발)

  • Han, Seon-Kwan;Kim, Soo-Hwan;Seo, Jung-Bo
    • Journal of The Korean Association of Information Education
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    • v.14 no.1
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    • pp.61-68
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    • 2010
  • In this paper, we proposed the education program using Scratch as an alternative activity for the remedy program of game addiction. We tried to find the solution through computer and game that affect the problem of game addiction. We choose the high-risk students about game addiction disposition and took a programming lesson for educational game development with consultation class. We also analysed the effectiveness of our remedy program. We found the positive results between before and after the program and we analysed that game connectivity rates were decreased during recess time. In interview and observation about students, we found that the students were changed to the positive tendency about game addiction. We expect this program will give many help for solving the problem of game addiction, if this research is applied to the regular class in elementary school.

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Efficient Intoxication Treatment Plan Search of Elementary Student Internet Game (초등학생 인터넷게임 중독의 효율적인 치료 방안 탐색)

  • Kim, Eun-Gon;Han, Byoung-Rae
    • 한국정보교육학회:학술대회논문집
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    • 2006.01a
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    • pp.228-233
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    • 2006
  • 현재 우리나라의 컴퓨터 보급률은 세계 최고를 달리고 있다. 컴퓨터의 보급과 더불어 인터넷의 활용은 이제 우리 사회의 하나의 새로운 문화를 이루고 있지만 그 부작용 또한 만만치가 않다. 게임, 통신 중독, 불건전한 정보의 유통, 각종 사이버 범죄 등 정보화의 역기능 또한 나타나고 있다. 이에 본 연구에서는 이런 역기능 중 게임중독에 빠진 학생들을 단순히 병원에서의 치료프로그램 위주의 치료가 아닌 실제 가정에서나 일선 학교에서 학생과 학부모, 교사가 참여하여 조금 더 효과적인 치료가 가능한 프로그램을 만들고자 한다.

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The Effectiveness of Music Therapy Program on Self Efficacy of Juveniles with Internet Game Addiction (음악치료프로그램이 인터넷 게임중독 청소년의 자기효능감 향상에 미치는 효과에 관한 연구)

  • Lee, Eun-Hee;Bang, Sung-A
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.6
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    • pp.2520-2527
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    • 2012
  • The Purpose of this study is to exame the effectiveness of music therapy program on self efficacy of juveniles with internet game addiction. The study was carried out with 9 juveniles who were belonging to a dangerous user group and a warning user group in the internet addiction observer index, and attended K City K Youth Center. To test the effectiveness of the program, this study employed pretest-posttest simple group design. the date were analyzed by t-test. As the result, The Music therapy program was verified to effect on enhancing self efficacy of the juveniles with internet game addiction. The limitations of the study were discussed, as well as the application of the study results and recommendations for additional exploratory research.

Intensive Treatment Program for Students with Game Addiction based on Multiple Intelligences (다중지능이론 기반의 게임중독치료 프로그램)

  • Jun, SooJin;Kim, SooHwan;Lee, WonGyu;Han, SunGwan
    • Journal of The Korean Association of Information Education
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    • v.18 no.1
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    • pp.13-23
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    • 2014
  • For this paper, we developed a game-addiction therapy program for students with gaming addiction based on multiple intelligences (MI) and verified its effects. The participants were 54 elementary students selected through a game addiction test in Incheon City, Korea. We tested the students' MI to facilitate program development. the students with gaming addiction showed strengths in the Bodily-kinesthetic, Naturalist, and Spatial intelligences whilst showing weaknesses in the Logical-mathematical, Intrapersonal, and Interpersonal intelligences as opposed to normal students who had opposite results. We arranged the program around various gaming and playing activities to engage their stronger intelligences; we added activities to address their weakness (i.e., Logical-mathematical, Intrapersonal, and Interpersonal intelligences). This study has shown that this program lowered the game immersion level of the students and was helpful in turning their attention to other activities. There were significant differences between pretest and posttest game addiction scores (p<0.001). Their weekly gaming time and computer usage decreased rapidly. Satisfaction with the game addiction therapy program based on MI was very high.

A Study on the Effectiveness of Bibliotherapy Program to Overcome of the Excessive Absorption on Games for Children (독서치료 프로그램이 어린이 게임과몰입 극복에 미치는 효과 연구)

  • Hoang, Gum Sook;Kim, Soo-Kyoung;Kim, Jung Hwoa
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.24 no.2
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    • pp.93-111
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    • 2013
  • The purpose of the study is to prove the effectiveness of bibliotherapy program to overcome of the excessive absorption on games for children. A 12-week programs were developed and managed in 1-2 grade, 3-4 grade, 5-6 grade for the elementary school student. Also MGUS (Maladaptive Game Use Scale), Self-Esteem Inventory, Self-Control Inventory, and HTP(House, Tree, Person) Diagnosis Tool were measured prior to the bibliotherapy and post-tests were followed to the participants statistically by t-test. According to analysis results, the bibliotherapy program was effectiveness to overcome of the excessive absorption on games for children.

A Study on Internet Addiction of Teenagers and College Students, and Development of Therapeutic Techniques (청소년과 대학생의 인터넷 중독 실태 및 치료기법 개발에 관한 연구)

  • Lee, Hun-Jae
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.3
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    • pp.157-165
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    • 2012
  • The purpose of this study is to treat the students addicted to the internet by implementing a program using computers. In order to accomplish the purpose, the program was created by combining the game making activities using scratch programming, self-examination activities, and future occupation search activities. This treatment program will have major positive effects on the students who are addicted to the internet. First, it will be effective for reducing the time for using the internet and it will also improve the addictiveness such as being immersed in playing games. Second, there will be a change in attitude toward the internet and an improvement in intellectual capacity of the students. They will realize the fun of making and sharing the programs with friends, and their thinking skills will be improved by getting training for algorithmic and creative thinking. Third, this treatment program will have positive effects on the students' affective domain. They will have deeper and wider perspective on occupation by searching their future occupation, and discover the meta-ego through self-examination., which in turn, help them gain confidence and feel a sense of accomplishment.

A Study on the Effects of Literacy Therapy Program for the Prevention of Adolescents' Smartphone Addiction (청소년의 스마트폰 중독 예방을 위한 문학치료 프로그램 효과에 관한 연구)

  • Baek, Hyeon-Gi;Ha, Tai-Hyun
    • Journal of Digital Contents Society
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    • v.19 no.2
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    • pp.269-276
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    • 2018
  • The purpose of the study is to verify whether literature therapy program for prevention of smartphone addiction is effective for adolescents. The subjects of this study were 150 students of J City, K middle school. After completing the program, they were conducted post-test for both the experimental and control groups. The study found that the program was effective in mitigating smartphone addiction but not in reducing the directed life problem. It was also found to be effective in reducing tolerance and loss of control and problems of withdrawal and emotional experience. The study suggests that institutional arrangements are needed for linking with related organizations in the region because it is difficult to effectively prevent the increasing problem of smartphone addiction unless an adolescents program for youth is linked to the school. Therefore, it is necessary to conduct parent education for prevention of smartphone addiction in computer curriculum of school subjects.

Design of Computer Using-Time Control System for Prevention of Game Toxication (게임중독 예방을 위한 컴퓨터 사용시간 제어시스템)

  • Cho, Sang-Hyun;Choi, Min-Kyu
    • Journal of Korea Game Society
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    • v.1 no.1
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    • pp.17-23
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    • 2001
  • In this paper, we refer to positive effect and negative effect of game. And we inquire the recent trend of edutainment that emphasizes charm of game and educational effect at the same time. Because the simulation game and the role-playing game have strong toxication, the limitation of computer use is essential. Therefore, we present dynamic computer using-time control system for prevention of game toxicaton and for activity of educational contents. The method considered in this paper increases computer using-time n proportion to using of educational contents. So it lead user of computer to use educational contents voluntarily.

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