• Title/Summary/Keyword: 사이버 여가활동

Search Result 11, Processing Time 0.02 seconds

Cyber Leisure Activities and Physical Activities in Adolescents with Temporomandibular Disorder (청소년 측두하악장애 환자의 사이버여가활동과 신체활동 특성)

  • Kim, Byeong-Soo;Heo, Jun-Young;Ok, Soo-Min;Kim, Kyung-Hee;Jeong, Sung-Hee;Ko, Myung-Yun;Ahn, Yong-Woo
    • Journal of Oral Medicine and Pain
    • /
    • v.38 no.2
    • /
    • pp.187-201
    • /
    • 2013
  • The purpose of this study is to investigate the relationship between the symptoms and adolescents TMD patient's personal characteristics, physical activity, and cyber leisure activity. We investigated 219 adolescents patients aged 11 to 19 who visited the Department of Oral Medicine in Pusan National University Dental Hospital and 90 control group, personal characteristics, physical activity, cyber leisure activities, and the relationship of the TMD symptoms, and the following results were obtained. TMD group compared to the control group, the sleep quality was lower, cyber-leisure time is longer and more frequent. In TMD group, the shorter sleep time was, first visit NAS was higher. The more stress was, physical activity was less. The more TMD symptoms were severe, cyber-leisure time was shorter.

The Relationship between Cyber Leisure Activity and Autonomic Function in High School Students (청소년의 사이버 여가활동과 자율신경계 기능의 관계)

  • Son, Mi-Eun;Kim, Na-Hyun
    • Journal of Korean Biological Nursing Science
    • /
    • v.14 no.1
    • /
    • pp.33-40
    • /
    • 2012
  • Purpose: The purpose of this study was to explore the relationship between cyber leisure activity and autonomic function in high school students. Methods: The subjects of this study were 242 second graders at high school located in D city. The research design was descriptive correlation study. Data were collected from August 26 to September 17, 2010, using a cyber leisure questionnaire and heart rate variability (SA-6000, Medicore, Korea) for autonomic function. Results: Total time for the cyber leisure activity was $391.3{\pm}262.0$ (min/week). Time for internet usage and computer game was $234.5{\pm}140.1$ (min/week) and $156.8{\pm}164.3$ (min/week), respectively. There were significant positive correlation between total cyber leisure time and sympathetic activity (r=.247, $p$ <.001). Conclusion: Excessive cyber leisure activity could increase sympathetic activities in high school students. Thus, nursing intervention to reduce the total cyber leisure time will be helpful to improve their neurophysiological status.

The Effects of the Single Parents' Spending Family Time and Participation of Leisure Activities on Their School-aged Children (한부모와 자녀가 함께 보내는 시간 및 여가활동이 학령기 자녀의 변화에 미치는 영향)

  • Choi, Mi Suk;Lim, Hyo Yeon
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.3
    • /
    • pp.606-616
    • /
    • 2022
  • This study explored the degree of change in children perceived by single parents and examined the effect of single parents' spending family time and participation of leisure activities on their school-aged children. Hierarchical multiple regression was utilized to analyze data of 1,162 people who responded to the single parent survey collected by the Korea Women's Policy Research Institute in 2018. Results showed that single parents' spending family time and participation of leisure activities influenced positive change on their school-aged children. Implications and suggestions to support single parents' parenting environment are discussed.

Extension of Self-directed Self-management Ability through Online Community Activities (온라인 커뮤니티 활동을 통한 자기주도적 자기관리능력신장)

  • Choi, Si-Young;Hong, Ki-Cheon
    • 한국정보교육학회:학술대회논문집
    • /
    • 2004.08a
    • /
    • pp.587-594
    • /
    • 2004
  • 21세기는 지식 정보화 시대라고 말하며 정보 통신혁명은 모든 매체에서 인터넷을 연결시키면서 우리의 생활 및 사고에 대한 패러다임의 변화를 가져 왔다고 할 수 있다. 따라서 본 연구에서는 미래사회를 대비해야 할 우리 어린이들에게 정보화의 발전과 주5일제 수업으로 더욱 활발해진 개별학습 기회가 혹시나 의미 없는 시간소비를 통해 사이버 폭력 및 사이버범죄 등 정보화(인터넷)의 역기능에 노출 될 위험성이 있다고 볼 수 있다. 이에 정보통신 윤리교육을 강화하여 인터넷의 역기능을 차단하고 창의적이고 탐구적인 학습활동에 흥미를 가지고 적극적으로 참여 할 수 있도록 다음과 같이 운영한다. 첫째, 학생 중심의 자치적인 온라인 커뮤니티 활동을 통해 학생중심의 게시판을 개발 적용한 후 게시판별 분석자료를 통해 학생 이해 및 소질과 적성을 발굴 지도한다. 둘째, 분석자료 내용을 누가 기록하고 그 내용을 가공, 적용하여 또래집단의 원활한 교우관계 조성과 성장발달을 도모하고 여가시간을 효율적으로 활용하는 능력을 길러 궁극적으로 자아실현과 새로운 가치창조의 기호가 되도록 지도하는데 연구의 목적을 두고자 한다.

  • PDF

Leisure activity and self-concept of adolescents in cyberspace: With specific focus on elementary school, middle school, high school and university students (청소년 놀이공간으로서 사이버 세계에서의 자기개념: 초, 중, 고, 대학생을 중심으로)

  • Young-Shin Park;Uichol Kim;Soo Yeon Tak
    • Korean Journal of Culture and Social Issue
    • /
    • v.17 no.1
    • /
    • pp.81-113
    • /
    • 2011
  • This study investigates leisure activity, involvement and self-concept in cyberspace of various age groups of adolescents. A total of 1,388 students (elementary school=337, middle school=326, high school=361, university=364, consisting of 696 male and 692 female) participated in the study. The results are as follows. First, although the vast majority of adolescents (96.9%) had a computer at home, majority of adolescents visited Internet cafe. Second, 70.3% of adolescents visited Internet cafe to play Internet games, followed by engaging in information search, chatting, and participated in cyber community. Third, on average adolescents spent 5.43 hours per week playing Internet games, with more males playing Internet games than female adolescents. As for information search, the weekly average was 2.60 hours, with university students spending more time than the other groups. As for chatting, the weekly average was 1.69 hours, with no significant differences among the groups. The weekly average of Internet use was 9.65 hours, with older groups spending more time. The weekly average use of computer was 10.91 hours, with older groups spending more time and more males using more computer than females. Fourth, as for self-concept in cyberspace, elementary and middle school students reported that they had fun, while high school and university students reported that they were the same as in the regular daily life. In addition, adolescents reported that they spent leisure activity in cyberspace and they become a fictional character in cyberspace. Fifth, when they played Internet games, regardless of age and gender, adolescents reported that they had fun, followed by that they were absorbed, that they became aggressive, and that they were the same as in the regular daily life. Sixth, when they chatted on Internet, regardless of age and gender, adolescents reported that they had fun, followed by that they were not interested, that they were the same as in the regular daily life, and that they do not chat on Internet. Seventh, when they interacted with their friends on Internet, regardless of age and gender, majority of adolescents reported that they had fun, followed by that they conversed, that they were the same as in the regular daily life, and that they felt closer. These results indicate that Korean adolescents view Internet as a place to spend their leisure time and that they enjoyed spending time on Internet.

  • PDF

Factors Affecting Awareness of Long Term Care Insurance: An Exploratory Study (노인장기요양보험인지도에 영향을 미치는 요인에 대한 탐색적 연구)

  • Won, Seojin;Kim, Hyemee
    • Journal of the Korea Convergence Society
    • /
    • v.10 no.9
    • /
    • pp.229-236
    • /
    • 2019
  • This is an exploratory study examining factors associated with awareness of the National Long Term Care Insurance in Korea. The researchers also examined the differences in factors based on their age, between the middle-aged group(45-64 years of age) and the elderly group(65 years and older). The 6th wave of Korean Longitudinal Study of Ageing(KLoSA) was used for secondary data analysis. Results indicated that for the middle-aged, gender, volunteer participation, ADL, IADL, and depression were related to their awareness of the long term care insurance. However, for the elderly, social capital factors were significantly related to their awareness of the insurance. Age and depression were also significant factors associated with the awareness level of the long term care insurance among the elderly. Based on the findings, implications for social welfare policy are discussed.

Effect of Income on Depression of Korean Babyboomers: Testing Moderating Effect of Social Capital according to Gender (베이비부머의 소득이 우울에 미치는 영향: 성별에 따른 사회적 자본의 조절효과 분석)

  • Song, Inuk;Won, Seojin
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.7
    • /
    • pp.587-597
    • /
    • 2019
  • This study aims to address the effect of income on depression of Korean babyboomers according to gender. It also was to identify the moderating effect of social capital on the income-depression relationship. Researchers conducted a secondary data analysis using 6th wave of Korea longitudinal study of ageing collected in 2016. Researchers found gender differences of factors affecting depression. While, in the male model, income was not a significant factor predicting depression, it was a statistically significant factor to depression of female babyboomers. In addition, a moderating effect was found in the female model that advocacy and non governmental organization activity moderated the income-depression relationship. Therefore, it is necessary to consider gender differences for policy and service development; in specific, researchers suggest expanding elderly jobs for female babyboomers and support groups for male babyboomers.

A Study on Life and Health Status of Welfare Recipients after COVID-19: Focus on Group Differences by Gender, Living with Children and Household Type (코로나19 이후 복지대상자의 생활 및 건강에 대한 연구: 성별, 자녀유무, 가구형태에 따른 집단 간 차이를 중심으로)

  • Kim, HeeJoo;Jang, Yeon Jin
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.7
    • /
    • pp.384-394
    • /
    • 2022
  • This study aimed to examine how COVID-19 affected life and health of welfare recipients by comparing groups associated with sex, living with children, and household type and suggest directions for welfare policy and services. Researchers collected a random sample of 500 recipients from 𐩒𐩒gu, Seoul who are registered in Haengbok E-eum, the social security information system and conducted a survey on overall life domains and physical and mental health. For data analysis, t-test, Anova and chi-square test were used. The results showed that factors of sex, living with children, and household type made significant differences in difficulties of employment status, child care, leisure and cultural activities and overall social activities. In terms of health status, mental health status and life satisfaction have been decreased after COVID-19. There were statistical differences in COVID blue and thinking about death among different groups. Based on these findings, this study suggested directions for welfare services for the future New Normal society.

A Study on the Relationship between Volunteer Experience and Subjective Self-awareness (자원봉사활동 경험과 주관적 자아인식 관계 연구)

  • Jo, Gee-yong;Lim, HyoNam;Kim, Doo-Ree;Kang, Kyung-hee;Kim, Seol-Hee;Kim, Yong-Ha;Lee, Chong-Hyung;Ahn, Sang-Yoon;Kim, Kwang-Hwan;Song, Hyeon-Dong;Hwang, Hey-Jeong;Kim, Moon-Joon;Park, A-rma;Gu, Jin-Hee;Chang, Kyung-Hee
    • Journal of Digital Convergence
    • /
    • v.19 no.5
    • /
    • pp.449-460
    • /
    • 2021
  • The purpose of this study explained the experience of volunteering activities and the relationship of subjective self-awareness in order to examine the social meaning of volunteer activities. For adults aged 20 or older, 312 volunteering experience and social support awareness were analyzed on the level of self-identity by allocation sampling method depending on gender and age. The analysis results of this study were as follows. First, it was found that those who have experienced volunteer activitiies have a relatively simple willingness to participate in professional volunteer activities and those who have experienced volunteer activities. Second, social support and self-identification were different depending on whether they have experienced volunteer activities. Third, age, volunteer participation, willingness to participated in volunteering, and social support were analyzed as explanatory factors predicting self-identification of research participants. Based on the research results, volunteer activities to positively promote self-awareness suggested the need to practice volunteer activities according to the life cycle so that social meaning can be given. As a policy suggestion, the need for volunteer activities was closely analyzed to enable healthy self-forming for well-aging from adulthood to old age to discussed the need for policies and systems to strengthen volunteer motivation as leisure activities.

The Relationship between Game-lifestyle and e-Sports Patterns: Based on University Students (게임라이프스타일에 따른 e스포츠 행동 및 심리적 특성에 관한 연구)

  • Young Mi Sohn ;Jangju Lee ;Chung-Woon Kim
    • Korean Journal of Culture and Social Issue
    • /
    • v.13 no.4
    • /
    • pp.29-52
    • /
    • 2007
  • This paper explored the differences in university students' e-Sports patterns(e-Sports behaviors, its meaning and personalities) based on the types of game-lifestyle. The results of this study could be summarized as follows. First, game-lifestyle was categorized into 5 groups, that is, 'game with someone', 'game alone', 'addicted to game', 'novice for game' and 'flow in game'. Second, there were remarkable differences in e-Sports behaviors, its meaning and personalities(altruism, sociality and aggression) among these 5 groups. Specifically, The group of 'addicted to game' was similar to the group of 'flow in game' in the amount of time/money for game. Moreover they were highly likely to regard e-Sports game defeat as the reflection of their self-esteem and as the tool of gaining popularity/superiority to peers. Even though these similarities, the group of 'flow in game' was inclined not to permit deviant words/deeds and to keep the good manner in the cyber space as well as the real space, while the group of 'addicted to game' was permissible wrong and aggressive behaviors in the both cyber space and real space. Third, the group of 'novice for game' was less likely to participate in e-Sports activities(playing e-Sports game and watching TV) and to be less attracted to e-Sports than other groups. Moreover they had negative perspectives on e-Sports. In specific, they regarded it as a dangerous and addictive leisure activity hindering everyday life(study, relationship with peers/family etc) and health. These results would be used to develop game/e-Sports education program

  • PDF