• Title/Summary/Keyword: 스포츠활동

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The Effect of Role Recognition on Responsibility and Self-directed Learning of Middle School Soccer Clubs by The Sports Education Model (스포츠교육모형을 적용한 중학교 축구클럽활동 참여학생의 역할인식이 책임감 및 자기주도학습에 미치는 영향)

  • Yoon, Wang-Hee;Cho, Gun-Sang;Kim, Min-Sung
    • Journal of Digital Convergence
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    • v.19 no.5
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    • pp.423-432
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    • 2021
  • The purpose of this study is to investigate the effect of role recognition of students participating in middle school soccer club activities applying sports education model on responsibility and self-directed learning. In order to achieve this purpose, 410 samples were selected from male students based in Busan using the convenience sampling method. Among them, and 370 data were finally verified through frequency analysis, exploratory factor analysis, Cronbach's α coefficient calculation, and correlation analysis using the SPS statistics 25.0 program. Finally, a regression analysis was performed for hypothesis testing, and the results were as follows. First, the awareness of the role of the student participating in middle school soccer club activities, which applied the sports education model, was found to have a positive effect in part on the sense of responsibility. Second, the role recognition of students participating in middle school soccer club activities, which applied the sports education model, was found to have a partial positive influence on self-directed learning. Finally, the responsibility of students participating in middle school soccer club activities, which applied the sports education model, was found to have a positive effect on self-directed learning in part. Therefore, physical education teachers should ensure that students can choose the right roles for themselves through various role experiences in soccer classes so that more active learning can take place.

An Exploratory Research on Categorizing e-Sports as One of the Sports (e스포츠의 스포츠 범주화에 대한 탐색적 연구)

  • Chae, Hee-Sang;Kang, Shin-Kyu
    • Journal of Korea Game Society
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    • v.11 no.3
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    • pp.85-95
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    • 2011
  • This paper focuses on the analysis of sports characteristics of e-Sports. For this purpose, it is important to set up a brand new concept of existing modern sports which is mainly concerned on physical activity. Therefore, In this paper, the researcher newly conceptualized e-Sports by following rapid change of the scene including media-technology, a change of an enjoyment method, the importance increase of sports environment and sports innovation. Also, the researcher tried to analyse how specific categorization of new sports concepts such as post-modern society, consumption & pleasure, homo-ludens, sporting experience, body and mind can be connected to e-Sports. As a result, e-Sports can be found in highly developed global society and consuming society. Furthermore, it can be defined as a 'brand new' concept of sports which features high level of psychological components in participation of activity.

A Study on Serious Game Application of Disabled Sports (장애인스포츠 적용을 위한 기능성 게임에 관한 연구)

  • Kang, Seungae;Kang, Sunyoung;Kim, Hyuncheol
    • Convergence Security Journal
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    • v.13 no.4
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    • pp.61-68
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    • 2013
  • Compared to the past, the number of disabled people in Korea is continuing to increase. As for the scope of the disability, it is expanding as well since it now includes all types of illnesses, car accidents, complications resulting from aging, industrial accidents and others accidents. Attempts are made in terms of applying sports game method that grafts IT technology in order to ensure that the disabled people participate continually in sports. While casting away the notion of play which was the role of a game in the past, new roles and domains were developed. In fact, serious game genre is what leads this change. Because serious game is leading the game industry fast, centered on education, sports, fitness and medical use, its market value can be considered very significant since it can be both fund and effective as it targets the disabled who cannot enjoy sports easily in reality. Accordingly, this research seeks to present the direction for the application of serious game for the disabled people by analyzing the current situation pertaining to the integrated and converged cases applied to the field of sports for the disabled when it comes to the serious game that uses contents based on the IT technology.

'My Neighborhood Expert', Pleasant Sports Life with New Neighbors (새로운 이웃과 즐거운 스포츠 생활, '우리동네고수')

  • You Jung Ahn;Ji Sim Kim;Kyong Ah Kim;Min Kyeong Cho;Ji Hong Kim;Seo Yeon Jeong;Na Jin Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2024.01a
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    • pp.439-440
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    • 2024
  • 바빠진 현대 사회 속 개인주의가 심화되고 있을 뿐만 아니라 코로나19의 확산 이후 비대면 수업이나 재택 근무의 증가로 인해 운동량이 자연스럽게 감소되었고, 사회적 고립감이 증대되어 우울감이나 무기력 증으로 이어지는 '코로나 블루'라는 신조어까지 등장하게 되었다. 본 연구에서는 이러한 문제를 해소하기 위해 사용자 위치를 기반으로 스포츠 대결 상대를 매칭시켜 주는 모바일 애플리케이션, '우리동네고수'를 개발하였다. '우리동네고수' 앱은 사용자 지역을 기반으로 즐기고 싶은 스포츠를 같이 할 상대를 찾을 수 있고, 대결을 통해 얻은 승패로 랭킹 서비스를 제공한다. 또한 지역 스포츠 시설 정보를 제공함으로써 스포츠 취미 활동에 필요한 정보와 기능을 하나의 애플리케이션에서 유용하게 사용할 수 있도록 구현되었다.

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Suggestions for Activation of Sport Convergence Enterprises (스포츠 융합기업 활성화를 위한 제언)

  • Lee, Sang-Ho
    • Journal of Digital Convergence
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    • v.13 no.9
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    • pp.505-513
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    • 2015
  • This study was intended for suggestions enabling sports enterprises to lead the sports industry convergence. The method of study was literature reviews and discussed on improvements of the current law through examining the relevant law and regulations in the future. In the result, the current sports industry is faced with many matters. Despite the convergence availability of sports industry, professional sports industry human resources shortages, the absence of dedicated organizational mechanisms, R&D investment shortage and insufficient legal aspects can be presented. Fostering human resources with expertise and the installation of organization that can support sports industrial convergence are required to solve these problems. In conclusion, since sports industry has a value added area higher than other industries and bring economic ripple effect as a result of convergence activities, a climate for promoting sports convergence enterprises should be created.

South and North Korean Sport Viewed through the Life History of Female North Korean Defector Sportswoman (탈북 여성 스포츠인의 생애사를 통해 본 남북한 스포츠)

  • Choi, Young-Geum
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.311-320
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    • 2021
  • The study looked at a cross section of inter-Korean sports through the lives of female north korean defector. The researcher was a north korean national team player in the early and mid-1990s and defected to the north and played for the national team in South Korea. After her retirement, she became a coach, but felt limited and left the sports world. After analyzing the informant's interviews, the prevailing idea was that she was always politically used, and there was a regret that he was spotlighted as a defector rather than an athletic skill. And she was not in a position to choose between South Korea and North Korea. It was also shown that inter-Korean sports exchanges could not be developed unless economic conditions were supported. As a stranger, the research participants felt alienated and adapted to South Korea. Her life is an example of experiencing inter-Korean sports at the same time, and it is believed that she can have personal, specific, and concrete characteristics while showing universality in the upcoming era of unification.

Outdoor Sports and e-sports Participation based Measuring Model Design for the Mental and Social Health of Adolescents (아웃도어 스포츠와 e-스포츠 기반의 청소년 정신적 사회적 건강 측정 모델 설계)

  • Kim, SeongKwan
    • Journal of the Korea Convergence Society
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    • v.7 no.5
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    • pp.269-277
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    • 2016
  • This study was aimed to study the effects of adolescents' outdoor sports and e-sports activities on their holistic health. In order for this, adolescent holistic health has been divided into three categories: physical health, mental health, and social health; and reviewed existing research on outdoor sports and e-sports. The research has found several variables for measuring the correlation between the two types of sports. The variables cover four areas: 1) General Information, determined by gender, age, preferred sport, and length of play; 2) Physical Health, as measured by six questions in the basic PAPS (Physical Activity Promotion System) survey; 3) Mental Health, as measured by stress index, self-efficacy, subjective health, and self-esteem; and 4) Social Health, as measured by variables relating to family, friends, school, and society. A total of 36 questions were devised, with 1-4 questions in each area. Primarily it examined the mental health social health. As a result, it was found that three factors have a difference such that the significance of self satisfaction. family relationships, friendships is 0.064, 0.012, 0.088 respectably.

A Basic Study on Building Sports Industrial Clusters Study (스포츠산업 클러스터 조성을 위한 기초 연구)

  • Kang, Seungae;Jun, Sunhye;Kim, Hyuncheol;An, Keunhee;Kang, Sunyoung
    • Convergence Security Journal
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    • v.14 no.3_1
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    • pp.21-26
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    • 2014
  • Sports paradigm shift gave an opportunity to transform into production-oriented industry activities creating high value-added. Sports industrial cluster, organic union of qualitative industries producing and distributing of various sports derivative products, is necessary system in these sports paradigm shift. This study is intended to suggest the definition, construction, and direction for future of sports industrial cluster. In order to ensure the sustainable growth of sports industrial cluster, a growth strategy such as switching to the sementic cluster is needed. And the direction for future of sports industrial cluster were as following; finding the growth engine sports industry field according to the convergence, systematically promoting by setting the medium and long term development goals, constructing a wide industrial region for global competitiveness of sports industry.

The effect of Virtual Reality sports experience on sports satisfaction, sports immersion, and sports attitude

  • Myung-Soo, Kim;Byung-Nam, Min;Seung-Hwan, Lee;Sung-Hee, Kim;Jae-Hoon, Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.1
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    • pp.129-136
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    • 2023
  • In this paper, we propose the positive effects of Virtual Reality(VR) sports classes and the foundation for VR sports to become the basis of lifelong sports education through the application of physical education classes in sports virtual reality programs are to be provided. For this purpose, the effect of VR sports experience on sports satisfaction, sports immersion, and sports attitude factors was investigated for 281 elementary school students in Busan. Results It was found that VR sports experience had a significant effect on sports satisfaction, sports satisfaction had a significant effect on sports immersion and sports attitude, and sports immersion had a significant effect on sports attitude. The great advantage of sports virtual reality is that sports activities for items that are difficult to deal with in physical education classes and unpopular items will be easily performed. In addition, by using a program that links physical education classes with English and mathematics, physical education will be recognized as a convergence subject by elementary school students, and at the same time, it will become an integrated subject that can acquire fun elements and learning elements at the same time through play or games.

Correlation between Selection Criteria, Purchase Satisfaction of Marine Leports Wear and Body Type, Age (해양 레포츠 의류 선택기준, 구매 만족도와 체형, 연령 간의 상관관계)

  • Cha, Su-Joung;Park, Hee-Suk;Park Jae-Hong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.01a
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    • pp.105-106
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    • 2021
  • 본 연구에서는 전남 서남 지역에서 해양 레저스포츠를 즐기는 피험자를 대상으로 해양 레저스포츠 의류의 구매실태, 착용실태, 구매 만족도, 선택기준, 개선사항 등을 조사하여 연령, 체형 등과의 상관관계와 변인 간의 상관관계를 분석해보고자 하였다. 해양 레저스포츠 참여동기와 선택기준 간의 상관관계에서 체력증진을 위해 참여하는 경우 착용감을 기준으로 선택하고 여가나 취미생활을 위해서 참여할 경우에는 디자인, 색상을 기준으로 선택하였다. 선택기준과 구매 만족도와의 관계에서는 활동성이나 다른 용도 활용성을 기준으로 선택한 경우에 가격면에서 만족하지 못하였다. 체형에 따른 선택기준은 큰 삼각형과 사각체형은 가격, 유행을 기준으로, 역삼각형, 큰 삼각형, 사각 체형은 신축성을 기준으로 의류를 선택하였다. 추후 연구에서는 해양 레저스포츠 종목별 선호도에 대한 연구도 이루어져야 할 것으로 생각된다.

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