• Title/Summary/Keyword: 아동 사회적 기술

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The Effect of Children's Attachment to Mother on Happiness: Mediating Effect of Ego-Resilience and Smartphone Dependence (아동의 모 애착이 행복감에 미치는 영향: 자아탄력성과 스마트폰 의존도의 매개효과)

  • Hean-Ju Lee;Jina Paik
    • Journal of Industrial Convergence
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    • v.22 no.6
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    • pp.61-71
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    • 2024
  • The study aimed to examine the mediating effect of ego resiliency and smartphone dependence in the relationship between children's attachment to mother and happiness. For the purpose, 1,143 research subjects were selected from the 12th data of the Korean Children's Panel surveyed by the Korea Institute of Child Care and Education. As for the analysis methods, frequency analysis, descriptive statistics analysis, and correlation analysis were executed, while the mediating effect was analyzed by applying Process Macro Model Number 4 analysis. The indirect effect of ego resiliency and smartphone dependence were verified by using boot-strapping. The findings are as follows. First, children's attachment to mother was found to increase their happiness. Second, ego-resilience was shown to play a partial mediating role in the relationship between children's attachment to mother and happiness. Third, the effect of children's attachment to mother on happiness was partially mediated by smartphone dependence. Based on the results, the study suggested the various practical programs to improve children's happiness.

Risk Factors Affecting Dental Caries in Children (아동의 치아우식증에 영향을 미치는 위험 요인)

  • Hong, Min-Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.5
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    • pp.320-326
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    • 2020
  • This study was conducted to investigate the risk factors affecting dental caries in children by using the 2018 children's oral health survey data. The study was conducted on 20,235 children who were 12 years of age. The survey items examined general characteristics, dental dietary behavior, the oral condition, and the behavioral factors related to oral health. The results showed that gender, region, economic level, subjective oral health condition, dental dietary behavior, oral condition and oral health-related behavior were all risk factors. Those children with oral conditions particularly showed a higher risk of the dental caries symptoms of dental calculus, dental bleeding, tooth pain and white spot teeth. The oral health-related behaviors were found to be tooth brushing less than two times a day, the risk of not using a handle to hold dental floss and not using dental floss. Our results showed that countries or communities can diagnose and manage dental well-being early on for children with the highest sensitivity of dental health and they need to continue to establish a dental well-being management system for the oral health care of children. In addition, oral health education should be expanded, which can improve oral health care habits of children and adolescents. Further, an oral health policy system for improving community programs to prevent dental and community utilization is needed.

Relationship of Stress and Aggression on Schoolchildren with Physical disability (학령기 지체장애 아동의 스트레스와 공격성 비교연구)

  • Kim, Hee-Jung;Kim, Dong-Hyun
    • The Journal of Korean society of community based occupational therapy
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    • v.6 no.2
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    • pp.31-38
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    • 2016
  • Purpose : The purpose of this study was to know the relationship of stress and aggression of children with physical disability. The study also tried to search the factors affecting aggression and offer the information to the department of occupational therapy for intervention. Method : We distributed questionnaire to 105 children who have disability grades from hospitals in Gyeongsangbukdo, Gyeongsangnamdo, Daegu, and Busan and collected the data. We used descriptives for analysis of general characteristics, t-test and one-way ANOVA for stress and aggression according to characteristics, and Pearson correlation coefficient and stepwise regression for stress and aggression. Result : The first, stress score was 2.65, aggression was 2.53, and physical aggression was 3.01 that is the highest score in the items. The second, there was a significant difference of physical aggression(p=.021) in comparison of the grades. There was a significant difference of stress(p=.048), total aggression(p=.040), and physical aggression(p=.047) in comparison of gender. There was significant difference of stress(p=.035) and total aggression(p=.042) in satisfaction of school. The third, there was a significant correlation of total aggression(r=.475), physical aggression(r=.568), language aggression(r=.311), anger(r=.397), and hostility (r=.491) quantitatively in correlation of stress and aggression. The fourth, the factors affecting aggression of children with physical disability were stress, male, and satisfaction of school(F=61.187, p<.01). Conclusion : We knew that factors affecting aggression of children with physical disability were their stress and some of general characteristics.

A Study on Grade Comparison Difference Analysis of the Gifted Children in IT (정보영재아동의 학년별 차이 비교 분석에 관한 연구)

  • Jun, Woochun;Hong, Suk-Ki
    • Journal of Internet Computing and Services
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    • v.15 no.5
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    • pp.25-32
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    • 2014
  • In the current information and knowledge-based society, a nation's economy power heavily depends on IT-related industry and technology. In this sense, most countries are trying to foster IT industry by developing new and innovative IT technologies. Traditionally, only a few talented persons have been leading the whole IT industry. Thus, it is very important and necessary to identify and support the gifted children in IT in early ages for development of IT industry. The purpose of this paper is to investigate study performance of the gifted children in IT for different grades. Our research is focused on especially 4th grade students, 5th grade students, and 6th grade students in elementary schools. Among various abilities of the gifted children in IT, in this paper, we are interested in programming ability and logical thinking ability. To our best knowledge, there is no research work on study performance depending on different grades of the gifted children in IT. For this purpose, the gifted students in gifted science education center attached in a university at Seoul Metropolitan Area are selected and their test scores for 8 years were collected and analyzed. The statistical analysis results show that there is no significant difference among 4th grade students, 5th grade students, and 6th grade students for programming ability and logical thinking ability. We hope that this result can help suggest and propose study contents, curriculum, principles and laws for the gifted education in IT.

OnExpo HOT&COOL / COOL COMPANY 아이페이퍼즈

  • O, Suk-Hyeon
    • Digital Contents
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    • no.11 s.126
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    • pp.72-73
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    • 2003
  • 미취학 아동 대상의 교육용 웹 콘텐츠는 수없이 많다. 많은 교육 콘텐츠 개발업체 중에서 살아 남으려면 킬러 콘텐츠가 필요하다. 때문에 업체들을 킬러 콘텐츠를 개발하기 위해서 아이디어를 짜내고, 시장 조사를 통해 콘텐츠를 개발하고 시장에 내 놓는다. 하지만 수많은 콘텐츠 중 주목받는 몇몇을 제외하고는 소리없이 시장에서 사라지는 경우가 허다하다. 아이페이퍼즈는 e-비즈니스와 감성적 지식 사회를 창조하기 위해 디자인과 기술정보를 결합해 인간의 가치를 구현하는 휴먼웨어(Humanware)를 추구하는 회사로, 상호작용성을 고려한 새롭고 창조적인 다지인으로 디지털 멀티미디어 콘텐츠를 제공하는 기업이다. 주요 사업으로는 캐릭터 디자인, 교육용 콘텐츠 개발, 디지털 영상 편집, 웹 디자인 등이 있다.

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The SMC Model: Identification of Artistically Gifted Students from Low Income Families (사회적 배려대상 예술영재 판별모형 개발)

  • Lee, Seon-Young
    • Journal of Gifted/Talented Education
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    • v.22 no.1
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    • pp.87-115
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    • 2012
  • This study is about the development of an identification model for artistically gifted students from low income and/or multi-cultural families. Given that parental support at early ages is crucial for talent development, students from low income families are often dismissed in recognizing their artistic giftedness. Based on a comprehensive literature review and consultations with experts in art, the SMC model was developed to identify disadvantaged gifted students in the areas of music, visual arts, and ballet. The model consists of three steps of identification, such as review of documents and teacher recommendations, evaluations of artistic giftedness, and a summative evaluation, and involves multiple criteria for identifying giftedness in both domain general and domain specific arts. SMC is promising in discovering many unrecognized disadvantaged children of artistic potential, thereby using various quantitative and qualitative measures. Yet, issues of validity and reliability of SMC need to be substantiated by subsequent theoretical and empirical studies.

Development of twosome collaboration dance game using Brain-Computer Interface (뇌-컴퓨터 인터페이스를 활용한 2인용 협동댄스게임 구현)

  • Park, Tae-Ryoung;Kim, Jai-Hyun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.12
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    • pp.2575-2581
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    • 2011
  • Recently, systematic research on the brain has been conducted and BCI(Brain -Computer Interface) technology applying electroencephalogram has been actively researched. Especially, serious game technology using BCI device has been the subject of interest. This paper develops a "twosome collaboration dance game," which is a serious game that takes advantage of NeuroSky's SDK(System Development Kit) and helps developing the spirit of team work and sociality based on attention and meditation, unlike existing single player games. We expect that this game will help to visualize brain functions of people and to cure ADHD children and the elderly people with MCI(Mild Cognitive Disorder). It is also expected to play a role of social catalyst to the game culture of the adolescent.

A Study on The Proposal for Game Contents and The Game Factor's Abstraction Suited to The Character by Kid Age (아동의 연령별 특징에 적합한 게임요소의 추출과 새로운 게임 컨텐츠 제안에 관한 연구)

  • 김기영;정재욱
    • Archives of design research
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    • v.16 no.4
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    • pp.141-150
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    • 2003
  • In 21 century, Game industry became one field of the cultural content industries. Also, It is one of the most important technologies as a Multimedia, 3-D sound, virtual reality field, and character industry and its scale and effect are getting big. But Korea still lags behind America and Japan in developing game. For that, many support business progressed. However, Special importance〔emphasis〕 is attached to the developing of software engines. In the mean time, The game market of children(under 8) is the biggest one, which form over 30% of all the markets in the PC game market of America. The Children's game, which has both entertaining and educating, is a content-concerned industry. So with a short period of the developing time, they make a high value added. In this paper, 1 study the existing computer games and propose for game contents and the game factor's abstraction suited to the character by kid age. It is concluded that 'Asports', 'Asim,' 'U.J RPG', 'S+RPG' are beneficial to the child growth on each stage, through serveys analysis of protocol, and research of the cjaracters of the growth on the each age.

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A Study on Validating the Korean Version of the Preschool and Kindergarten Behavior Scale-2(K-PKBS-2) (한국판 유아 행동 척도-2(Korean Preschool Kindergarten Behavior Scale-2: PKBS-2) 타당화 연구)

  • Yoo, Soo Ok;Lee, Gi Sung;Ha, Seung Min;Park, Soo Kyung
    • Korean Journal of Child Studies
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    • v.35 no.4
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    • pp.79-101
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    • 2014
  • The purpose of this study was validate the Preschool and Kindergarten Behavior Scale-2(PKBS-2) and develop the Korean version PKBS-2(K-PKBS-2) through the phases of concept and statistical review. For this purpose, this study conducted PKBS-2 for teachers with 1,119 young children in Jeonbuk province. During the factor structure review, according to the results of exploratory factor analysis, 30 items and 4 factors(social interaction, social cooperation, social compliance, and social independence) in social skills scale and 40 items and 4 sub-factors of 3 factors(internalizing behavior, externalizing behavior, and interpersonal emotional behavior) in problem behavior scale were extracted. In addition, confirmatory factor analysis, the model fits of social skills and problem behavior scales were higher than the original test and very high reliability and internal consistency were produced. During external factor review, convergent validity and discriminant validity were verified. After cultural specificity and cultural universality between PKBS-2 and K-PKBS-2 were discussed, K-PKBS-2 was presented as e scale which is very useful for the screening, prevention, and intervention program plan of challenging behavior behaviors in young children in Korea.

Development of Evaluation Checklist of School Play Environment Based on Convention on the Rights of the Child : Focus Group Interview (아동권리협약에 근거한 학교 놀이 환경 평가 체크리스트 개발: 초점집단 면접연구를 중심으로)

  • Hwang, Ock-Kyeung;Kim, Jeong-Wha;Myung, Jun-Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.8
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    • pp.286-294
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    • 2019
  • The purpose of this study is to determine what children's rights to play are. For this purpose, we extracted the core contents of schools' play environments and we developed a checklist that schools can use to evaluate their own play environments. We reviewed the UN Committee on the Rights of Children and the General Comments No. 17. Through this process, we found 16 core contents that the play environment should have. We conducted focus group interviews with children, parents and teachers, who are principle people involved with school play. The focus group interviews discussed the basic elements of the school play environment. The contents' validity was reviewed by a group of professionals. Based on this, we created an evaluation checklist with 10 major areas of the school play environment. The 10 areas of the school play environment evaluation scale are as follows. The ten areas of the play environment assessment scale for the school environment to ensure children's right to play are sufficient play time, sufficient play space, a child's best interests and the child's participation, nondiscrimination, diversity and freedom, challenge and adventure, safety, school policy, the play has an educating component, and community cooperation.