• Title/Summary/Keyword: Computer addiction

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Internet Addiction Status and Anysis of Elementary Students in CheonAn City (천안 지역 초등학생의 인터넷 중독 실태 분석)

  • Hwang, Mi-Ae;Kwon, Oh-Sung
    • 한국정보교육학회:학술대회논문집
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    • 2011.01a
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    • pp.179-185
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    • 2011
  • Recently Internet addiction problem comes to fore as social issues. The phenomenon is increasing rapidly at elementary school life. In our paper, we are going to analysis the interrelation of the state of Internet addition and the school life. We make progress our research for elementary students in Chonan City. According to the poll, 45.4 percent of respondents were disrupted their studies from Internet. Also, 48.3 percent of respondents have difficulties related to the internet addiction.

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Development of Counseling Support System Model for improving Student's Internet Addiction Problem (청소년의 인터넷 중독 문제 개선을 위한 상담 지원 시스템 모형 개발)

  • Lim, Jin-Sook;Park, Jong-O;Kim, Seong-Sik
    • Journal of The Korean Association of Information Education
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    • v.8 no.4
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    • pp.523-534
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    • 2004
  • This study developed a system model to provide teachers unskilled in counseling with contents and methods of counseling so that they can counsel students addicted to the Internet. The system is composed of three modules, which are counseling contents module that provide contents and methods of counseling, counseling support module that maintains and provides information about students and the results of counseling, and evaluation support module that is for the diagnosis of Internet addiction and questionnaire evaluation. The system was applied to 30 elementary and secondary school teachers in their counseling of students addicted to the Internet. According to the result, we analyzed the problems of the developed system. Based on problems and suggestions raised by teachers participating in counseling, we modified this system model.

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Development and Application of an Educational Game based on Virtues Education for Relieving Online Game Addiction of Elementary School Students (초등학생의 온라인 게임 중독 완화를 위한 덕 교육 기반 교육용 게임의 개발과 적용)

  • Han, Ji-Hye;Jun, Woo-Chun
    • Journal of The Korean Association of Information Education
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    • v.14 no.4
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    • pp.589-603
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    • 2010
  • Game addiction is the one of side effects from current knowledge-based society, So it is very important to find students with game addiction and treat them as early as possible. In this paper, first of all, a measure scale is developed for diagnosing game addiction. The scale is made based on the literature reviews. Also, a game model is developed based on virtues education. The proposed model has the following characteristics. First, it can induce active participation of students. Second, it helps students find and decide a moral standard related to online game addiction for themselves. Third, students can learn a moral standard naturally through narratives related to various real-life situations. The followings are concluded after applying the proposed game to elementary school students with game addiction. First, game addiction is relieved for those students, specially for "high risk" and "potential" groups. Second, the proposed game can improve respect to others and individual responsibility.

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To check the level of smartphone addiction, Building databases and storing data (스마트폰 중독 정도를 확인하기 위한 데이터베이스 구축 및 데이터 저장)

  • Cho, We-Duke;Lee, Hee-Man
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.1-2
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    • 2022
  • 현대인의 스마트폰 이용이 증가함에 따라 스마트 애플리케이션에 대한 관심도 같이 증가하였다. 특히 건강에 대한 관심이 커지면서 헬스케어 어플리케이션의 수요가 증가하고 있다. 본 연구는 사용자의 핸드폰 사용에 따른 데이터들을 데이터베이스에 저장하고 머신러닝 분류기법에 적용할 수 있는 1차 데이터 추출 모델을 제시한다. 스마트폰 앱에서 제공하는 핸드폰 사용 시간 정보를 통해 전체 사용 시간과 습관성 핸드폰 조작정보를 데이터베이스에 저장하여 핸드폰 중독 표준 데이터 세트와 비교할 수 있도록 사용한다. 핸드폰 중독 증세를 스스로 확인이 가능하게 함으로써 개인이 절제할 수 있을 것으로 기대된다.

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Research Trends in Art Therapy for Internet Addiction in Korea: from 2000 to 2015 (인터넷 중독에 관한 국내 예술치료 연구동향: 2000년부터 2015년까지의 연구를 중심으로)

  • Park, Yun-Mi;Chung, Mihyun
    • The Journal of Korean Association of Computer Education
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    • v.18 no.6
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    • pp.53-62
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    • 2015
  • This study analyzes the evolutions of art therapy as a mean to apply it for treatment of internet addiction disorder and additionally provides insights to prevent this disorder through art therapy. For this purpose, we have investigated the art therapy based internet addiction treatment researches published in South Korea from 2000 to 2015. The analyzing method used in this study was based on modification of previously published domestic researches covering the following 3 criteria: research objects (age, gender, number of participants in the experimental group), research subjects (single technique numbers, single technique types, study areas, research topics), research methods (research type, research design, measurement method, treatment period). Based on the results of current study, we have proposed various suggestions for improvement of art therapy to treat internet addiction with higher efficiency.

The Impacts of Adolescent's Oiettolie Propensity on Game Addiction Behavior : Focusing on Moderating Effects of Family Stress (청소년의 은둔형 외톨이 성향이 게임중독행태에 미치는 영향 : 가족스트레스의 조절효과분석을 중심으로)

  • Kim, Hyo-Soon;Park, Hwie-Seo
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.8
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    • pp.177-185
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    • 2014
  • The purpose of this study is to suggest some policy implications for the youth through empirical study about the moderating effects of high school students' family stress in the relationship of Oiettolie propensity and game addiction behaviors including bullies, social phobia and emotional instability. For the purpose of this study, this study established a causal model about the relationships among the research variables through review of previous studies and surveyed high school students for empirical research. The results of this study shows that Oiettolie propensity impacts on youth's game addiction and brings about game addiction behaviors like bullies, social phobia and emotional instability. Especially, this study shows that Oiettolie propensity impacts on social phobia most. Also, family stress has a moderating effects for the relationships among the variables. This study presents some policy implications for the youth.

A study on mobile phone addiction of college students (D-College) (대학생의 휴대폰 중독에 관한 연구(D 대학중심))

  • Lee, Jae-Do
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.4
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    • pp.159-167
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    • 2007
  • This study executed questionnaire surveys on 482 undergraduates of D-college to review the extents of spam letter messages received through the mobile phones of college students and the extents of their addiction to mobile phones. It was revealed that each college student received one or two spam letter messages on average a day. Among the received spam messages were the messages containing the contents of commodity advertisements most frequent and the surveys indicated that spam messages are hardly read. As for the addiction to mobile phones, the average score of addiction of the respondents was indicated to be 38.73 based on the full score of 100 and the number of the ones with the scores of 60 or more was 47 which is 9.75% and the ones with the scores of 70 or more was 13 which is 2.70%. Also the younger the students were, the higher were the numbers of the students included in the addictive group and the number of students from other areas included in the addictive group was high and the number of the students in 2years system included in the addictive group was higher than the number of the students in 3years system included in the addictive group.

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A Study on the Influence of Demographic and Usage Characteristics on Mobile Shopping Addiction: Focusing on the Moderating Effect of Nationality

  • Yoon, Jongwook;Yoon, Jongsoo
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.9
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    • pp.205-215
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    • 2022
  • In this study, the authors analyzed the effect of demographic and mobile usage characteristics on mobile shopping addiction. In particular, this study focused on identifying the differences in shopping addiction between countries that were rarely covered in previous studies. As a result of the analysis, gender and age were identified as significant independent variables in demographic characteristics, and it was analyzed that there was a statistically significant moderating effect between these variables and nationality. In the mobile usage, the initial time of use was found to be a significant independent variable, and it was analyzed that there was also a moderating effect between the variable and nationality. The results of this study can be used as a clue to establishing marketing strategies for providing customized products and services from a corporate perspective, and can provide useful guidelines for resolving shopping addiction from a public policy perspective.

Analysis of Nonlinear Behavior for Addiction in Digital Sport (디지털 스포츠 중독의 비선형 거동 해석)

  • Bae, Young-Chul
    • The Journal of the Korea institute of electronic communication sciences
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    • v.12 no.5
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    • pp.977-982
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    • 2017
  • Recently, the effort that converge the sport and ICT continues together with developing ICT. The game is a representative example. The digital sport is developing as mixed type that are composed with sport and digital such as screen golf and screen bowling. The addiction problem exist in the digital sport like the addiction problem exist in general sport. In this paper, we propose the addiction model in the digital sport as fractional-order. We represent time series and phase portrait for nonlinear behavior from proposed fractional-order model and we confirms the difference between them.

A Prediction Model for Internet Game Addiction in Adolescents: Using a Decision Tree Analysis (의사결정나무 분석기법을 이용한 청소년의 인터넷게임 중독 영향 요인 예측 모형 구축)

  • Kim, Ki-Sook;Kim, Kyung-Hee
    • Journal of Korean Academy of Nursing
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    • v.40 no.3
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    • pp.378-388
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    • 2010
  • Purpose: This study was designed to build a theoretical frame to provide practical help to prevent and manage adolescent internet game addiction by developing a prediction model through a comprehensive analysis of related factors. Methods: The participants were 1,318 students studying in elementary, middle, and high schools in Seoul and Gyeonggi Province, Korea. Collected data were analyzed using the SPSS program. Decision Tree Analysis using the Clementine program was applied to build an optimum and significant prediction model to predict internet game addiction related to various factors, especially parent related factors. Results: From the data analyses, the prediction model for factors related to internet game addiction presented with 5 pathways. Causative factors included gender, type of school, siblings, economic status, religion, time spent alone, gaming place, payment to Internet cafe$\acute{e}$, frequency, duration, parent's ability to use internet, occupation (mother), trust (father), expectations regarding adolescent's study (mother), supervising (both parents), rearing attitude (both parents). Conclusion: The results suggest preventive and managerial nursing programs for specific groups by path. Use of this predictive model can expand the role of school nurses, not only in counseling addicted adolescents but also, in developing and carrying out programs with parents and approaching adolescents individually through databases and computer programming.