Objectives The relationships between adolescent depression and obesity, life style has been reported, but usually study results were not consistent with the study before. This study was designed to evaluate clear relationship between obesity and depressive trends, life styles in middle school students. Methods The study participants were the 1th, 2th grade students from one middle school in Kang dong Gu, Seoul(479 Students). The participants were measured their height and weight, and they were also surveyed by questionnaire. We diagnosed the students as depressives when they scored 10 points or above on Children's Depression Inventory(CDI) of Kovacs and Beck. Results The mean depression score in the obese group was significantly higher than that of the normal body weight group, and the more severely obese the group was, the higher the depression scores for this group were. The depression score of the boys obese group was higher than the girls obese group. The depression score was significantly higher in the obese group of people who hate to do exercising, like computer games and like watching TV instead, than in the group of people who like to do exercising and don't play computer games. Conclusions This study showed that depressive mood during adolescent was related to obesity and obesity-related lifestyles.
Journal of the Korean Academy of Child and Adolescent Psychiatry
/
v.17
no.1
/
pp.19-26
/
2006
Objectives : The object of this study was to examine computer game playing patterns and psychopathologies related to computer game addiction in school-age children. Methods : The subjects were 533 elementary school students (4th to 6th grade) in Kangdonggu, Seoul. We evaluated computer playing patterns of all subjects using computer game playing pattern questionnaire, and determined the risk group of computer game addiction by internet game addiction scale score. We evaluated subscale score of K-CBCL from parents of all subjects, and conducted correlation analysis and logistic regression analysis between computer game addiction and subscale score of K-CBCL. Results : In 488 responders, 10.2% of started playing computer game in preschool age, and 67.2% started at low grade of elementary school. The mean frequency of computer game play per week was 3.66 days. Mean time spent playing computer games per day was 1.89 hours. 'Simply for fun' was the most common reason far playing computer games (40.8%). Male subjects showed statistically significant differences in age of starting computer game, frequency of computer game play per week, reasons for playing computer game and computer game addiction scale scores. There were significant correlations between computer game addiction scale scores and academic performance, somatic complaints, attention problems, and internalizing problems in K-CBCL. But In logistic regression analysis, only attention problems among K-CBCL subscales showed significant predictability to computer game addiction. Conclusion : Upper grade elementary school students experienced computer game playing at the very early age, and spend much time in playing computer games. There were significant correlation and predictability between computer game addiction and attention problems.
The purpose of the study was to identify the level of housing choice behavior by using the factors of residential satisfaction level, mobility motivation, and housing needs of potential purchasers in Bukgu New Housing Area, Ulsan. The survey used questionnaire from 326 households living in Bukgu and nearby area and analyzed using descriptive statistics. The research results showed low degree of residential satisfaction in storage space and neighborhood. The mobility motivations were improvement of physical environment improvement, education environment, walking road, view and lighting. The housing needs for indoor spaces showed to want more functional arrangement than the room size. The housing needs for outdoor spaces showed to want neighborhood environment in connection with the education or hospital facilities, the welfare facilities for pre-kindergarten children and elders and the leisure facilities. And the housing needs for facilities were floor furnishing for health, crime prevention system for safety needs, housekeeping appliance against environmental pollution, additional function for energy saving. The housing needs for common spaces showed that the residents preferred playing facilities by age group, exercise facilities, the community hall and the rest room which can do games or meetings.
In order to provide a desirable direction for the health education on preventing smoking of elementary school students, by understanding the views held by elementary school teachers on smoking prevention education, 529 teachers at elementary schools located in Seoul were responded by constructed questionnaires during the period of Nov. 15 to Dec. 18 1999. The results of the survey analysis were as follows: 1. 91.9% of the respondents said that schools should offer education programs on preventing smoking, and this view was more strongly shared by teachers with religions than non-religious ones. 2. 37.6% of teachers responded that the education should start with 4th-5th graders, while 36.0% opted for 6th grades. With regard to the appropriate class in providing such education, 41.1% selected physical education (PE), followed by extracurricular activity class with 28.8%, 45.1% of the respondents said discussion would be the most effective education method, while 39.9% recommended using experiments. fall in diseases and growth and developmental defect were pointed out as the most interesting topic for students by 33.2% and 28.1% of the surveyed, respectively. As for the most effective media for education, 57.2% recommended video, followed by computer games(19.2%) and cartoons (20.0%). 64.1% of the teachers picked school nurses as the most appropriate person in carrying out the education. The results of the finding show that it would be most desirable to provide health education on preventing smoking to senior elementary schoolers during the PE or extracurricular activity class by school nurses. The program would be structured to first show video clips on growth and developmental defect or fall in diseases resulting from smoking and to have discussions or experiments on related matters.
Background: The purpose of this study was to investigate a study about undergraduate students' participation in general sports. Method: A questionnaire survey was conducted on 200 students attending physical therapy at Gimcheon university students. four items of general characteristics, 2 conditions of sports for all, 2 activities of current sports for all, and 1 thing of sports for all, were extracted from the questionnaires of total 40 items. Result: In the present study, it was found that through the cross-sectional analysis of various variables related to life sports activities according to grade, sex, age and living cost level, students participated in less sports activities than other college students. And they participated in non-living sports activities such as appreciation and movie appreciation. In addition, it was found that factors such as watching sports games mainly affect the lives of women, especially with less sports activities, and men are more active at 20 to 28 years of age than those aged 20. Conclusion: These findings suggest that it is necessary to provide various opportunities to encourage the physical activities of female students and young students of the university and actively participate in sports for all.
The Journal of Korean Society for School & Community Health Education
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v.16
no.1
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pp.39-50
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2015
Objectives: A large number of teenagers are addicted to Internet games. The purpose of this study is to analyze the influence of leisure and family factors affecting internet game addiction among middle school boys. Methods: The data was used from 'Survey on the Online Game and Family Leisure Activities of Youth and Children in 2009' conducted by Korea Youth Policy Institute. Data were obtained from 1,681 middle school boys and analyzed by using the SPSS(version 20) program. Factors affecting game addiction were analyzed by ANOVA, Multiple Regression Analysis. Results: The results of this study revealed that the following variables have significant effects on game addition among middle school boys; psychology disorder about leisure, preference and participation disorder about leisure, father-child open communication, mother-child problem communication. Conclusions: Based on these results, we suggested leisure facility and programs to participate leisure life and activate communication with parents. Finally, limitations of this study and suggestions for future research were discussed.
The purpose of this paper is to present a specific set of home teaching methods in hopes to prevent slow learner of the elementary mathematics. This paper deals with the number and operations, one of five topics in the elementary mathematics A survey of two hundred elementary school teachers was made to see the teacher's opinions of the role of home studying and to concretize the contents of the research topics. There were asked which is the most essential contents for the concrete loaming and which is the most difficult monad that might cause slow leaner. And those were found to be; counting, and arithmetic operations(addition and subtraction) of one or two-digit numbers and multiplication and their concepts representations and operations(addition and subtraction) of fractions. The home teaching methods are based on the situated learning about problem solving in real life situations and on the active teaming which induces children's participation in the process of teaching and learning. Those activities in teaching each contents are designed to deal with real objects and situations. Most teaching methods are presented in the order of school curriculum. To teach the concepts of numbers and the place value, useful activities using manipulative materials (Base ten blocks, Unifix, etc.) or real objects are also proposed. Natural number's operations such as addition, subtraction and multiplication are subdivided into small steps depending upon current curriculum, then for understanding of operational meaning and generalization, games and activities related to the calculation of changes are suggested. For fractions, this paper suggest 10 learning steps, say equivalent partition, fractional pattern, fractional size, relationship between the mixed fractions and the improper fraction, identifying fractions on the number line, 1 as a unit, discrete view point of fractions, comparison of fractional sizes, addition and subtraction, quantitative concepts. This research basically centers on the informal activities of kids under the real-life situation because such experiences are believed to be useful to prevent slow learner. All activities and learnings in this paper assume children's active participation and we believe that such active and informal learning would be more effective for learning transfer and generalization.
Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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2012.05a
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pp.419-421
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2012
The current situation and problems of sensory console games was analyzed focusing on the Nintendo 'Wii.' In order to develop the limitation of contents that lean strongly towards sports and fail to offer diversity one step further into glocal cultural contents, a solution of applying 'Bollywood,' which has a main musical format, is presented. Bollywood is a unique cultural code of India which can stimulate the purchase desires of consumers with its exotic freshness in third countries, and can be used to lead sales of a new form of game culture that is familiar yet in a new format in the 1.1 billion people Indian market. The political, social and economic codes of Bollywood are examined in this study in addition to cultural contents and codes that include Bollywood to develop contents that are not foreign to their culture.
Objectives : To help Oriental medicine clinical studies for the game addiction treatment, this study analyzed the tendency of research into game addiction recently published in PubMed Methods : This study analyzed 13 research papers on game addictionpublished in PubMed over the past 3 years. It measured annually and for each country the number of papers published, the number of subject, the period of research, the method of study, the objective of study, and intervision, respectively and intervision, and the result of study overall Results : There were research papers concerning internet & online game, computer game, gambling, video game. The subject of study were adolescents, high school students, children, young adult. there are many reaearch papers on negative results of games. there are research papers of the mechanism or factors of game addiction. Conclusions : Recent research subject of game addiction were mostly the defect of game.
This study configured an integrated math program in which young children can directly participate through storytelling, a teaching technique that has recently earned great popularity. The purpose of the study is to have a positive effect on their mathematical disposition and self-efficacy through the adoption of this program. The program consists of the following five themes: 'understanding of the basic concept of numbers and calculation', 'understanding of the basic concept of space and figure', 'basic measurement', 'understanding of rules' and 'basic data collection and result representation'. The specific activities for each theme planned and executed according to a detailed plan were designed for 20 classes including integrated activities such as story sharing, fine arts and games. The study's participants were 48 five-year old children. The result of the research was that the experimental group's mathematical disposition and self-efficacy score was significantly higher than the control group. The Storytelling-Integrated Math Program was effective in young children's cultivating mathematical disposition and improving self-efficacy. Considering the reality that there has been some confusion and difficulty in carrying out storytelling math and an integrated math program based on the NURI curriculum, it appears that this study could provide a specific and effective teaching-learning program to teachers who want to introduce a program like this.g
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