• 제목/요약/키워드: Video for Children

검색결과 182건 처리시간 0.024초

유아의 비디오 이용 현황 및 실태 분석 (An Analysis of Children's Video Uses)

  • 문혁준
    • 대한가정학회지
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    • 제38권10호
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    • pp.69-83
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    • 2000
  • A survey analysis of children's home video usage was carried out for 659 parents who have four to six year old children. Descriptive analysis and chi-square tests were used to answer research questions. The results showed that 90% children enjoyed watching video and parental mediation of children's video programming selection and coviewing was differed by children's age and birth order. Children's preferences for video programming were also differed by their sex, age, and birth order. For example, male children enjoyed violent video programming most, on the other hand, female children enjoyed non-violent video programming most. Furthermore, children's imitation behavior after watching video programming were differed an sex and age. For example, male children imitated video programming more than female children did. Implications are discussed.

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Relationships between the Attitude toward Video Games and Use of the Video Game Rating System in Global Markets

  • Cheon, Hongsik;Shin, Ho-Chul;Song, Bong-Kun
    • Asia Marketing Journal
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    • 제11권2호
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    • pp.173-192
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    • 2009
  • As video games gain popularity and become a normal part of home entertainment, concern about youth access to inappropriate games continues to grow. Some people have claimed that violent video games influence children's aggressive behavior and that violent video games have some responsibility for violence in the school. In response to people's concerns, the video game industry created a video game rating system in 1995 to help parents decide which video games are appropriate for their children. This study investigated whether parents were aware of the video game rating system and how often they have used it when selecting video games for their children. This study attempted to find relationships among parents' attitudes toward video games, their guidance styles for their children's video game play, and their use of the video game rating system. This study found that most parents have used the video game ratings very frequently when they select video games for their children. But many parents still don't understand the video game rating system. This study showed that parents who had more negative attitudes or less positive attitudes toward video games were more likely to impose restrictions on their children's video game play and to use the video game rating system as a means to restrict their children's access to violent video games.

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영유아 기관에서의 TV·비디오시청과 교사인식 (Television and Video Viewing at Early Childhood All-day Program Settings and Teachers' Recognition of Its Effects on Young Children)

  • 서영숙;천혜정
    • 아동학회지
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    • 제26권6호
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    • pp.321-334
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    • 2005
  • This research investigated television and video viewing of young children in early childhood all-day program settings and teachers' recognition of its effects on young children through the survey of 452 early childhood teachers. The results show that television and video viewing is used as a whole group activity during transition period and/or waiting time activity for children who come earlier in the morning and remain late until closing time. It means television and video viewing at early childhood settings is mainly used as a group baby sitter or pacifier. Daily viewing time is about 44.02 minutes and early childhood teachers show low recognition of their role in children's viewing habits. Young children's viewing patterns and time are differed by teachers' variables so that young children of beginning teachers at small size settings appear more viewing time. Teachers show more negative recognition of television and video viewing on young children when they are older and have higher educational level and longer education experiences. The results also show that the more teachers have positive recognition on television and video viewing, the more young children are exposed to television and video viewing in their classes.

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아동의 전자게임 사용 실태 (A Study of Video and Computer Game Usage and Attitudes among Children)

  • 공인숙
    • 가정과삶의질연구
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    • 제20권3호
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    • pp.63-71
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    • 2002
  • This study is an investigation of children's video and computer games usage. The respondents included 286 third and fourth grade children, of whom 152 were boys and 134 were girls. The participants were selected from a pair of elementary schools in Seoul. The instruments used consisted of children's self-reported computer game use and their evaluations of the video and computer games. I employed frequencies, percentiles, means, Chi-squares, 1-tests, one-way ANOVA, and the Scheffe Test. Ninety-five percent of the children interviewed reported having played video and computer games. Among these children, most reported that they played the games 2 to 3 times per week for 112 to 1 hour each time. The most common reasons given for playing was 'fun'. The most popularly played games included themes of action, adventure, violence, and competition. There was a significant gender difference in playing and usage. Boys played games longer than the girls. Boys played the games with their friends while the girls played the games with their siblings. Children who played these games longer perceived themselves to be faster, more attentive, and more stable than children who played for a shorter period of time.

아동의 전자게임 활동이 시각적 병행처리에 미치는 영향 (The Effects of Playing Video Games on Children's Visual Parallel Processing)

  • 김숙현;최경숙
    • 아동학회지
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    • 제20권3호
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    • pp.231-244
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    • 1999
  • This study examined the effects of short and long term playing of video gamer on children's visual parallel processing. All of the 64 fourth grade subjects were above average in IQ. They were classified into high and low video game users. Instruments were a visual parallel processing task consisting of imagery integration items, computers, and the arcade video game, Pac-Man. Subjects were pre-tested with a visual parallel processing task. After one week, the experimental group played video games for 15 minutes, but the control group didn't play. Immediately following this, all children were post-tested by the same task used on the pretest. The data was analyzed by ANCOVA and repeated measures ANOVA. The results showed that relaying short-term video games improved visual parallel processing and that long term experience with video games also affected visual parallel processing. there were no differences between high and low users in visual parallel processing after playing short term video games.

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유아의 공감에 관련된 변인 연구 (Factors related to Young Children′s Empathy)

  • 장미선;문혁준
    • 대한가정학회지
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    • 제42권9호
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    • pp.53-66
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    • 2004
  • The purpose of this study was to identify how characteristics of young children (sex, age, temperament), mothers (employed or unemployed, intimacy between mother and child, parenting attitudes), and home environment (pet, TV/Video viewing) relate to young children's empathy and to examine the relative effects of then variables on young children's empathy. The subjects for this study were 300 3-, 4-, and 5-year-olds selected from kindergartens and day-care centers in Busan. Data were analyzed via t-test, correlation, and multiple regression. Results showed that girls had higher empathy score than boys. Young children's empathy was positively correlated with the sociability of young child's temperament, intimacy between mother and young child, reasoning guidance, affect, achievement of parenting attitudes, and parental intervention toward young child after TV/video viewing. However, young children's empathy was correlated negatively with authoritarian control of parenting attitudes. Among then variables, young children's sex was the most significant variable.

원격로봇학습과 원격화상학습에 대한 아동 반응 비교 (Is a Robot better than Video for Initiating Remote Social Connections among Children?)

  • 김누리;한정혜
    • 제어로봇시스템학회논문지
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    • 제20권5호
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    • pp.513-519
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    • 2014
  • Videoconferencing technology is increasingly used in classrooms to introduce children to people from other countries and cultures in order to provide a wider learning experience. However, with traditional screen-based video conferencing technology, research has shown that it is easy for students to miss non-verbal cues that play a key role in developing human relationships. To investigate how children interact differently when their interactions are mediated through screen-based video communication versus robot-mediated communication, we conducted a study with elementary students in Korea, comparing the use of both technologies to introduce classroom students with peer-aged individuals in America. Our findings show that the children displayed more positive emotions during certain tasks and exhibited more interest and intimacy to remote participants in the context of robot-mediated communication than with video-mediated communication.

국민학교 아동의 전자오락에 관한 실태조사 (A Survey Analysis of Elementary Children's Home Video Games)

  • 현온강;이홍숙
    • 아동학회지
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    • 제15권2호
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    • pp.55-68
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    • 1994
  • A survey analysis of home video games was carried out for 1,018 elementary school children. Children responded to a questionnaire consisting of sociodemographic variables, degree of game participation(frequency and mean time), control behavior(eg. resting during games, lightening interior), and physical symptoms(eg. eyestrain, headache, trembling, paralyses) during and/or after playing games. Statistical analysis was done by frequency, percentile, and chitest. The results showed that many children enjoyed video games frequently and played continually, that few children did control behavior during games. Main variables related to degree of game playing and control behavior were sex, game experience, parent's education, and mother's activity. In particular, the results implied that the level of physical symptoms during and/or after game differed by lighting factors.

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발달지체유아 어머니의 모-자 상호작용 행동 증진 프로그램의 효과 연구 (Effects of an Intervention Program for Mother-Child Interaction Behaviors of Mothers with Developmentally Delayed Young Children)

  • 정계숙;노진형
    • 아동학회지
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    • 제25권5호
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    • pp.73-94
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    • 2004
  • The study examined the effects of an intervention program for improving mother-child interaction behaviors of mothers with developmentally delayed young children. The program consisted of three main activities, lectures for good parenting, video-feedback of mother-child interactions, and consultation for problem behaviors of children. The subjects were 4 mothers of 5-6 years old children with developmental delays who were referred to a social competence program of a child counseling center. The mothers were identified to have problematic mother-child interaction behaviors through clinical interviews. The program ran for 16 sessions, one parent group leader implemented each session for 90-120 minutes once a week. The videotaped data of mother-child interactions for 10 minutes every 4 sessions were estimated by Maternal Behavior Rating Scale(MBRS) and qualitatively analyzed by transcription of communications between mothers and their children. It concluded that the intervention program enhanced mother-child interaction behaviors.

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13세미만 아동성폭력 재판에서의 아동진술연구 -영상매체를 통한 전문 증거를 중심으로- (A Study of Children's Statements in sexual violence cases of children less than the age of 13 -Focusing on video-recorded hearsay evidence-)

  • 박연주;김정우
    • 한국아동복지학
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    • 제55호
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    • pp.87-111
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    • 2016
  • 본 연구는 13세미만 아동의 법정 증언과 관련해 특히 영상매체를 통한 전문 진술이 재판에서 아동인권보호 측면에서 어떻게 이루어지고 있는지 살펴보고 본 제도의 정책적 개선방안을 찾고자 하는데 그 목적이 있다. 본 연구의 목적을 위해 판례의 분석은 사실관계에 따라 분석하면서 판례의 내용에 따라 분석하였다. 내용의 분석은 13세미만 아동성폭력 판례들 중 판결의 주요 쟁점사항을 질적 분석하였다. 구체적으로 아동의 간접 진술인 영상매체를 통한 전문 진술을 법적 쟁점 사항으로 다루고 있는 판례들을 선별하여 영상매체의 증거능력의 유무 및 그 증거능력의 신빙성(증명력)을 살펴보면서 국제기준인 유엔아동권리협약(United Nations Convention on the Rights of the Child)을 통해 아동인권보호를 위한 체계적 대안을 마련하고자 하였다. 그 결과 13세미만 아동의 성폭력 재판에서 영상매체에 대한 증거능력 및 증명력판단에 전문적 지표를 만들어 재판에 활용하여 법관의 재량에 의한 판단을 축소할 것과 아동의 전문 진술에 대한 대질심문 적용범위와 관련한 규정을 신설할 것을 제시하였다. 본 연구는 판례를 통해 아동의 인권이 성인에 비해 재판에서 취약한 근거를 살펴 법률 정책의 개선방안을 살펴봄에 그 의미가 있다. 그러나 본 연구는 공개된 판례에 한정하여 판례를 선별하여 연구를 살펴 볼 수밖에 없는 연구의 한계점이 존재하고 있음을 밝힌다.