• Title/Summary/Keyword: Youth Gatekeeper

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A Study on the Educational Smart Contents of Adolescents' Gatekeeper Program (청소년 자살예방을 위한 게이트키퍼 교육 콘텐츠 연구)

  • Ko, Ki-Sook;Lee, Jee-Sook;Park, Chang-hoon
    • Journal of the Korea Convergence Society
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    • v.8 no.6
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    • pp.181-197
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    • 2017
  • This study combined gatekeeper programs with the information technology to develop the educational smart contents of a suicide prevention program for youth. The study analyzed various evidence-based gatekeeper programs and extracts essential educational elements from these programs in order to apply to the smart contents. Sixteen adolescents participated in a quantitative(pre-post test) study and 8 of them participated in a focus group interview. In addition to youth participants, youth experts were also interviewed to evaluate the effectiveness of the educational smart contents of a suicide prevention program. The results included: (1) higher post-test scores were attained for knowledge of youth suicide; (2) youth participants indicated better understandings of youth suicide and sympathy; (3) on a focused group interview with youth experts, participants also indicated that the program helped youth to interact better with other youth with suicide ideation. They also indicated that this program was user-friendly. Recommendations for further research are also discussed.

Design and Implementation of a Serious Educational Game for Youth Gatekeeper (또래 자살예방 지킴이를 위한 교육용 기능성 게임 개발)

  • Park, Changhoon;Lee, Jee-Sook;Ko, Ki-Sook
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.145-154
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    • 2017
  • In the age of low fertility and aging society, youth suicide is not the problem of a certain class but it should be recognized as an urgent and important social problem to be solved by our society. We aim to support the training of youth gatekeeper who can acquire the right attitude and understanding of suicide for adolescents, detect premature suicide signs of peer friends and link them to specialized institutions. In this paper, we propose a scenario based learning program that is linked to the concrete situation that the young people can sympathize with and a serious educational game of visual novel type that encourages participation of youth. We expect that the proposed serious game will improve the accessibility of educational facilities and youths through smart devices.