The purpose of this study is to examine children's/adolescents' motives for playing internet games and adaptation to school in accordance with their frequency levels of playing internet games. Participants were 236 children from grades 4, 5, and 6 in two elementary schools and 237 adolescents from grades 1, 2, and 3 in one middle school. They were measured on frequency levels of playing internet games, motives for playing internet games, and adaptation to school. Collected data were analyzed by SPSS WIN 12.0 for reliability, frequency, Chi-square test, t-test, Pearson's correlation, and one way ANOVA. Major findings of the research are as follows: First, children's/adolescents' frequency levels of playing internet games differed by their gender. The male ratio was much higher than the female ratio in the potential risk group and the high risk poop. In contrast, no grade differences on the frequency levels of playing internet games were found. Second, children's/adolescents' motives for playing internet games differed by their gender. Especially, among the motives the greatest difference between male and female was marked for 'Social Relationship'. Third, children's/adolescents' motives for playing internet games differed by their frequency levels of playing internet games. For 'Conformity,' the low risk group differed from the high risk group. For 'Spending Time', 'Benefit', 'Competition', and 'Social Relationship', the low risk group differed from the potential risk group and also from the high risk poop. Fourth, children's/adolescents' adaptation to school differed by their frequency levels of playing internet games. The high risk group exhibited a low level of adaptation in 'Academic Activities', 'a subcategory of adaptation to school.
Journal of the Korean Institute of Educational Facilities
/
v.12
no.5
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pp.13-24
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2005
This study is the second that aims at offering the basic information on the appropriate spatial organization of the special classes by looking at the relationship between a group of learning activities and a group of playing activities in Elementary and Middle Schools The learning space unit of the special classes should be more flexible for the various learning activities and be prepared in order to correspond to the needs of a territory for different learning appeared according to the degree of handicap, learning ability and the contents of learning. This study dealt with the learning space unit to tackle the problems of special classes. In fact, it is unwise to offer so many different kinds of learning spaces in every school. Due to the manifold and multiple characteristics of handicap, the problem of special classes should be approached by the overall educational system of special educational facilities rather than by a special classes space alone. In this respect, it can be said that this problem should be tackled by reorganization of the special classes in the community through specialization and network system of special class facilities in order to make more effective educational environment.
The society changes very fast from the extended family system to the nuclear family system, as increasing a one-child family for the low birth-rate. Thus, it causes that the education, having been performed inside of the family group, is performed outside of the family nowadays such as an infant educational institution. Fundamentally, the space of educating infants must be considered their behavior and meet their needs. For infants, playing is not only studying, but also is related to physical, intellectual and emotional development. Therefore infants in a qualifiedly good playing environment, are easy to focus on their playing. But, variety of playing activities can help improve infants' development physically, socially, emotionally, linguistically and intellectually. So far, an infant educational institution has provided a general education than a special educationally considering their age and status of a development. However, it is necessary to provide an integrated and well-organized place for each infant because their playing is a studying and education that will be based of individuals' character when they are grown up. The objective of this thesis is to study on the new transition space for infants of their physical activities. For this study, at first, it is important to understand what are the points of well-built kindergarten around the world. They have the flexible space in common. The transition(flexible) space will be a solution for space for infants' development.
The purpose of this study was to examine the effects of a group training program designed to control the desire for internet games and to promote self-efficacy and alternative activities. The subjects participating in this study were 32 fifth graders, divided into the experimental group of 16 and the control group of 16, who were carefully selected from 175 children in the fifth grade in S elementary school in J city. All the subjects belong in the top 20% according to the internet game addiction level and spend more than two hours and thirty minutes a day playing computer game. And they participated in the game desire control program, which were consisted of total eight-session' treatment for six weeks. The results of the game addiction diagnosis and self-efficacy measurement were verified and analyzed by ANOVA to verify the effects of the program. As well as, data about average playing time spent on computer games and time the children spent on playing computer games alternative activities were analyzed and collected by the interview and other written materials such as letters from the parents to their children and writings of the children on their feelings about interret games. The results of this study were as follows: The internet game control program was effective in decreasing the degree of game addiction. The children participating in the internet game control program showed greater increase in self-efficacy than those of the control group. The children participating in the program showed a sharp decline in the time spent on playing computer games and greater increase in the time spent on alternative activities than those of the control group.
Journal of The Korean Association For Science Education
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v.37
no.6
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pp.1063-1073
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2017
This study analyzed the difficulties elementary school students have in role-playing analogy activities for concept learning of heat transfer. Eleven fifth graders were given an orientation class on role-playing analogy activity, a class for concept learning of heat transfer as presented in a textbook, and then they performed the role-playing analogy activity with concepts of heat transfer. After the classes, researchers investigated the difficulties students encountered through questionnaires and interviews. The following are results of the research: Difficulties that students faced in role-playing analogy activity can be classified into five types. First, students encountered difficulties in expressing the analogy. The students who had difficulties in expressing the analogy focused on expressions outside the science concepts or lacked understanding of the science concepts. They also had difficulties in expressing the analogy because they lacked the expressiveness of analogy or abilities in mapping errors. They had difficulties in expressing the planned role-playing analogy in a narrow space. Second, students also experienced difficulties in performing activities due to lack of understanding on activities or lack of experience. Third, students experienced difficulties in selecting roles because they preferred the specific role or unwanted the specific roles. Fourth, the members of group experienced difficulties in group activities because they did not concentrate on activities, failed to perform roles, or showed attitudes of an onlooker. Fifth, they experienced difficulties in communications due to unilateral communication, conflicts of opinions, and lack of opinions.
One of them is online community which is popular among this modern society. However, it is not appropriate to suggest that online community is solely for personal usage or solely for work-related usage. The usage of online community goes beyond only one purpose. On the other hand, our daily activities whether personal or work-related activities are usually accompanied with preconception ideas whether it is a fun activity or not. However, even with this preconception, individuals are still enjoying themselves while doing activities that are considered as boring or mundane. Furthermore, individuals are really into the activities that they forgot about their surrounding and found themselves being in flow while conducting these activities. Unfortunately, there is little research done in South Korea addressing this emotion related factors. Because of that, more research concerning emotion related factors need to be conducted to better understand users behavior especially in online environment. With regards to that concern, this research studied two distinct everyday activities which are studying and playing games in online community. It is expected that when an individual feels more enjoyable and feels more comfortable, it will be more likely for them to be more satisfied. This satisfaction will lead them to being in a flow state. Hence, this study proposed three hypotheses. In order to investigate these three hypotheses, studies were conducted in two stages. The first stage was conducted in order to derive the implicit knowledge about fun from the participants. The second stage was done by an empirical study. It was conducted with two sample groups. The first group is the study group and the second group is the play games group. There were asked a set of questionnaires related to their enjoyment, comfort, satisfaction and flow while conducting the relevant activity. The results showed that both groups reached the state of flow regardless whether they belong to the study group or play games group. Therefore, the preconception idea about an activity does not promote or prevent individuals from feeling enjoyment, feeling comfortable and achieve satisfaction while conducting those activities.
Journal of The Korean Association For Science Education
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v.29
no.4
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pp.463-476
/
2009
The purpose of this research was to find out if the analogical role-playing class activity had an effect on the students' academic achievements on cellular respirations as well as their science learning motivation for those who took part in the cellular respiration. To examine the effects of applying the activity, the research was conducted targeting a high school with humanities and social sciences courses, located in Busan. The target was specified as two classes that had selected a Biology II class, with one class (27 students) set as the test group and the other class (28 students) set as the control group. The conclusion drawn from this research was as follows: First, it seemed that the analogical role-playing activity helped the students to take their own parts in cellular respiration and gave them an opportunity to explain the concepts through direct physical activities, enhancing their academic achievements. Second, it was concluded that as the students found confidence and relevance in scientific knowledge as well as obtained a sense of accomplishment, the analogical role-playing class activity increased their level of satisfaction and their science learning motives. Third, as a result of the interviews on the change of the concept, students expressed some dissatisfaction over the new concept, and thought of the analogical role-playing activity as an intelligible alternative. It appeared that the alternative was plausible and fruitful.
The purpose of this study was to examine the effects of Korean traditional music education for young children on the development of musical attitude and rhythmic sense of young children. The subjects were 42 four or five-year-old children enrolled in two classes of a public kindergarten. Half were in the experimental and half were in the control group. Instruments were "Music Interest Test for Young Children" (Kim, 2000), "Musical Attitude Rating Scale for Young Children" (Ahn & Han, 1999) and "Primary Measures of Music Audiation" (Gordon, 1986). The procedure included pre-test, treatments and post-test paradigm. Experimental group had Korean traditional music activities three times per week, including listening, appreciation, singing, playing traditional instruments and creative movement. The control group was merely provided with materials related to the Korean traditional music. Data was analyzed by t-test. Results indicated significant differences in music attitude and rhythmic sense between the experimental group and the control group.
This paper examines the unique features of Korean farmer's music-or nongak-in Hawaii by exploring three nongak groups from different decades beginning in the 1970s. The first community-based nongak group began in the 1970s, with the establishment of the Wahiawa Korean Seniors Club. In the 1980s, there was another group supported by the Kalihi-Palama Immigrant Service Center. And in the 1990s, the Hawaii Korean Farmer's Music Assoiation, which is still active, was founded. I ullustrate the overall changes made by the three nongak groups as follows. First, they show a shift from social groups playing music to a music group doing social activities. Second, from a group of people negotiating their music, through a group led by musical leadership, to a group with a leader who created his own musical leadership. Third, from a music group began out of a pseudo-shaman ritual, through a group purely playing music, to a group adding samulnori and further creating a new rhythmic pattern. These changes occurred because, while the members are all first-generation immigrants, their experience of nongak in the motherland was different because of their age differences. In addition, they emerged because the level of awareness and acceptance of samulnori-which has gained huge popularity in Korea-were different.
This study was conducted to construct a program combining play and laughing activities with personality education. Self-recorded questionnaire was administered to investigate popularity of play(playing rules area, traditional play area, board game area), the laughing activity, digital games preference among 5th and 6th grade students. Most popular activities was board game area, followed by rule play area, traditional play area, and laughing activity in order. Group play among the rule play area, and Yutnory among traditional play, and digital games among board games were most preferred. This study suggest primitive classification and characterization of play and activities among senior elementary students. Further study for define classification of other eligible play and activities may be encouraged to establis high quality play and activity programs among elementary school students.
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