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A Study on the Gambling and Family Relationships of Gamblers in Choongchung Area (충청 지역의 도박중독 실태와 가족관계에 대한 연구)

  • Lee, Young-Boon;Lee, Eun-Joo
    • Korean Journal of Social Welfare
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    • v.54
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    • pp.177-201
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    • 2003
  • Gambling is prevailing in our society and the family problems of gamblers are also serious. In order to reduce the problems of gamblers and their families, the basic research on gambling would be the first step. In light of this, this study is a survey which has two objectives: to grasp the overall conditions of gambling and the proportion of pathological gamblers; to find the differences between the pathological gamblers' group and the general group in terms of various aspects of family relations in Choongchung area. The findings of this study is as follows, The respondents tend to gamble most with korean playing cards, either in winter or regardless of seasons. They tend to gamble most with family members, relatives, or friends. About 20% of them gamble more often than once a month, and 60% started gambling in their twenties or thirties. The proportion of pathological gamblers was found to be 11.6% of the sample of this study, with men and rural area residents to be significantly more than women and urban area residents. In the various aspects of family lives, such as marital satisfaction, family relations, family violence, family history of addiction, how to spend leisure time with family, it was found that the pathological gamblers' group has significantly more problems than the general group. On the basis of the above findings, the suggestions were made as follows. Firstly, the counter plan to gambling is necessary in the rural area, especially in winter time. secondly, positive leisure activities which substitute gambling needs to be developed, especially for men. Thirdly, family education and family therapy Program is required for the pathological gamblers and their families. Fourthly, governmental policy is necessary for the budget to prevent and treat gambling problems.

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The Relationship between Game-lifestyle and e-Sports Patterns: Based on University Students (게임라이프스타일에 따른 e스포츠 행동 및 심리적 특성에 관한 연구)

  • Young Mi Sohn ;Jangju Lee ;Chung-Woon Kim
    • Korean Journal of Culture and Social Issue
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    • v.13 no.4
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    • pp.29-52
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    • 2007
  • This paper explored the differences in university students' e-Sports patterns(e-Sports behaviors, its meaning and personalities) based on the types of game-lifestyle. The results of this study could be summarized as follows. First, game-lifestyle was categorized into 5 groups, that is, 'game with someone', 'game alone', 'addicted to game', 'novice for game' and 'flow in game'. Second, there were remarkable differences in e-Sports behaviors, its meaning and personalities(altruism, sociality and aggression) among these 5 groups. Specifically, The group of 'addicted to game' was similar to the group of 'flow in game' in the amount of time/money for game. Moreover they were highly likely to regard e-Sports game defeat as the reflection of their self-esteem and as the tool of gaining popularity/superiority to peers. Even though these similarities, the group of 'flow in game' was inclined not to permit deviant words/deeds and to keep the good manner in the cyber space as well as the real space, while the group of 'addicted to game' was permissible wrong and aggressive behaviors in the both cyber space and real space. Third, the group of 'novice for game' was less likely to participate in e-Sports activities(playing e-Sports game and watching TV) and to be less attracted to e-Sports than other groups. Moreover they had negative perspectives on e-Sports. In specific, they regarded it as a dangerous and addictive leisure activity hindering everyday life(study, relationship with peers/family etc) and health. These results would be used to develop game/e-Sports education program

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The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity - (온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 -)

  • Lee, Jong-Ho;Jung, Yun-Hee
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.2
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    • pp.147-187
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    • 2008
  • Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn't examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung' research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on hedonic response didn't show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and Yunhee Jung(2005, 2006)' research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response:sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game(Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn't show influences of stimulus properties. According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with increased complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We expected this perceived complexity will influence hedonic response in game experience. We discussed the rationale for these suggested changes, the assumptions of the resulting framework, and developed some expectations based on its application in Online game context. In the first stage of methodology, questions were developed to measure the constructs. We constructed a survey measuring our theoretical constructs based on a combination of sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where participation in a self-report survey was solicited from various respondents having different knowledges. All respondents participated to different degrees, in these habitually practiced activities and received no compensation for their participation. Questionnaires were distributed to graduates and we used 381 completed questionnaires to analysis. The sample consisted of more men(n=225) than women(n=156). In measure, the study used multi-item scales based previous study. We analyze the data using structural equation modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire sample(n=381) to refine the measures and test their convergent and discriminant validity. The evidence from both the factor analysis and the analysis of reliability provides support that the scales exhibit internal consistency and construct validity. Second, we test the hypothesized structural model. And, we divided the sample into two different complexity group and analyze the hypothesized structural model of each group. The analysis suggest that hedonic response plays different roles from hypothesized in our study. The results indicate that hedonic response-sensory response, imaginal response, emotional response, analytical response- are related positively to respondents' level of game satisfaction. And game satisfaction is related to higher levels of game loyalty. Additionally, we found that perceived complexity is important to online game experience. Our results suggest that importance of each hedonic response different by perceived game complexity. Understanding the role of perceived complexity in hedonic response enables to have a better understanding of underlying mechanisms at game experience. If game has high complexity, analytical response become important response. So game producers or marketers have to consider more cognitive stimulus. Controversy, if game has low complexity, sensorial response respectively become important. Finally, we discussed several limitations of our study and suggested directions for future research. we concluded with a discussion of managerial implications. Our study provides managers with a basis for game strategies.

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A Study on the Development and Educational Effect of the Environmental Management Integrated Leader Program (환경경영 통합 리더 프로그램의 개발과 효과에 관한 연구)

  • 정연돈
    • Hwankyungkyoyuk
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    • v.10 no.2
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    • pp.249-268
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    • 1997
  • This Study developed 'Environment Management Integrated Leader(EMIL)' program and evaluated the effect of the Program. The procedure of EMIL program development is as follows; 1) Identifying the training needs Through the interview and discussion with corporate environmental staff and research members, training need are collected. 2) Setting the training objectives 30 objectives are developed through specifying and organizing the training needs. 3) Determining the scopes of the program This program consists of the four scopes. First, the scope of Environmentally Acceptable Management is developed based on ISO 14000 and certification of environmentally friendly business. Second, the scope of Environmentally Acceptable Technology includes air pollution, water pollution, solid wasted management, and pollution prevention. Third, the scope of Integrated Environmental Management focuses on master plan, green marketing, green production, and green accounting. Finally, the scope of Integrated Environmental Concepts focuses on food pollution, environmental activities, and bio-diversity. 4) Selecting the training methods Various methods are used such as off-site visits, exercises, case study, workshop, discussion, role-playing as well as lecture. 5) Implementing the program 49 trainees participated the program for 6weeks. All trainees are working for D. Company Group. 6) Measuring training effects To evaluate the effects of the program, pre-post training evaluation method is used. The results are highly significant at all 4 scopes by the p<.01. This study has some implications in order to establish the environmental management climate. First, the development of new environmental education program for management is necessary. Second, Vast investment are required. Third, more systematic approaches are desired in environmental education. Lastly, more customized program development and implementation to fit in industries will accelerate the expansion of environmental concept.

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A Review of Music Intervention Studies With Elderly Patients With Moderate to Severe Dementia (국내·외 중등도 및 중증 치매 노인 대상 음악 중재 연구 고찰)

  • Lee, Hyeon Ah
    • Journal of Music and Human Behavior
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    • v.19 no.2
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    • pp.1-26
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    • 2022
  • This review was conducted to identify the research trends in music intervention studies with elderly patients with dementia. Korean- and English-written studies on music intervention for this population were searched and analyzed. Seventeen studies were included in the final analysis. The results showed that behavioral and psychological symptoms were the main dependent variables. In terms of the type of music intervention employed, interventions requiring the patient's active participation in producing music were more common than interventions that required the patient to only listen to music. The majority of studies provided live music, selected music that was familiar to and preferred by the patient, and utilized rhythm-based performance activities. In the studies using active music production as the intervention, the participants were asked to express the emotions evoked by group instrument playing or singing along with music, which doesn't reflect the functional limitations (e.g., cognitive impairment) of elderly patients with moderate to severe dementia. The results of this review point to the need in the field to develop music intervention programs for the elderly with moderate to severe dementia that meaningfully engage these patients in music-related behaviors that target their specific symptomology.

A Study on Teaching-Learning and Evaluation Methods of Environmental Studies in the Middle School (중학교 "환경" 교과의 교수.학습 및 평가 방법 연구)

  • 남상준
    • Hwankyungkyoyuk
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    • v.7 no.1
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    • pp.1-17
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    • 1994
  • This study was performed to determine appropriate teaching-learning and evaluation methods for Environmental Studies. To promote the relevance of our study to the needs of the schools and concerned educational communities of environmental education, we reviewed related literature, conducted questionnaire surveys, interviewed related teachers and administrator, held meetings with experts, and field-tested our findings. For selecting and developing teaching-learning methods of Environmental Studies, findings of educational research in general are considered. moreover, principles of environmental education, general aim of environmental education, orientations of environmental education, and developmental stages of middle school students in educational psychology were attended. In addition, relevance to the purpose of the Environmental Studies curriculum, appropriateness for value inquiry as well as knowledge inquiry, small group centered class organization, social interaction centered teaching-learning process, regional environmental situation, significance of personal environment, evaluation methods of Environmental Studies, multi- and inter-disciplinary contents of the Environmental Studies textbook, suitability to the evaluation methods of Environmental Studies, and emphasis on the social interaction in teaching-learning process were regarded. It was learned the Environmental Studies can be taught most effectively in via of holding discussion sessions, conducting actual investigation, doing experiment-practice, doing games and plate, role-playing and carrying out simulation activities, and doing inquiry. These teaching-learning methods were field-tested and proved appropriate methods for the subject. For selecting and developing evaluation method of Environmental Studies, such principles and characteristics of Environmental Studies as objective domains stated in the Environmental Studies curriculum, diversity of teaching-learning organization, were appreciated. We categorized nine evaluation methods: the teacher may conduct questionnaire surveys, testings, interviews, non-participatory observations; they may evaluate student's experiment-practice performances, reports preparation ability, ability to establish a research project, the teacher may ask the students to conduct a self-evaluation, or reciprocal evaluation. To maximize the effect of these methods, we further developed an application system. It considered three variables, that is, evaluates, evaluation objectives domains, and evaluation agent, and showed how to choose the most appropriate methods and, when necessary, how to combine uses of different methods depending on these variables. A sample evaluation instrument made on the basis of this application system was developed and tested in the classes. The system proved effective. Pilot applications of the teaching-learning methods and evaluation method were made simultaneously; and the results and their implications are as follows. Discussion program was applied in a lesson dealing with the problems of waste disposal, in which students showed active participation and creative thinking. The evaluation method used in this lesson was a multiple-choice written test for knowledge and skills. It was shown that this evaluation method and device are effective in helping students' revision of the lesson and in stimulating their creative interpretations and responces. Pupils showed great interests in the actual investigation program, and this programme was proved to be effective in enhancing students' participation. However, it was also turned out that there must be pre-arranged plans for the objects, contents and procedures of survey if this program is to effective. In this lesson, non-participatory observation methods were used with a focus on the attitudes of students. A scaled reported in general description rather than in grade. Experiment-practice programme was adopted in a lesson for purifying contaminated water and in this lesson, instruction objectives were properly established, the teaching-learning process was clearly specified and students were highly motivated. On the other hand, however, it was difficult to control the class when some groups of students require more times to complete their experiment, and sometimes different results. As regards to evaluation, performance observation test were used for assessing skills and attitudes. If teachers use well-prepared Likert scale, evaluation of all groups within a reasonablely short period of time will be possible. The most effective and successful programme in therms of students' participation and enjoyment, was the 'ah-nah-bah-dah-market' program, which is kind of game of the flea market. For better organized program of this kind, however, are essential, In this program, students appraise their own attitudes and behavior by responding to a written questionnaire. In addition, students were asked to record any anecdotes relating to self-appraisal of changes on one's own attitudes and behaviours. Even after the lesson, students keep recording those changes on letters to herself. Role-playing and simulation game programme was applied to a case of 'NIMBY', in which students should decide where to located a refuse dumping ground. For this kind of programme to e successful, concepts and words used in the script should be appropriate for students' intellectual levels, and students should by adequately introduced into the objective and the procedures of the lessons. Written questionnaire was used to assess individual students' attitudes after the lesson, but in order to acquire information on the changes of students' attitudes and skills, pre-test may have to be made. Doing inquiry programme, in which advantages in which students actually investigated the environmental influence of the areas where school os located, had advantages in developing students' ability to study the environmental problems and to present the results of their studies. For this programme to be more efficient, areas of investigation should be clearly divided and alloted to each group so that repetition or overlap in areas of study and presentation be avoided, and complementary wok between groups bee enhanced. In this programme, teacher assessed students' knowledge and attitudes on the basis of reports prepared by each group. However, there were found some difficults in assessing students' attitudes and behaviours solely on the grounds of written report. Perhaps, using a scaled checklist assessing students' attitudes while their presentation could help to relieve the difficulties.

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Development of a Play-Learning Model in Science Museum (과학관 놀이-학습 모형 개발)

  • Kwon, Yi-Young;Jeong, Eunyoung
    • Journal of The Korean Association For Science Education
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    • v.36 no.2
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    • pp.191-202
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    • 2016
  • In this study, a science museum teaching-learning model was developed with emphasis on play. In order to do this, the models of factor-centered museum education and process-centered museum education were reviewed and characteristics of science museum education were considered. The model developed in this study is called 'Play-Learning Model in Science Museum', and 'play' is defined as activities to achieve the mission in accordance with methods and rules set by individuals or small groups including scaffolding and play is divided into competition, simulation, and chance. 'Play-Learning Model in Science Museum' emphasizes learning using the articles on exhibition, scaffolding and interaction in small groups, and play. The model consists of four steps: 'Preparation', 'Exploring the exhibits', 'Experience', and 'Summary of learning content'. In the 'Preparation' step, the students form related knowledge and are ready to play. The 'Exploring the exhibits' step is the core step of this model, and entails the students solving problems in the mission by interacting with members of the small group. When they cannot find resolution, they get help. In the 'Experience' step, hands-on activities related to the prior step are included. In the 'Summary of learning content' step, the students summarize what they learned while playing. As science museum education is implemented in a variety of forms, continuous research about the science museum learning model and development of various programs are needed.

A Study of a Relapse Prevention Program for Alcoholics focused on Action Methods (행위기법을 중심으로 한 알코올의존 재발방지 프로그램 개발에 관한 연구)

  • No, In-Suk;Kim, Seong-Jae
    • Journal of East-West Nursing Research
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    • v.10 no.1
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    • pp.27-40
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    • 2004
  • Relapse is one of the most series problems in alcoholics treatment. Previous studies have shown that significant proportions of treated alcoholics show an early relapse and go through a chronic phase. It is necessity to find more effective relapse prevention program. The Purpose of this study was to develop a relapse prevention program that emphasis on group activities using various action methods. Previous studies revealed that there was no effective therapeutic strategy to prevent relapse and proposed that action methods were more practical ways to be able ti cope with high-risk situation than verbal methods such as discussions and lectures. The special attempt of this program was the application of various actions methods and the integration of many psychosocial therapeutic strategies as compared with many relapse prevention programs. The theoretical framework of this relapse prevention program was based on mainly the Marlatt's Relapse Prevention model and Prochescha and DiClemente's Transtheoretical model. This Program consists of eight structure sessions. Every session has three phase: Warm-up phase, action phase, and sharing phase as sociodrama structure. Sociodrama is based on many of the principles of adult learning. And sociodrama looks at how groups work through an understanding of systems and role theory. Therefore, in working with a group a therapist might explore with them the roles that people play, roles that are missing at present such a visionary and how people can develop new roles or new ways of playing existing roles. The researchers explained the purpose of this study to all participants after their agreement to participate. Voluntary informed consent was obtained from all participants. Every session allows participants to recognize personal specific high-risk situation and to examine possible coping behaviors creatively. Multiple solutions can be proposed, tested and evaluated dramatically, giving new insights or breakthroughs in thinking. This is vital for the initiation of change, and if appropriate, expanding new role development. The first two sessions aim at understanding of relapse process and recognize of high-risk situations focused on orientation about action methods. The next four sessions deal with high-risk situations. The last two sessions give participants opportunities to venture new life-styles. The methods and approaches used in this program utilized as a tool to explore and practice possible coping strategies. and this program can contribute to prevent relapse episode if tune with the particular high-risk situation by using active practices in safe environment.

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Development of Elementary School Science Instructional Program for Nurturing Creativity - 2. Development and Implementation - (창의력 계발을 위한 자연과 교수 학습 자료 개발 - 2. 개발과 적용 -)

  • Kang, Ho-Kam;Noh, Suk-Goo;Lee, Heui-Soon;Hong, Seok-In;Choi, Sun-Young;Won, Yong-Joon;Ha, Jung-Won;Kim, Ji-Sun
    • Journal of The Korean Association For Science Education
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    • v.21 no.1
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    • pp.89-101
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    • 2001
  • The purpose of this study was to develop the elementary school science instructional material for nurturing students' creativity and to analyze the effects of this material on the changes of students' creativity. This material was composed of student's worksheet and a teacher's guidebook, in which are relevant to the elements of creativity and creative activities that can be applied to elementary science curriculum of 5th and 6th grades. Student's worksheets include various creative activities: imagination, guided imagery, experimental activity, mind mapping as wrap-up, and 'let's think' as an extended activity, game, puzzle, making a cartoon, to be, role playing, and so on. These materials were applied to 5th grade science class, 156 students. They were divided into two groups: the treatment group to which developed material was applied and the control group which was a traditional lecture-centered class. After this material had been applied for 3 months, students of both groups took a test of creativity. Interviews and observation were also carried out with three level groups (higher, medium and lower level) which were divided within the treatment group based on their creativity score. The results of this study were as follows: The treatment group showed higher score on creativity than that of control group(p<0.01). In the result of interviews and observation, the students of the higher and the medium level accomplished their tasks by themselves better than those on lower level.All of them took an interest in visual activity. In a wrapping-up step, the higher level students made mind map more systematically and the medium students improved as time goes on, but low level students feel constrained. In totally, they used various expression methods and were interested in making drawings and cartoons creatively.

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A Study on BMI Regarding Life Style Related with Health of Middle School Students (중학생들의 건강 관련 생활습관에 따른 BMI 연구)

  • Lee, Chang-Hee;Ha, Hun-Yong;Kim, Hee-Taek;Kim, Nam-Song
    • The Journal of Korean Medicine Ophthalmology and Otolaryngology and Dermatology
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    • v.25 no.1
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    • pp.84-103
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    • 2012
  • Objectives : The middle school students'life style were studied with focus on Body Mass Index(BMI). Information was collected during 1st June 2009 to 10th July from 397 students(both male and female) by the subjective survey centered on personal characteristic, understanding about health in general, everyday activities, eating habits, preference in food, understanding about diet and obesity, and thoughts about fitness and diet. Methods : Students were selected from six classes by convenience sampling, then the final analysis was performed on 397 self-administered questionnaires, excepting 5 questionnaires, which have insincere answers. The data collection was carried out by SPSS(V.14.0 English Version), and the data was verified by $x^2$-test, ANOVA, multiple regression analysis. Results and Conclusion : The survey subjects were in the following distribution of body weights - underweight: 63.6%, normal weight: 29.5% and 6.9% were overweight. There was significantly different between BMI and mothers' occupation and satisfaction with school life(p<0.05). As for the analysis(multiple regression analysis) on understanding about health, the factors that affect BMI are self recognition of figure and efforts to reduce weight. In terms of efforts for one's own health, 78.2% of under weight and 82.3% of normal weight were taking active initiatives. But 85.2% of the overweight students were not giving any efforts. As for the free time activities, more than half answered, 'playing with computers'(48.4 - 66.7%, 1.57 hours on average). As for TV, on average, 2.03 hours were spent in overall. And it turned out that the overweight students spent more time watching TV by 46.49 minutes(0.77 hours) on average(p<0.05). 7.4 hours was the average sleeping time. As for the eating habit,'quantity of meal, snack, meal between meals, fat reduction, and supplementary food'were shown to be related to the BMI(p<0.05). The instant food, meat and sweet food were shown to be also related to the BMI. In terms of knowledge about overweight and diet, only 8 students(2% of the total) answered all 10 questions correct. On average, 7-8 questions were correctly answered(53.9 %). When the scores were analyzed against the BMI by classifying the scores to high, middle and low categories, it showed a relationship by different weight group(p<0.02), and the overweight students had higher score by 0.82 compared to the underweight students. When thoughts and attitude on fitness and diet were analyzed in relationship to the BMI, the result was only - "I try to eat fruits more often"(fruits)(p<0.00).