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      • KCI등재

        현장사례연구 : 초등학교 게임 활동에서의 비규범적 행위의 생성과정에 관한 연구

        배영하 ( Young Ha Bae ),빙원철 ( Won Chul Bing ) 체육과학연구원 2009 체육과학연구 Vol.20 No.3

        이 연구의 목적은 초등학교 게임 활동(스포츠형 운동)에서 나타나는 비규범적 행위의 생성 원인과 과정을 밝히는 것이다. 이를 위해 경기도 P시의 N초등학교 학생 80명의 개방형 질문지 결과를 분석하였다. 이것을 토대로 다시 비판적 사례 추출법으로 선정된 초등학교 6학년 학생 30명과 일대일 심층면담한 자료를 분석하였다. 그 결과, 비슷한 개념을 통합하여 51개의 개념(이름이 붙여진 현상)을 생성하였으며, 지속적인 비교분석법으로 이 개념들 간의 속성과 관계를 비교·분석하면서 비슷한 개념들을 묶어 12개의 하위범주를 도출하였다. 그런데 12개 하위범주의 속성이 연구자가 판단하기로 완전히 독립적이라고 판단할 때까지 재검토한 결과, 다시 7개의 범주로 통합할 수 있었다. 비규범적 행위의 원인성에 관한 7개의 범주 및 12개의 하위범주는 `평등성추구`-`게임능력의 평등성 추구`와 `게임규칙 적용의 평등성 추구`, `자유의지`-`순수의식으로서의 자유의지`와 `저항의식으로서의 자유의지`, `관계성추구` - `대인관계성`과 `승리지상주의 문화와의 관계성`, `행복추구`-`즐거움 추구`와 `패배·고통의 두려움 회피`, `습관화`-`습관화`, `반응적 행위`-`비난 회피 반응행위`와 `행동 반응행위`, `정체성 형성`-`정체성 형성` 등이다. 그리고 12개의 범주들에 대한 속성과 차원을 가지고 `인과적 조건`, `맥락적 상황`, `중심현상`, `중재적 상황`, `전략(행동/상호작용)`, `결과`의 패러다임으로 제시하였다. 본 연구의 중심현상은 `행복추구` 범주의 개념 현상이며, 비규범적 행위는 각 범주별로도 발생하지만, 주로 게임 활동에서의 불평등한 요소에 대하여 평등성을 추구하게 되는데(인과적 조건), 이러한 요구적 행위가 경쟁을 강조하는 상황과 친구관계 상황 속에서(상황적 맥락), 자신의 행복을 추구하기 위하여(중심현상), 습관화과정을 거쳐(중재적 상황), 비난을 회피하거나 행동 반응행위로(행동/상호작용)로서, 행위자 자신의 정체성 형성과정으로 나타났다(결과). The purpose of this study is to present direction of guidance on in-normative behavior that appears in game activity (sport type exercise) at elementary school as we establish the reason of occurrence for those behaviors. Study was progressed from April of 2006 to April of 2007 and study target was violating behavior for rules and norm during game activity and result of open style question sheet from 80 students of N elementary school in P city in Gyeonggi province was analyzed. Furthermore, one-to-one depth interview`s data from 30 sixth grade students was analyzed and those students were selected through critical case sampling based on above results. As result, 51 concepts (naming phenomenon) were creates through integration of similar meanings and 7 categories and 12 secondary categories for cause of in-normative behavior were creates. Paradigm of `Casual conditions`, `Context`, `Core phenomenon`, `Intervening conditioning`, `Strategies (Action/Interaction)` and `Consequences` was presented in accordance with characteristic and dimensions of 12 categories. The core phenomenon of this study is conceptual phenomenon of `Pursuit of Happiness` category and in-normative behavior occurs in each categories. However, they usually pursuit equality for unfair factors in game activity (Casual conditions), and this kind of demanded behavior is in competitive situation or in relations with friends (Context), they will go through a habit process (Intervening conditioning) to pursuit personal happiness (Core phenomenon) as responsive behavior to avoid blame (Action/Interactions) and it becomes process to form identity of themselves (Consequences).

      • KCI등재

        게임활동 중 나타나는 비규범적 행위의 원인성, 정당성 그리고 지도방향

        배영하(Bae Young-Ha),빙원철(Bing Won-Chul),김수정(Kim Soo-Jung) 한국체육과학회 2011 한국체육과학회지 Vol.20 No.2

        The purpose of this study is to present direction of guidance on in-normative behavior that appears in game activity at elementary school. Triumph that is the goal of game activity has a meaning to pursuit Arete and elementary school students are uneven bodies as ‘formed identity with accumulated variety’ for internal characteristic in assumption of pursuit triumph and considered as defeatable body rather than must win bodies as ‘Being who recognize limit of themselves’(They are far to achieve game goal as compare to winner). When they considered as loser as themselves, they have possibility to intend bad value of knowledge. However, since there is no expectation of performing goal without counterpart in game activity, the strong and the weak always build opposed relationship and cooperate relationship. This is structural reason of in-normative behavior and those behaviors usually performed in relations between each categories and structural reason. Occurred in-nonnative behavior as above cannot be justified and even it can be justified partly, we just examined the fact that in-nonnative behavior should be moderated. Of course, if we just focused on obedience of rule or norm that disregards entertainment which is the most important function of game, it can fade off meaning of challenge in process of aggressive application with new environment.

      • KCI등재

        학교체육 게임활동 중 비윤리적 행위의 원인인식에 관한 근거이론 연구

        빙원철(Bing. Won-Chul),배영하(Bae, Young-Ha),김수정(Kim, Soo-Jung) 한국체육과학회 2011 한국체육과학회지 Vol.20 No.6

        The purpose of this study is to present direction of guidance on unethical behavior that appears in game activity at elementary school as we establish the reason of occurrence for those behaviors. Grounded theory was selected as study methodology to perform this subject since unethical behavior usually occurs between students who are subject body of recognition. The date were analyzed by open coding, axis coding, selective coding as ground theory method. as result, 7 categories were explained by causal conditions, phenomena, context, intervening condition, strategy, consequences in axis coding based on open coding dates. The core phenomenon was selected Pursuit of Happiness in selective coding.

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