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치매예방 운동프로그램 참여 노인의 운동지속에 관한 연구
현재민,김지유 한국여가레크리에이션학회 2023 한국여가레크리에이션학회지 Vol.47 No.2
This study analyzed the exercise adherence of the elderly participating in the senior center based on the experience of participants in the Mapo-gu dementia prevention exercise program as a qualitative study. In this study, 10 participants in the senior center program aged 60 or older were explored using phenomenological research methods. As a result of this study, first, it was found that the importance of physical activity was recognized and the program was intended to continue to improve health. Second, it found out participants tried to learn new things continuously. Third, it was found that increased in life satisfaction with the confidence gained from participating in the exercise program. Fourth, it was intended to continue for unusual vitality and enjoyment in the life of the elderly. Fifth, it was found that it was intended to continue for the formation of interpersonal relationships and means of social communication. Therefore, this study identified the exercise adherence of the elderly who participated in the dementia prevention exercise program and provided basic data for activating leisure for the elderly for successful aging.
VR 레저 스포츠 이용자의 여가동기와 여가만족의 관계 : 여가태도의 매개효과 검증
현재민,고영준 영곡사회심리발달학회 2021 사회심리발달연구 Vol.2 No.1
본 연구는 VR 레저 스포츠를 통해 미래 여가 및 여가 산업에 대안점을 제시하고 레저 스포츠의 새로운 유형으로써 디지털 레저 스포츠의 자리매김에 대한 가능성을 모색해 보는 것에 목적이 있다. 이에 본 연구에서 VR 레저 스포츠 이용자 233명에 대한 여가 동기, 여가태도, 여가만족에 대한 관계를 알아보기 위하여 구조방정식 모형분석(structual equation model: SEM)을 실시하였다. 다음의 과정을 통하여 도출된 연구결과는 다음과 같다. 첫째, VR 레저 스포츠 이용자의 여가동기는 여가태도에 영향을 주고 미쳤으며, 여가태도는 여가만족에 영향을 주는 것으로 나타났다. 둘째, 여가동기, 여가만족의 관계에서 여가태도의 매개효과가 존재하는 것으로 나타났다. 이러한 연구결과를 통해 VR 레저 스포츠 이용자의 여가동기, 여가태도, 여가만족의 관계 및 여가태도의 매개효과에 대해 연구할 수 있었다. 이를 바탕으로 기존의 아날로그적인 레저스포츠에만 국한되어 이루어졌던 연구에 VR 레저 스포츠에 대한 기초 연구로서 디지털화된 레저 스포츠로의 새로운 논의점이 될 수 있을 것이다. The purpose of the study was to examine the relationship among leisure activities, leisure attitudes, and leisure satisfaction of VR leisure sports users-males and females in their 20s-in Seoul and Gyeonggi Province. In addition, to explore the possibility of digitalizing future leisure hours and proposing a new type of digital leisure program. To analyze this study, a total of 300 questionnaires were distributed to VR leisure sports users and 233 questionnaires were used after eliminating 67 incomplete samples. The results were as follows. First, the number of activities of VR leisure sports users had a significant influence on leisure motivation, leisure attitude, and leisure satisfaction. Therefore, consideration of this should be given to facilitate participation in VR leisure sports in future studies. Second, higher motivation of VR leisure sports users give more influence to the leisure attitude. Third, the more positive the leisure attitude of VR leisure sports users are the more likely it is to affect the satisfaction of their leisure time. Through these results, it was able to analyze the relationship among leisure motivation, leisure attitude, and leisure satisfaction of VR leisure sports users. This could present new points of discussion as a digitalized leisure sport in study that had previously been limited to analog leisure sports.