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    RISS 인기검색어

      온라인게임 조절 프로그램이 초등학생의 온라인게임 중독 감소에 미치는 효과 = The effect of on-line game contorl program on the reduction of elementary student's on-line game addiction

      한글로보기

      https://www.riss.kr/link?id=T10232094

      • 저자
      • 발행사항

        서울 : 성균관대학교, 2005

      • 학위논문사항

        학위논문(석사) -- 성균관대학교 교육대학원 , 상담교육전공 , 2004

      • 발행연도

        2005

      • 작성언어

        한국어

      • 주제어
      • DDC

        158.3 판사항(22)

      • 발행국(도시)

        서울

      • 형태사항

        ⅲ, 72 p. : 삽도 ; 26 cm.

      • 일반주기명

        부록: 1. 게임 중독 척도(사전│사후검사용), 2. 온라인게임 사용 시간 분석 사전 질문지(사전 검사용), 3. 프로그램 만족도 분석 및 온라인게임 사용 시간 분석 사후 질문지(사후 검사용), 4. 안내장, 5. 온라인게임 사용 조절 프로그램(1회기-13회기), 6. 참고자료(1-16) 각 회기별 학습지.
        참고문헌: p. 29-33

      • DOI식별코드
      • 소장기관
        • 성균관대학교 중앙학술정보관 소장기관정보
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      다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

      The purpose of this study is to testify the effects of the on-line game control program on the reduction of on-line game addicted elementary students.
      The hypotheses of this study were made as follows.
      First, Experimental group will reduce on-line game addiction than control group.
      Second, Experimental group will reduce on-line game usage time than control group
      This study subjects were 16 students 4th grade of B elementary school in Seoul.
      To select the study subjects, we conducted the test of on-line game addiction for total 348 4th grade, and then selected 32 students who got the addiction scores form 45 to the top. Among them, we organized the experimental group with 16 students who hoped to take the on-line game control program and the control group with the remaining 16 students.
      For the experimental group, we conducted it every 2 times a week, total 13 times.
      The measuring tool for on-line game addiction was developed by Kim Yoo Jung(2002).
      The statistical analysis of data was done by MANOVA and t-test.
      The study results obtained through this process are as follows;
      First, Experimental group had an affirmative effect on reducing elementary students' on-line game addiction than control group.
      second, Experimental group had an affirmative effect on reducing on-line game usage time than control group.
      In conclusion, it is suggested that this on-line game control program had an effect on reducing elementary students' on-line game addiction.
      번역하기

      The purpose of this study is to testify the effects of the on-line game control program on the reduction of on-line game addicted elementary students. The hypotheses of this study were made as follows. First, Experimental group will reduce on-line gam...

      The purpose of this study is to testify the effects of the on-line game control program on the reduction of on-line game addicted elementary students.
      The hypotheses of this study were made as follows.
      First, Experimental group will reduce on-line game addiction than control group.
      Second, Experimental group will reduce on-line game usage time than control group
      This study subjects were 16 students 4th grade of B elementary school in Seoul.
      To select the study subjects, we conducted the test of on-line game addiction for total 348 4th grade, and then selected 32 students who got the addiction scores form 45 to the top. Among them, we organized the experimental group with 16 students who hoped to take the on-line game control program and the control group with the remaining 16 students.
      For the experimental group, we conducted it every 2 times a week, total 13 times.
      The measuring tool for on-line game addiction was developed by Kim Yoo Jung(2002).
      The statistical analysis of data was done by MANOVA and t-test.
      The study results obtained through this process are as follows;
      First, Experimental group had an affirmative effect on reducing elementary students' on-line game addiction than control group.
      second, Experimental group had an affirmative effect on reducing on-line game usage time than control group.
      In conclusion, it is suggested that this on-line game control program had an effect on reducing elementary students' on-line game addiction.

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      목차 (Table of Contents)

      • 목차
      • 1. 서론 = 1
      • 1. 연구의 필요성 = 1
      • 2. 연구의 목적 = 3
      • Ⅱ. 연구 방법 및 절차 = 7
      • 목차
      • 1. 서론 = 1
      • 1. 연구의 필요성 = 1
      • 2. 연구의 목적 = 3
      • Ⅱ. 연구 방법 및 절차 = 7
      • 1. 피험자 = 7
      • 2. 연구 설계 = 7
      • 3. 측정 도구 = 8
      • 4. 실험 절차 = 10
      • 5. 프로그램 구성 = 11
      • 6. 통계 분석 = 14
      • Ⅲ. 연구 결과 = 15
      • Ⅳ. 결과 및 논의 = 27
      • 참고문헌 = 29
      • 부록자료 = 34
      • ABSTRACT = 71
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