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    놀이중심 인지행동치료를 통한 아동의 게임중독행동 및 자기효능감 개선효과에 관한 사례연구 = A Case Study on Improving Effect on Game Addiction Behavior and Self‐Efficacy of Childrenby Play‐based Cognitive Behavior Therapy

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    https://www.riss.kr/link?id=T10791884

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    다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

    The present study examined effect of a play?]based cognitive behavior therapy program for children who play Internet games excessively on their Self?]Efficacy and game addiction behavior. Three children who participated in this study scored 72 point or higher, or belonged to the top 10% in Lee Hyeong?]cho?fs Game Addiction Diagnosis Test among the 5th?] and 6th?]grade elementary students, were attending the after?]school program of W welfare center in Daegu, played Internet games more than 2 hours and 30 minutes a day, belonged to the lowest 40% in the score of Self?]Efficacy, and wanted to participate in the program.
    To examine changes in the children?fs Self?]Efficacy, we compared the scores of the Self?]Efficacy test conducted before and after the program, and to examine changes in behaviors related to Self?]Efficacy, we analyzed children?fs behaviors observed in free play situation. To examine changes in game addiction behavior, we compared the results of the game addiction diagnosis test conducted before and after the treatment, and monitored changes in the children?fs behavior by measuring game playing hours in a week.
    The results showed that:
    First, play?]based cognitive behavior therapy program improved Self?]Efficacy in the children addicted to Internet games and, consequently, increased the children?fs 'self-confidence', 'self?]control efficacy' and 'preference of subject difficulty' behavior.
    Second, the play?]based cognitive behavior therapy program reduced the score of game addiction and game playing hours in the children addicted to Internet games.
    There results suggest that play?]based cognitive behavior therapy is effective in improving Self?]Efficacy and decreasing addiction behavior in children addicted to Internet games.
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    The present study examined effect of a play?]based cognitive behavior therapy program for children who play Internet games excessively on their Self?]Efficacy and game addiction behavior. Three children who participated in this study scored 72 poi...

    The present study examined effect of a play?]based cognitive behavior therapy program for children who play Internet games excessively on their Self?]Efficacy and game addiction behavior. Three children who participated in this study scored 72 point or higher, or belonged to the top 10% in Lee Hyeong?]cho?fs Game Addiction Diagnosis Test among the 5th?] and 6th?]grade elementary students, were attending the after?]school program of W welfare center in Daegu, played Internet games more than 2 hours and 30 minutes a day, belonged to the lowest 40% in the score of Self?]Efficacy, and wanted to participate in the program.
    To examine changes in the children?fs Self?]Efficacy, we compared the scores of the Self?]Efficacy test conducted before and after the program, and to examine changes in behaviors related to Self?]Efficacy, we analyzed children?fs behaviors observed in free play situation. To examine changes in game addiction behavior, we compared the results of the game addiction diagnosis test conducted before and after the treatment, and monitored changes in the children?fs behavior by measuring game playing hours in a week.
    The results showed that:
    First, play?]based cognitive behavior therapy program improved Self?]Efficacy in the children addicted to Internet games and, consequently, increased the children?fs 'self-confidence', 'self?]control efficacy' and 'preference of subject difficulty' behavior.
    Second, the play?]based cognitive behavior therapy program reduced the score of game addiction and game playing hours in the children addicted to Internet games.
    There results suggest that play?]based cognitive behavior therapy is effective in improving Self?]Efficacy and decreasing addiction behavior in children addicted to Internet games.

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    목차 (Table of Contents)

    • Ⅰ. 서 론 1
    • 1. 연구의의 1
    • 2. 연구문제 3
    • 3. 용어정의 4
    • Ⅱ. 이론적 배경 6
    • Ⅰ. 서 론 1
    • 1. 연구의의 1
    • 2. 연구문제 3
    • 3. 용어정의 4
    • Ⅱ. 이론적 배경 6
    • 1. 학령기 아동의 특성과 인터넷 게임 6
    • 2. 인터넷 게임중독과 자기효능감 7
    • 3. 자기효능감 향상을 위한 선행연구 9
    • 4. 놀이중심 인지행동치료 프로그램의 구성 10
    • Ⅲ. 연구방법 12
    • 1. 연구대상 12
    • 2. 연구설계 12
    • 3. 측정도구 14
    • 4. 연구절차 17
    • 5. 자료처리 19
    • Ⅳ. 결 과 20
    • 1. 자기효능감의 변화 20
    • 2. 게임중독행동의 변화 24
    • Ⅴ. 논 의 26
    • Ⅵ. 결론 및 제언 32
    • 참고문헌 34
    • 영문초록 39
    • 부 록 41
    • <부록 1> 게임중독진단 척도 42
    • <부록 2> 자기효능감 척도 44
    • <부록 3> 행동관찰 척도 46
    • <부록 4> 인터넷 게임 하루 사용시간 기록지 47
    • <부록 5> 놀이중심 인지행동치료 프로그램 48
    • <부록 6> 회기 내 활동을 통한 기대효과 69
    • <부록 7> 프로그램 진행과정의 아동행동 71
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