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    청소년 놀이문화와 여가활용에 관한 연구

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    https://www.riss.kr/link?id=T11307815

    • 저자
    • 발행사항

      순천 : 순천대학교, 2008

    • 학위논문사항

      학위논문(석사) -- 순천대학교 교육대학원 , 상담심리전공 , 2008

    • 발행연도

      2008

    • 작성언어

      한국어

    • KDC

      376.262 판사항(4)

    • DDC

      373.142 판사항(21)

    • 발행국(도시)

      전라남도

    • 형태사항

      vi, 80장 ; 26 cm

    • 일반주기명

      참고문헌: 장 61-63

    • 소장기관
      • 국립순천대학교 도서관 소장기관정보
      • 국립중앙도서관 국립중앙도서관 우편복사 서비스
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    부가정보

    다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

    The purpose of this study was to examine the play culture, leisure styles and relevant culture needs of adolescents. It also try to seek ways of creating sound, ideal youth play culture and letting teenagers make good use of leisure time.
    Research Question 1 was what the type and state of play culture among teenagers were. It's found that the adolescents investigated hung out in their free time by using easily accessible things around them. They mostly studied on weekdays by receiving private tutoring or attending academies, and did something for pleasure on holidays.
    Research Question 2 was what the behavioral and psychological characteristics of youth play culture were. The teenagers hung out mainly in a sensory and uniform manner in order to get rid of stress. The indoor emotional play was prevailing, and individual or small-group activities were gradually on the rise, whereas there was a decrease in the kind of activities that they could do with their families.
    Research Question 3 was what adolescents expected from families, school and local community in association with play culture and leisure time. The teenagers wanted their parents to give them sufficient allowances and more free time, and they called on school to curtail normal classroom hours. And they asked local community for more leisure facilities.
    Given the findings, the following conclusion was reached:
    First, the older generation and youth need a change of mind-set about play in order to create more positive, creative and productive play culture among adolescents.
    Second, the kind of play activities that they could enjoy with peers was desperately required, and it's urgently needed to provide spaces for them to make good use of free time.
    Third, they should learn that sound play culture could be created by finding pleasure in doing something together.
    Fourth, research efforts should be directed into finding out their favorite PC games and websites, and they should receive education about the right use of online games and sites and netiquette.
    번역하기

    The purpose of this study was to examine the play culture, leisure styles and relevant culture needs of adolescents. It also try to seek ways of creating sound, ideal youth play culture and letting teenagers make good use of leisure time. Research ...

    The purpose of this study was to examine the play culture, leisure styles and relevant culture needs of adolescents. It also try to seek ways of creating sound, ideal youth play culture and letting teenagers make good use of leisure time.
    Research Question 1 was what the type and state of play culture among teenagers were. It's found that the adolescents investigated hung out in their free time by using easily accessible things around them. They mostly studied on weekdays by receiving private tutoring or attending academies, and did something for pleasure on holidays.
    Research Question 2 was what the behavioral and psychological characteristics of youth play culture were. The teenagers hung out mainly in a sensory and uniform manner in order to get rid of stress. The indoor emotional play was prevailing, and individual or small-group activities were gradually on the rise, whereas there was a decrease in the kind of activities that they could do with their families.
    Research Question 3 was what adolescents expected from families, school and local community in association with play culture and leisure time. The teenagers wanted their parents to give them sufficient allowances and more free time, and they called on school to curtail normal classroom hours. And they asked local community for more leisure facilities.
    Given the findings, the following conclusion was reached:
    First, the older generation and youth need a change of mind-set about play in order to create more positive, creative and productive play culture among adolescents.
    Second, the kind of play activities that they could enjoy with peers was desperately required, and it's urgently needed to provide spaces for them to make good use of free time.
    Third, they should learn that sound play culture could be created by finding pleasure in doing something together.
    Fourth, research efforts should be directed into finding out their favorite PC games and websites, and they should receive education about the right use of online games and sites and netiquette.

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    목차 (Table of Contents)

    • Ⅰ. 서론 1
    • 1. 연구의 필요성 및 목적 1
    • 2. 연구 문제 3
    • 3. 연구의 제한점 4
    • Ⅰ. 서론 1
    • 1. 연구의 필요성 및 목적 1
    • 2. 연구 문제 3
    • 3. 연구의 제한점 4
    • Ⅱ. 이론적 배경 5
    • 1. 놀이문화 5
    • 1) 놀이의 정의 5
    • 2) 놀이의 기능 6
    • 3) 놀이의 분류 8
    • 4) 청소년 놀이문화 10
    • 2. 여가 16
    • 1) 여가의 정의 16
    • 2) 여가의 기능 17
    • 3) 청소년과 여가 19
    • 4) 청소년기 여가 활동의 교육적 필요성 20
    • Ⅲ. 연구의 방법 및 절차 23
    • 1. 연구대상 23
    • 2. 조사도구 23
    • 3. 자료처리 24
    • Ⅳ. 연구결과의 분석 및 해석 25
    • 1. 조사대상의 일반적 특성 25
    • 2. 놀이 활동 유형과 실태 26
    • 3. 놀이 활동의 사회․문화적 특성 37
    • 4. 여가 및 놀이 활동에 대한 기대 49
    • Ⅴ. 논의 및 결론 56
    • 1. 논의 56
    • 2. 결론 및 제언 58
    • 【참고 문헌】61
    • 부록 : 청소년의 놀이문화와 여가실태 설문지 64
    • 청소년의 놀이문화 설문조사 결과표 72
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