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      초등학생의 영상미디어활용교육이 학업적 자기효능감 및 학교적응에 미치는 효과

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      https://www.riss.kr/link?id=T11383097

      • 저자
      • 발행사항

        창원 : 창원대학교, 2008

      • 학위논문사항

        학위논문(석사) -- 창원대학교 교육대학원 , 교육심리및공학과 , 2008. 8

      • 발행연도

        2008

      • 작성언어

        한국어

      • KDC

        375.33 판사항(4)

      • 발행국(도시)

        경상남도

      • 기타서명

        (The) Effects of Media Education on Academic Self-Efficacy and School Adjustment of Elementary School Schildren

      • 형태사항

        88p.(단면) ; 26cm

      • 일반주기명

        지도교수:양병한
        참고문헌 : p.43-47

      • 소장기관
        • 국립창원대학교 도서관 (창원캠퍼스) 소장기관정보
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      다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

      The purposes of present study were to investigate the relationship among computer game, self-perception, and school adjustment of elementary school children.
      The subjects were 467 elementary school children (male: 241, female: 226) who were in fourth grade(213) and sixth grade(256).
      They attended several different schools in the areas of Gyeonnam Province including Changwon, Masan, Jinhae, Jinju, Kimhae, and Milyang at the time when the study conducted.
      A questionnaire which contained the scales of computer game use, perceived computer game competence, self-perception, school adjustment was administered to each subject.
      Statistical analyses were performed using SPSS 14.0.
      The findings were as follows.
      Firstly, most of the students surveyed played computer game just for fun at home. Boys played more frequently than girls. The students who were in sixth grade played more frequently than the ones who were in fourth grade. The students who spent more time on playing computer game as compared with others or the ones with high frequency and concentration showed higher fever for computer game than others.
      Secondly, when they played the game for a long tat a time or many times a day, and experienced numerous games, the game had positive influence on their perceived computer game competence. However, when they played for a long time at a time, it had negative influence on their scholastic achievements, self-worth, conduct behavior, and physical attractiveness. Nonetheless, there was little correlation between the perception of computer game competence and self-perception.
      Thirdly, the less frequently and the more time at a time they played, the lower they adjusted to school, while there was little correlation between the school adjustment and the perception of computer game competence.
      Fourth, there was significant correlation between the self-perception and school adjustment. For example, the more positively they perceived scholastic competence, social competence, athletic competence, self-worth, conduct behavior, and physical attractiveness, the better they adjusted themselves to school.
      Judged from the findings, computer game has both of positive and negative influence on students. Thus we should not see them as negative one. In addition, we should recognize that computer game had already been a main culture for leisure among children and might have influence on their self-perception and school adjustment.
      In conclusion, we have to find out proper solutions to children's excessive fever for computer game. Parents, in cooperation with teachers in school, could lead the students to the right use of computer game. What is more, we above all should develop proper program as well as develop methods for information-oriented education for children.
      번역하기

      The purposes of present study were to investigate the relationship among computer game, self-perception, and school adjustment of elementary school children. The subjects were 467 elementary school children (male: 241, female: 226) who were in fourth ...

      The purposes of present study were to investigate the relationship among computer game, self-perception, and school adjustment of elementary school children.
      The subjects were 467 elementary school children (male: 241, female: 226) who were in fourth grade(213) and sixth grade(256).
      They attended several different schools in the areas of Gyeonnam Province including Changwon, Masan, Jinhae, Jinju, Kimhae, and Milyang at the time when the study conducted.
      A questionnaire which contained the scales of computer game use, perceived computer game competence, self-perception, school adjustment was administered to each subject.
      Statistical analyses were performed using SPSS 14.0.
      The findings were as follows.
      Firstly, most of the students surveyed played computer game just for fun at home. Boys played more frequently than girls. The students who were in sixth grade played more frequently than the ones who were in fourth grade. The students who spent more time on playing computer game as compared with others or the ones with high frequency and concentration showed higher fever for computer game than others.
      Secondly, when they played the game for a long tat a time or many times a day, and experienced numerous games, the game had positive influence on their perceived computer game competence. However, when they played for a long time at a time, it had negative influence on their scholastic achievements, self-worth, conduct behavior, and physical attractiveness. Nonetheless, there was little correlation between the perception of computer game competence and self-perception.
      Thirdly, the less frequently and the more time at a time they played, the lower they adjusted to school, while there was little correlation between the school adjustment and the perception of computer game competence.
      Fourth, there was significant correlation between the self-perception and school adjustment. For example, the more positively they perceived scholastic competence, social competence, athletic competence, self-worth, conduct behavior, and physical attractiveness, the better they adjusted themselves to school.
      Judged from the findings, computer game has both of positive and negative influence on students. Thus we should not see them as negative one. In addition, we should recognize that computer game had already been a main culture for leisure among children and might have influence on their self-perception and school adjustment.
      In conclusion, we have to find out proper solutions to children's excessive fever for computer game. Parents, in cooperation with teachers in school, could lead the students to the right use of computer game. What is more, we above all should develop proper program as well as develop methods for information-oriented education for children.

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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
      • Ⅱ. 이론적 배경 및 가설 = 5
      • Ⅰ. 서론 = 1
      • 1. 연구의 필요성 및 목적 = 1
      • 2. 연구 문제 = 3
      • 3. 연구의 제한점 = 4
      • Ⅱ. 이론적 배경 및 가설 = 5
      • 1. 초등학교 영상 미디어 교육 = 5
      • 2. 영상미디어교육 프로그램 = 8
      • 3. 영상미디어활용교육과 학업적 자기효능감 = 13
      • 4. 영상미디어활용교육과 학교적응 = 16
      • 5. 영상미디어활용교육과 학업적 자기효능감, 학교적응 = 20
      • 6. 연구의 가설 = 23
      • Ⅲ. 연구방법 = 24
      • 1. 연구 대상 = 24
      • 2. 측정도구 = 24
      • 3. 연구실시 및 기간 = 27
      • 4. 연구의 설계 = 28
      • 5. 연구의 절차 = 28
      • Ⅳ. 결 과 = 31
      • 1. 실험집단과 통제집단의 사전검사를 통한 동일성 비교 = 31
      • 2. 실험집단과 통제집단의 사후검사를 통한 실험효과 검증 = 33
      • Ⅴ. 논의 = 36
      • Ⅵ. 요약 및 결론 = 40
      • 참고문헌 = 43
      • Abstract = 48
      • 부록 = 51
      • 1 = 52
      • 2 = 66
      • 3 = 72
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