RISS 학술연구정보서비스

검색
다국어 입력

http://chineseinput.net/에서 pinyin(병음)방식으로 중국어를 변환할 수 있습니다.

변환된 중국어를 복사하여 사용하시면 됩니다.

예시)
  • 中文 을 입력하시려면 zhongwen을 입력하시고 space를누르시면됩니다.
  • 北京 을 입력하시려면 beijing을 입력하시고 space를 누르시면 됩니다.
닫기
    인기검색어 순위 펼치기

    RISS 인기검색어

      자기성장 프로그램을 적용한 컴퓨터 게임중독 중학생의 자아존중감, 대인관계 및 가족관계 향상효과 = (The) Effects of the Self-Growth Program on the Improvement of Self-esteem, Interpersonal Relationship, and Family Relationship of Middle School Students

      한글로보기

      https://www.riss.kr/link?id=T9393640

      • 0

        상세조회
      • 0

        다운로드
      서지정보 열기
      • 내보내기
      • 내책장담기
      • 공유하기
      • 오류접수

      부가정보

      다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

      This study was conducted to see whether the application of Self-Growth Program to a computer game-addicted middle school students had any effects regarding their Self-esteem. And based on this improved Self-esteem, the study was done to further verify the influence on the Interpersonal Relationship, Family Relationship, and alleviation of the computer game addiction of the students.
      Among the male first year middle school students in T county of Chungnam Province, 24 students who scored above 60 percent on computer game addiction evaluation test were selected. Among these students, 12 students were selected as experimental group and the other 12 students as control group and self-Growth program was only applied to the experimental group.
      The results are:
      First, the experimental group showed significant improvement of Family Self-esteem compared to the control group.
      Second, the experimental group showed significant improvement of Interpersonal skills.
      Third, the experimental group showed significant increase of Family Unity and Communication level than the control group.
      Fourth, the experimental group significantly showed decreased level of Computer Game Addiction than the control group.
      In conclusion, the application of Self-Growth program to computer game-addicted middle school student showed that it is effective in improving family Self-esteem, recovering Family Relationships, and alleviating Computer Game Addictions.
      번역하기

      This study was conducted to see whether the application of Self-Growth Program to a computer game-addicted middle school students had any effects regarding their Self-esteem. And based on this improved Self-esteem, the study was done to further verify...

      This study was conducted to see whether the application of Self-Growth Program to a computer game-addicted middle school students had any effects regarding their Self-esteem. And based on this improved Self-esteem, the study was done to further verify the influence on the Interpersonal Relationship, Family Relationship, and alleviation of the computer game addiction of the students.
      Among the male first year middle school students in T county of Chungnam Province, 24 students who scored above 60 percent on computer game addiction evaluation test were selected. Among these students, 12 students were selected as experimental group and the other 12 students as control group and self-Growth program was only applied to the experimental group.
      The results are:
      First, the experimental group showed significant improvement of Family Self-esteem compared to the control group.
      Second, the experimental group showed significant improvement of Interpersonal skills.
      Third, the experimental group showed significant increase of Family Unity and Communication level than the control group.
      Fourth, the experimental group significantly showed decreased level of Computer Game Addiction than the control group.
      In conclusion, the application of Self-Growth program to computer game-addicted middle school student showed that it is effective in improving family Self-esteem, recovering Family Relationships, and alleviating Computer Game Addictions.

      더보기

      목차 (Table of Contents)

      • 목차 = ⅰ
      • Ⅰ. 서론 = 1
      • 1. 연구의 필요성 및 목적 = 1
      • 2. 연구 문제 = 3
      • Ⅱ. 이론적 배경 = 4
      • 목차 = ⅰ
      • Ⅰ. 서론 = 1
      • 1. 연구의 필요성 및 목적 = 1
      • 2. 연구 문제 = 3
      • Ⅱ. 이론적 배경 = 4
      • 1. 컴퓨터 게임중독 = 4
      • 1.1. 컴퓨터 게임중독 정의 = 4
      • 1.2. 컴퓨터 게임중독 실태 = 6
      • 1.3. 컴퓨터 게임중독과 심리적 특성과의 관계 = 7
      • 2. 자아존중감 = 9
      • 2.1. 자아존중감의 정의 = 9
      • 2.2. 컴퓨터 게임중독과 자아존중감 = 12
      • 3. 대인관계 = 13
      • 3.1. 대인관계의 정의 = 13
      • 3.2. 컴퓨터 게임중독과 대인관계 = 14
      • 4. 가족관계 = 16
      • 4.1. 가족관계의 정의 = 17
      • 4.2. 컴퓨터 게임중독과 가족관계 = 19
      • 5. 자기성장 프로그램 = 21
      • 5.1. 자기성장 프로그램 = 21
      • 5.2. 집단상담 = 26
      • Ⅲ. 연구 방법 및 절차 = 30
      • 1. 실험대상 = 30
      • 2. 실험방법 및 절차 = 30
      • 3. 실헙 도구 = 30
      • 3.1. 컴퓨터 게임중독 검사 = 30
      • 3.2. 자아존중감 검사 = 31
      • 3.3. 대인관계 검사 = 32
      • 3.4. 가족관계 검사 = 33
      • 4. 자기성장 프로그램 = 33
      • 5. 자료분석 = 34
      • Ⅳ. 결과 및 해석 = 35
      • 1. 실험집단과 통제집단의 사전검사 비교 = 35
      • 1.1. 컴퓨터게임중독 동질성 검증 = 35
      • 1.2. 자아존중감 동질성 검증 = 35
      • 1.3. 대인관계 및 가족관계 동질성 검증 = 36
      • 2. 자기성장 프로그램의 효과 = 36
      • 2.1. 자기성장 프로그램의 컴퓨터 게임중독에 대한 효과 = 36
      • 2.2. 컴퓨터 게임중독 중학생의 자아존중감에 미치는 효과 = 37
      • 2.3. 컴퓨터 게임중독 중학생의 대인관계에 미치는 효과 = 40
      • 2.4. 컴퓨터 중독 중학생의 가족관계에 미치는 효과 = 40
      • Ⅴ. 결론 및 논의 = 42
      • 참고문헌 = 48
      • (Abstract) = 53
      • 부록1 = 55
      • 부록2 = 57
      • 부록3 자기성장 프로그램 = 62
      더보기

      분석정보

      View

      상세정보조회

      0

      Usage

      원문다운로드

      0

      대출신청

      0

      복사신청

      0

      EDDS신청

      0

      동일 주제 내 활용도 TOP

      더보기

      주제

      연도별 연구동향

      연도별 활용동향

      연관논문

      연구자 네트워크맵

      공동연구자 (7)

      유사연구자 (20) 활용도상위20명

      이 자료와 함께 이용한 RISS 자료

      나만을 위한 추천자료

      해외이동버튼