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

      검색결과 좁혀 보기

      • 좁혀본 항목

      • 좁혀본 항목 보기순서

        • 원문유무
        • 음성지원유무
          • 원문제공처
          • 등재정보
          • 학술지명
          • 주제분류
          • 발행연도
          • 작성언어
          • 저자

        오늘 본 자료

        • 오늘 본 자료가 없습니다.
        더보기
        • 무료
        • 기관 내 무료
        • 유료
        • KCI등재후보

          The Comparison on the Physical Characteristics of Korean and USA Sprinters

          Park Kyoung-Shil(박경실) 한국체육과학회 2009 한국체육과학회지 Vol.18 No.2

          이 연구는 인체측정변인을 통하여 한국 단거리선수와 미국 단거리선수간 신체구성성분과 형태에 차이가 있는지를 규명하여 이들의 신체적 특성을 파악하는데 그 목적이 있다. 한국선수집단 24명, 미국선수집단 집단 24명을 대상으로 신장, 체중, 피하지방두께, 둘레, 너비 등 총 39부위를 측정하였으며 이 측정치를 이용하여 체지방률, 근질량, 골질량을 추정하였다. 두 집단간의 차이를 규명하기 위하여 일원변량분석을 사용하였다. 분석에서 얻은 결론은 다음과 같다. 첫째, 두 집단간 피하지방두께와 체지방률은 미국선수집단이 더 작았다. 둘째, 두 집단간 둘레요인에서 머리둘레와 허리둘레는 한국선수집단이 더 작고 너비 요인에서는 미국선수집단의 더 넓다. 셋째, 길이요인에서는 앉은키, 상완장, 전완장, 손, 하퇴장의 길이는 미국선수집단이 더 길다. 넷째, 두 집단간 근질량은 미국선수집단이 더 크다.이상으로 이 연구의 결과를 종합해 보면 단거리 선수들의 신체특성은 피하지방두께가 얇고 키가 크고 팔, 다리가 길며 또한 근육량이 많은 것으로 나타났다. 그러나 부위별 근육의 분포와 적정 근육량은 후속 연구가 필요할 것으로 생각되며 우리 나라에 단거리 경기가 보급된지 오래되었고, 또한 10초 34의 한국기록이 20여년간 깨지지 않고 있다는 점을 고려해 볼 때 이 연구의 결과가 우리나라의 단거리 선수들의 신체특성을 완전히 대변해 주고 있다고 보지는 않는다. 그러나 이러한 연구결과를 바탕으로 후속연구가 신속히 이루어지기를 바란는 바이다. 또한 선수집단을 우수선수와 비우수선수 집단으로 분류한 인체측정 연구도 필요할 것이다.

        • KCI등재
        • KCI등재

          청소년 골프선수의 경기력에 따른 Grit 수준 차이에 대한 함의

          박경실(Park, Kyoung-Shil) 한국청소년학회 2018 청소년학연구 Vol.25 No.11

          이 연구는 청소년 골프선수의 경기력에 따른 비인지적 심리특성 중 하나인 Grit 수준 차이를 논의하고자 진행하였다. 연구대상은 대한골프협회에 등록되어 있고 서울, 경기 지역에서 연습하고 있는 중·고생 골프선수이다. 조사기간은 2017년 3월부터 1개월에 걸쳐 이루어 졌다. 설문조사는 연구자가 연습장 관계자 및 지도자들의 동의를 구한 후 골프선수를 대상으로 직접 설문조사를 실시하였다. 설문에 응한 연구대상자 중 213부를 실제 분석에 사용하였다. 그 결과 경기력에 해당하는 평균타수, 최저타수, 결선진출 유무, 우승 유무 변인에서 모두 경기력이 높은 집단이 Grit 수준이 더 높은 것으로 나타났다. 이것은 교육학계, 심리학계에서 개인의 성취력에 결정적 영향을 미친다고 보고된 Grit의 스포츠현장 적용가능성을 예상해 볼 수 있는 결과이다. The purpose of this study was to discuss the difference of Grit level, one of the non - intellectual psychological characteristics according to the performance of youth golf players. The research subjects are middle and high school golf players who are registered in Korea Golf Association and are practicing in Seoul and Gyeonggi area. The survey period was one month from March 2017. The questionnaire was conducted by the researchers after asking the participants and manger of the practice field for their consent. There were 215 subjects in the survey. Of the 215 questionnaires collected, 213 were used for the actual analysis, except for two judges, which were judged to be unjustifiable. As a result, it was found that Grit level was higher in the group with high performance than the group with average handicap, minimum handicap, presence of qualifying, and winner. This is a result that can be predicted by Grit’s ability to apply to the sport scene, which has been reported to have a decisive influence on individual achievement in education, psychology.

        • KCI등재

          Investigation of the changes in residents" awareness after marine leisure sports event

          Park, Kyoung-Shil(박경실),Lee, Sheng-Yen(이승은) 한국체육과학회 2017 한국체육과학회지 Vol.26 No.5

          본 연구에서는 해양레저스포츠이벤트 개최에 따른 지역주민의 의식변화 탐색을 위한 연구이다. 이를 위해서 2009년부터 2016년까지 지속적으로 해양레저스포츠이벤트가 열리고 있는 경기도 화성시의 전곡항 마리나 일대에 거주하고 있는 지역주민들을 연구대상으로 하였으며, 지역주민 105명을 대상으로 개방형 설문지를 배포하고 이것을 통하여 지역주민의 의식변화탐색을 위한 범주화작업을 진행하였다. 그리고 이를 바탕으로 연구참여자 5명을 선정하여 심층면담을 진행하는 연구방법을 선택하였다. 따라서 본 연구의 설계는 개방형 설문지를 통하여 탐색하고자 하는 내용의 세부적인 내용을 범주화하고 이것을 뒷받침하기 위한 참여자들과의 면담을 통하여 심층적인 정보와 이해를 획득하기 위한 통합적인 연구방법으로 연구 설계를 하였다. 지역주민 105명의 개방형 설문조사를 통한 범주화작업의 결과는 다음과 같다. 첫째, 지역주민의 지역경제 활성화방안에 대한 의식변화가 탐색되었다. 둘째, 지역주민이 기대하는 지역 이미지제고에 대한 의식변화가 탐색되었다. 셋째, 지역주민 단합에 대한 의식변화가 탐색되었다. 위의 탐색된 내용을 중심으로 인터뷰 참여자 5명과 심층면담을 통하여 해양레저스포츠이벤트 개최에 따른 지역주민의 의식변화의 하위요인으로 판별된 내용은 다음과 같다. 첫째, 지역경제 활성화방안에 대한 의식변화의 하위요인으로는 지역관광산업 발전에 대한 의식변화와 지역주민 고용창출에 대한 의식변화로 나타났다. 둘째, 지역이미지 제고의 의식변화의 하위요인으로는 애향심 증가, 내방객에 대한 관심증가로 나타났다. 셋째, 지역주민의 단합에 대한 의식변화의 하위요인으로는 지역주민간의 관심변화와 주역주민간의 일체감형성으로 나타났다. 본 연구는 해양레저스포츠이벤트 개최에 따른 지역주민 의식변화 탐색을 중심으로 연구하였다. 지역경제 발전의 일환과 해양레저스포츠 활성화가 지역주민들에게 항상 순기능적인 역할 만 있는 것은 아니며 지역사회의 주민들을 위하여 여러 가지 역기능적인 측면을 고려하여 레저스포츠 이벤트의 활성화가 필요하다는 연구결과이다.

        • KCI등재후보

          서술형영상평가 도구를 활용한 수업이 체육학습에 미치는 영향

          박경실(Park Kyoung-Shil),이청용(Lee Chung-Yong) 한국체육과학회 2008 한국체육과학회지 Vol.17 No.4

          The purpose of this study was to examine whether there were any changes in motor skills, motor knowledge, and participation level in two different groups that were given feedback based on the results of descriptive visual evaluation and through the verbal explanation of teachers respectively in an attempt to contribute to improving the qualitative learning effect of students. The subjects in this study were 60 students who were in their second year in S middle school located in suwon, Kyunggi. After an experimental group and a control group were organized with 30 each, a seven-week-long experiment was conducted in 21 sessions by providing basketball instruction to them. And then data were gathered and analyzed in an objective manner. According to the performance assessment standard of the middle school where this researcher has worked, both groups were tested to assess their basic skills involving dribbling, jump shoot and layup shoot and their game skills were evaluated by modifying the form of pro basketball game record. To assess their basketball knowledge, Seong Gi-hun(1984)'s inventory was utilized, and Chun Hung-Soo(2007)'s inventory that reconstructed relevant inventories based on Kenyon(1968)'s six variables was employed to evaluate their participation in exercise. To track any possible intergroup gaps in motor skills, knowledge and participation level, t-test was used, and SPSS program was utilized to make a statistical analysis. After all the data were compared, the following findings were given: First, when their basketball skills were tested, there was no significant gap between the experimental group and control group in basic skills including dribbling, jump shoot and layup shoot. But the experimental group showed a better improvement in game skills than the control group, and the gap between the two was statistically significant(p<.01). Second, when their knowledge on basketball was tested, the experimental group scored better than the control group, and the gap was statistically significant(p<.01). Third, when their participation in exercise was tested, the experimental group scored higher than the control group, and the gap between the two was statistically significant(p<.01). Earlier studies that utilized a variety of visual materials found that there was progress in basic skills but not in game skills. In contrast, the instruction that provided feedback by making a descriptive visual evaluation was better effective at boosting game skills than basic skills, and that had a good effect on changing the game-related knowledge and exercise participation of the learners as well. So it's required to give students feedback in various ways including visual evaluation as well as explanation or demonstration from teachers. That will be one of efficient teaching-learning methods to help them to have the right understanding of motions and tactics, have an eye for game and improve their motor skills, knowledge and participation. Furthermore, that will enable them to get more intensive inner feedback to produce better results.

        • Squash 경기시 Winning shot에 관한 유형분석

          박경실(Park Kyoung-Shil),강호석(Kang Ho-Suck) 한국체육과학회 2002 한국체육과학회지 Vol.11 No.2

          The purpose of this research is to improve korea squash strategies and teaching methods through analysing and comparing total obtained scores which are from different winning shots of PSA"s (pro squash association) higher ranked squash players, the places where the players shot and different types of technique"s distribution ratio. 1. Total obtained scores types is appeared on 160 times of winning-shot(59.9%), 70 shots(26.2%) of other men"s mistakes, 36 shots(l3.5%) of stroke and 1 shot(0.4%) for opponent-nolet. 2. The places of winning shot in front court is 118/19.66(73.8%) and in back court is 42/7.00(26.2%) 3. The state and situation of winning shot''s skill are 56 shots(35.0%)of drop, 53 shots (33.1%) of drive, 42 shots(26.3%) of volley, 9 shots (5.6%) of boast, 1 shot(0.6%) of serve-point and 0 time(0%) of lob 4. Different skills of winning shot in front court are appeared such as 56times(47.5%) of drop, 24times(20.3%) of volley-drop, 10 times(8.5%) of drive-kill shot, 9 times(7.6%) of drive-nick shot, 7 times(5.9%) of volley-nick shot, 5 times(4.2%) of trickle boast, 4 times(3.4%) of boast and 3 shots(2.6%) of volley boast. 5. Different skills of winning shot in back court are appeared in order of 33 drive shots (78.6%), 8volley-drive shot(19.1%). 1 serve-point(0.24%), 0 times of lob(0%) and total average of drive is 5.50, 1.33 for volley, 0.17 for serve-point and 0 for lob. When all of results in the above are integrated , using types of drop shot in front court is very desirable for the winning shot and I think, it will be very helpful to develop the new training program which coincident above desirable winning-shot and push squash player to follow that new training program.

        • KCI등재

          스쿼시 운동의 훈련 프로그램 개발

          박경실(Park Kyoung-Shil) 한국체육과학회 2000 한국체육과학회지 Vol.9 No.2

          The purpose of this study is to develop model of training programs for a squash player, and it introduces a new training program formed by subdividing existing training programs and compensating theirs defects. This is analyzed the general theory about the core factors of squash techniques such as stroke, volley, drop. Boast, lob shot, and also made a study of exercise methods and training methods currently applied. The results of our analysis and study are as follows; 1. The training method currently used gives only partial skills, not the whole skills. And those partial skills do not meet the requirements required in the actual game; it is impossible to use those skills interactively in the game. 2. Squash players require agility and sustaining power as well as various skills and difficult techniques. But their partial training method do not allow the real training that is like an actual game. Furthermore, as physical fitness falls down, it is analyzed a training effect also declines compared to the normal status. 3. To develop squash skills, the training programs should not be performed separately and statically, but performed in composite and dynamically. Such programs can maximize a training effect in a game. 4. The new training program takes into consideration various situations we can have in the actual play. If the new program is applied in parallel with the existing static, separate training methods, players can acquire necessary techniques and even adapt themselves to the various situations encountered in actual game. It is expected that the new program presented below will provide the effective ways to improve squash skills.

        • KCI등재후보

          우수 스쿼시 선수들의 기술별 error 유형 분석

          박경실(Park Kyoung-Shil),박성준(Park Sung-Jun) 한국체육과학회 2003 한국체육과학회지 Vol.12 No.2

          This research was aimed at comparison and analysing errors made by high level squash players. With the knowledge thus gained, coaching techniques and playing tactics could be improved to minims errors in play. A sample of eight Asian's top players and eight national top players was observed. Conclusions are follows: 1. The most errors were made in attempting drop shots, followed drive shots and stroke. National players especially displayed a high level of skill in boasts. 2. Asian's top players, on average, made errors: 43.4 times in every match, 11.25 times per games and 16.4 times per each player. 3. The losing player not made many more error than the winner in a typical game. Once again, most mistakes were made in attempting drop shots, followed by chive shot errors. In summary, errors in different techniques correlates to the type of winning shot To minims errors, it is essential for players to continually practice during repetitive type training session from a young adolescent age. This will develop consistence in shot and ball control skills. Also important is the ability to occupy, control and return to the T-zone after each shot.

        • KCI등재

          Relationships among Fun Factors, Exercise Flow, Exercise Satisfaction, and Exercise Adherence in College Marathon Participants

          Park, Kyoung Shil(박경실),Lee, Sheng Yen(이승은) 한국청소년학회 2017 청소년학연구 Vol.24 No.8

          이 연구의 목적은 대학생 마라톤 참가자들의 재미요인과 운동몰입, 운동만족 및 운동지속의 관계를 알아보기 위하여 수행되었다. 마라톤에 참여하는 남녀 대학생을 대상으로 설문조사를 실시하였다. 총 324부의 자료를 SPSS 18.0과 AMOS 18.0 프로그램을 이용하여 상관관계분석, 빈도분석, 탐색적 요인분석, 신뢰도분석, 확인적 요인분석을 실시하였고, 재미요인 (운동효과, 사교), 운동몰입, 운동만족, 운동지속의 관계를 검증하기 위해 구조방정식모형분석 (SEM)을 실시하였다. 본 연구의 주요결과를 요약하면 다음과 같다 첫째, 대학생 마라톤 참가자들의 재미요인의 하위요인인 운동효과는 운동몰입에 정적인 영향을 미친다. 둘째, 대학생 마라톤 참가자들의 재미요인의 하위요인인 사교는 운동몰입에 정적인 영향을 미친다. 셋째, 대학생 마라톤 참가자들의 운동몰입은 운동만족에 정적인 영향을 미친다. 넷째, 대학생 마라톤 참가자들의 운동몰입은 운동지속에 정적인 영향을 미친다. 마지막으로, 대학생 마라톤 참가자들의 운동만족은 운동지속에 정적인 영향을 미친다. 이상을 종합해 본다면 대학생 마라톤 참가자들의 재미요인은 참가자의 운동 몰입을 통해 참가자들의 운동만족과 운동지속행동을 이끌어낼 수 있다는 연구의 결과이다. The purpose of the study is to establish the relationship among fun factors of college marathon participants, exercise flow, exercise satisfaction and exercise adherence. The research method was a survey of participants of male and female college students. Data from total of 324 respondents were used and data processing was done through the SPSS 18.0 and AMOS 18.0 programs. Correlation analysis, frequency analysis, reliability testing, exploratory factors analysis, confirmatory analysis, and structure equation model verification were conducted. The result show that, first, exercise effect (sub factor of fun) positively influence exercise flow in college marathon participants. Second, socialness (sub factor of fun) positively influence exercise flow in college marathon participants. Third, exercise flow positively influence exercise satisfaction in college marathon participants. Forth, exercise flow positively influence exercise adherence in college marathon participants. Finally, exercise satisfaction positively influence exercise adherence in college marathon participants. To summarize, in college marathon participants, the fun factors can induce exercise satisfaction and adherence behavior through exercise flow.

        • 스쿼시 기술 훈련 방법 개선에 관한 연구

          박경실(Park Kyoung-Shil) 한국체육과학회 2002 한국체육과학회지 Vol.11 No.1

          The purpose of this study was to grope for a method of training guidance suitable for domestic squash players to improve their ability in game. For this, differences about technical factors of game and distribution ratio based upon impact point of ball between domestic superior players (national athletes) and Asia superior players (Asia representatives) were examined. The results of this study were as follows: 1. As for average frequency of technical free use per game set, domestic superior players and Asia superior players use freely 114.25 times and 107.00 times, respectively. And as to the time required of total game, they took 51 minutes and 2 seconds (12 minutes and 45 seconds per set), 50 minutes and 46 seconds (10 minutes and 9 seconds per set), separately. 2. As to time required of rallies, domestic superior players and Asia superior players took 29 minutes and 48 seconds (7 minutes and 27 seconds per game set), 25 minutes and 2 seconds (5 minutes per game set), respectively. And in the point of total time excepting rallies, they took 21 minutes and 12 seconds (5 minutes and 18 seconds per set), 23 minutes and 59 seconds (4 minutes and 47 seconds per set), separately. 3. As regards rally average time among teclmical events, domestic superior players and Asia superior players took 59 seconds (game average, 13 seconds) and 55 seconds (game average, 11 seconds), respectively. And as for the minimum rally (game average), they took 1.53 seconds and 2 seconds, respectively and as to the maximum rally, 36.82 seconds and 30.71 seconds, respectively. 4. As for distribution ratio based upon impact point of ball by sections, domestic superior players showed that within 0.5 miters of the four sides was 75 times (33.64%), within 1 miters was 80 times (35.88%), within 1.5 miters was 40 times (17.94%), within 1.5 miters of T section was 14 times (6.29%), and the rest section was 14 times (6.29%). Asia superior players showed that within 0.5 miters of the four sides was 89 times (41.99%), within 1 miters was 66 times (31.14%), within 1.5 miters was 49 times (23.11%), within 1.5 miters of T section was 1 times (0.47%), and the rest section was 7 times (3.3.%). From the above results, it can be deduced that domestic superior players are more immature than Asia superior players in strength and weakness control of a ball and an ability of elaborate shots, such as control ability of balls intended technically, the length and angle of shot, and a position selection according to types of shot.

        맨 위로 스크롤 이동