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목차
제 1 장 서 론
제 1 절 연구의 필요성 및 목적 ………………………………………………… 2
제 2 절 연구내용과 연구문제 …………………………………………………… 7
제 2 장 이론적 배경
제 1 절 청소년과 게임 …………………………………………………………… 11
1. 청소년기의 문화적 특성 …………………………………………………… 11
2. 게임의 정의 및 특성 ……………………………………………………… 13
제 2 절 청소년게임교육프로그램 이론적 원리 ……………………………… 17
1. 놀이와 교육 ………………………………………………………………… 17
2. 사회조화모델 ………………………………………………………………… 20
3. 인간중심 상담이론 ………………………………………………………… 22
제 3 절 기존연구고찰 …………………………………………………………… 25
1. 청소년게임교육프로그램 연구동향 및 한계점 ………………………… 25
2. 청소년게임교육프로그램 선행연구 및 성과한계 ……………………… 29
제 3 장 : 청소년게임교육프로그램 개발
1. 프로그램 목표 ………………………………………………………………… 31
2. 프로그램 개발절차 …………………………………………………………… 33
3. 프로그램 내용 ………………………………………………………………… 35
4. 청소년게임교육프로그램 운영 및 활용방안 ……………………………… 54
5. 청소년게임교육프로그램 운영 시 유의사항 ……………………………… 58
제 4 장 : 청소년게임교육프로그램 효과성 검증
1. 연구대상 ……………………………………………………………………… 60
2. 연구절차 ………………………………………………………………………… 61
3. 사전ㆍ사후 조사검사 ………………………………………………………… 65
4. 자료분석 ……………………………………………………………………… 68
5. 연구결과 ……………………………………………………………………… 69
제 5 장 결 론
제 1 절 요약 및 논의 ……………………………………………………………… 84
제 2 절 시사점 및 제언 …………………………………………………………… 89
참고문헌 ………………………………………………………………………………… 93
부록 ……………………………………………………………………………………… 100
Abstract ………………………………………………………………………………… 121
제 1 절 연구의 필요성 및 목적 ………………………………………………… 2
제 2 절 연구내용과 연구문제 …………………………………………………… 7
제 2 장 이론적 배경
제 1 절 청소년과 게임 …………………………………………………………… 11
1. 청소년기의 문화적 특성 …………………………………………………… 11
2. 게임의 정의 및 특성 ……………………………………………………… 13
제 2 절 청소년게임교육프로그램 이론적 원리 ……………………………… 17
1. 놀이와 교육 ………………………………………………………………… 17
2. 사회조화모델 ………………………………………………………………… 20
3. 인간중심 상담이론 ………………………………………………………… 22
제 3 절 기존연구고찰 …………………………………………………………… 25
1. 청소년게임교육프로그램 연구동향 및 한계점 ………………………… 25
2. 청소년게임교육프로그램 선행연구 및 성과한계 ……………………… 29
제 3 장 : 청소년게임교육프로그램 개발
1. 프로그램 목표 ………………………………………………………………… 31
2. 프로그램 개발절차 …………………………………………………………… 33
3. 프로그램 내용 ………………………………………………………………… 35
4. 청소년게임교육프로그램 운영 및 활용방안 ……………………………… 54
5. 청소년게임교육프로그램 운영 시 유의사항 ……………………………… 58
제 4 장 : 청소년게임교육프로그램 효과성 검증
1. 연구대상 ……………………………………………………………………… 60
2. 연구절차 ………………………………………………………………………… 61
3. 사전ㆍ사후 조사검사 ………………………………………………………… 65
4. 자료분석 ……………………………………………………………………… 68
5. 연구결과 ……………………………………………………………………… 69
제 5 장 결 론
제 1 절 요약 및 논의 ……………………………………………………………… 84
제 2 절 시사점 및 제언 …………………………………………………………… 89
참고문헌 ………………………………………………………………………………… 93
부록 ……………………………………………………………………………………… 100
Abstract ………………………………………………………………………………… 121
본문내용
inly composed of the programs focusing on 'experience activity' out of passive or cramming lecture education, they were developed centering on 'a social harmonized model' for the users showing the adverse function. From 'a human-focused counselling theory' maintaining that he is basically a being able to realize his growth, instructors lead involved teen-agers grow through absolute support and unconditional acceptance and positive feedback.
The contents are divided to 3 steps: The 1st one is getting close. Through 'dubbing and self-introducing', they form a close relation in a horizontal level distinguishing social age, sex and status. The 2nd one is perceiving. ‘My mind collage’ increases self-respect through self-perception, self-affirmation and self-acceptance, and 'into game' activity extends a vision through the part of a pro-gamer, director and spectator, and finds another interest from each role. The 3rd one is harmonizing. ‘Photo drama - gaming like this’ activity helps Juveniles make a plan and decision to control games for themselves, and build up self-control effecting feeling. ‘Image rolling paper' forms a harmony through relation on/off line.
The performance of developed program effectiveness is as follows. The Juveniles going through the educational programs can confirm their heightened value in game perception, self-respect, and self-control effectiveness. The results by sex showed males were high in the average of game perception, and females were higher in the average of self-control effectiveness. Those by school year showed that elementary schoolers were high in the average of self-respect and self-control effectiveness, and secondary schoolers were higher in the average of game perception. This gives significance in that it presented the need of discriminated educational approach by sex and school year.
At present, game educational programs are considerably unprepared. Developed educational programs for how to use games well are anticipated to be educational contents Juveniles related entities, games related authorities, and government will require. Necessary points inside programs for wide use and diffusing introduction and activation are to come up with various use plans and keep subdivided and discriminated models by time, form and beneficiary. Also Another necessary thing is 'a communication venue' to minimize conflicts resulting from parents' and children's gaps in perceiving games, and lay its cornerstone as positive at homes. Necessary support from outside is the positive aid of government and concerned authorities, and an effort should be made to secure lecturers for activating educational programs and develop standardized textbooks.
This Juveniles game educational program is expected to be a helpful game for Juveniles in a small scale, and for a deep-rooted game of digital leisure activity on a large scale. Key World : Juveniles , Game , Juveniles Game Education Program Development , Effectiveness , Digital Leisure
The contents are divided to 3 steps: The 1st one is getting close. Through 'dubbing and self-introducing', they form a close relation in a horizontal level distinguishing social age, sex and status. The 2nd one is perceiving. ‘My mind collage’ increases self-respect through self-perception, self-affirmation and self-acceptance, and 'into game' activity extends a vision through the part of a pro-gamer, director and spectator, and finds another interest from each role. The 3rd one is harmonizing. ‘Photo drama - gaming like this’ activity helps Juveniles make a plan and decision to control games for themselves, and build up self-control effecting feeling. ‘Image rolling paper' forms a harmony through relation on/off line.
The performance of developed program effectiveness is as follows. The Juveniles going through the educational programs can confirm their heightened value in game perception, self-respect, and self-control effectiveness. The results by sex showed males were high in the average of game perception, and females were higher in the average of self-control effectiveness. Those by school year showed that elementary schoolers were high in the average of self-respect and self-control effectiveness, and secondary schoolers were higher in the average of game perception. This gives significance in that it presented the need of discriminated educational approach by sex and school year.
At present, game educational programs are considerably unprepared. Developed educational programs for how to use games well are anticipated to be educational contents Juveniles related entities, games related authorities, and government will require. Necessary points inside programs for wide use and diffusing introduction and activation are to come up with various use plans and keep subdivided and discriminated models by time, form and beneficiary. Also Another necessary thing is 'a communication venue' to minimize conflicts resulting from parents' and children's gaps in perceiving games, and lay its cornerstone as positive at homes. Necessary support from outside is the positive aid of government and concerned authorities, and an effort should be made to secure lecturers for activating educational programs and develop standardized textbooks.
This Juveniles game educational program is expected to be a helpful game for Juveniles in a small scale, and for a deep-rooted game of digital leisure activity on a large scale. Key World : Juveniles , Game , Juveniles Game Education Program Development , Effectiveness , Digital Leisure
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