청소년의 온라인 게임 경험이 지식정보화 역량에 미치는 영향 연구 (2)[韩语论文]

资料分类免费韩语论文 责任编辑:金一助教更新时间:2017-04-28
提示:本资料为网络收集免费论文,存在不完整性。建议下载本站其它完整的收费论文。使用可通过查重系统的论文,才是您毕业的保障。

In the society of knowledge and information, competitive individuals are required not only to learn knowledge and information, but also to use the acquired knowledge and information to find creative solutions to the challenges faced. The purpose of th...

In the society of knowledge and information, competitive individuals are required not only to learn knowledge and information, but also to use the acquired knowledge and information to find creative solutions to the challenges faced. The purpose of this study is to reveal the fact that the online game experiences provide adolescents the opportunities to foster the capabilities required by the knowledge and information society in the present and the future. Firstly, preceding researches on the relationship between the online game experiences of adolescents and capabilities were reviewed, along with an evaluation on the ‘quantitative research method’ and the ‘qualitative research method.’ Also, the phenomenological research method of Giorgi was used in this research, for the reason that this research is focused on revealing the significance of substantial experiences through the in-depth interviews on the online game experiences of adolescents. The premise in phenomenological methodology is that the theory can be applied only when the researcher has a researching attitude without the slightest preconception. Considering that the primary source of data in this research is the in-depth interviews with participants with online game experiences, the external validity of the research methodology in this study can be claimed. For this study, 322 participants with online game experience were investigated on their awareness on the ‘online game experience and capabilities.’ Also, in order to correspond to the purpose of the research, 14 participants who consist of 3 middle school students, 3 high school students, 3 university students, 3 employed workers and 2 experts were selected for a group interview. Participants were selected from a broad range of age groups, because the research aims to mark the diversity by classifying the forms of game plays by users in different age groups. The group interview was conducted from the 20th to 27th of June in 2015, with an average of 2 hours of interview time for each group per session. With the agreement of the participants, all contents of the interview were ‘video and voice recorded’ and the ‘reactions and attitudes’ of the participants and ‘emotions and feelings’ of the researcher were recorded in details. Data from the interview were analyzed through 4 stages, according to the principles of phenomenological research method. NVivo program was used to analyze the classified data and the program played a role of an effective tool for establishing the systemicity in the management of data in the extensive process of qualitative research and the process of coding analysis. The researcher have analyzed the interview content to deduce 3 aspects of capabilities, 4 paradigms, 8 divisions and 17 subdivisions. As a result, under the research question ‘on which types of capability does online game experience attribute to,’ the deduced subdivisions are: ‘creativity,’ ‘critical thinking and problem solving,’ communication and cooperation,’ ‘information literacy’ and ‘flexibility and adaptability.’ It can be inferred from such result that a high ratio could be found from the awareness investigation and that, ultimately, corresponds to the research result. Furthermore, the result showed that a capability with potential for development through online game experience is ‘communication and cooperation.’ Online game is a cultural code through which adolescents communicate with each other and is one of the critical aspects in the formation of relationships among them. There are various positive aspects of games, including ‘communication,’ enhancement of ‘problem solving ability’ and ‘cooperation’ through ‘guild activities.’ The study suggests that a consistent academic discussion about this issue is necessary considering the fact that the foregoing aspects help adolescents strengthen their capabilities. The implications of this study based on the above conclusion are as follows. Firstly, it was revealed that the online game experience of adolescents have positive influence on their capabilities. Secondly, the study suggests that an institutional regulations on indication of core capabilities that can be developed through a game at the stage of game development. Thirdly, it was revealed that there certainly are some positive aspects of the online game experiences of adolescents. Lastly, a healthy game culture need to be established and settled through cooperation of the game companies and the government on strengthening of the means of protection of adolescents in playing games. In conclusion, there exist a variety of capabilities of adolescents with potentials to be positively developed through online games. Such research result not only help shifting the social awareness on online games from negative views to accept games as a part of playing culture among peers, but also is expected to attribute to the spreading of the fact that game experiences can enhance various positive capabilities in adolescents.

韩语论文题目韩语论文
免费论文题目: