[국내논문]커뮤니케이션 보드 게임을 활용한 낙관성 증진에 관한 연구 대학생 집단을 중심으로 A Study on Promoting Optimism Utilizing a Communication Board Game - With a focus on college students원문보기
본 연구는 대학생들을 대상으로 커뮤니케이션 보드 게임을 활용하여 낙관성 증진 효과를 검증하였다. 기존 연구에서는 낙관성이 자기효능감, 성취감, 성적, 삶의 만족도, 역경 극복 등과 밀접하게 관련이 있기에 낙관성 증진이 중요함을 강조하였다. 본 연구는 기질과 상관없이 낙관성도 학습될 수 있다는 Seligman(1990)의 연구를 기반으로, 보다 캐주얼한 환경에서 게임을 활용하여 낙관성을 증진시킬 수 있는 실용적인 방안에 대해 연구하고자 한다. study1에서는 사전(t1) 검사 시 낙관주의는 M=-4.7, 그리고 사후(t2) 시기에는 M=12.8점으로 증가하였다(***p<.001). study2에서는 실험집단(n=21)과 함께 통제집단(n=22)도 설계하였으며, 실험집단은 M=-2.4(t1)에서 M=11.5(t2)로 증가하였으나(***p<.001), 통제집단은 차이가 없었다.
본 연구는 대학생들을 대상으로 커뮤니케이션 보드 게임을 활용하여 낙관성 증진 효과를 검증하였다. 기존 연구에서는 낙관성이 자기효능감, 성취감, 성적, 삶의 만족도, 역경 극복 등과 밀접하게 관련이 있기에 낙관성 증진이 중요함을 강조하였다. 본 연구는 기질과 상관없이 낙관성도 학습될 수 있다는 Seligman(1990)의 연구를 기반으로, 보다 캐주얼한 환경에서 게임을 활용하여 낙관성을 증진시킬 수 있는 실용적인 방안에 대해 연구하고자 한다. study1에서는 사전(t1) 검사 시 낙관주의는 M=-4.7, 그리고 사후(t2) 시기에는 M=12.8점으로 증가하였다(***p<.001). study2에서는 실험집단(n=21)과 함께 통제집단(n=22)도 설계하였으며, 실험집단은 M=-2.4(t1)에서 M=11.5(t2)로 증가하였으나(***p<.001), 통제집단은 차이가 없었다.
This study verified the effects of promoting optimism by utilizing communication board games with university students. Since optimism is closely related to grade, self-efficacy, a sense of achievement, the importance of enhancing optimism was emphasized. This study seeks to investigate practical mea...
This study verified the effects of promoting optimism by utilizing communication board games with university students. Since optimism is closely related to grade, self-efficacy, a sense of achievement, the importance of enhancing optimism was emphasized. This study seeks to investigate practical measures that can promote optimism utilizing games in a more casual environment based on the research of Seligman(1990), which claimed that the optimism can be learned regardless of temperaments. In Study1, the level of optimism increased from M=-4.7(t1) to M=12.8 in t2(p<.001). In Study2, a control group(n=22) was added with the experiment group(n=21). The level of optimism increased from M=-2.4(t1) to M=11.5(t2) in the experiment group(p<.001), whereas there was no difference in the control group.
This study verified the effects of promoting optimism by utilizing communication board games with university students. Since optimism is closely related to grade, self-efficacy, a sense of achievement, the importance of enhancing optimism was emphasized. This study seeks to investigate practical measures that can promote optimism utilizing games in a more casual environment based on the research of Seligman(1990), which claimed that the optimism can be learned regardless of temperaments. In Study1, the level of optimism increased from M=-4.7(t1) to M=12.8 in t2(p<.001). In Study2, a control group(n=22) was added with the experiment group(n=21). The level of optimism increased from M=-2.4(t1) to M=11.5(t2) in the experiment group(p<.001), whereas there was no difference in the control group.
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문제 정의
This study has its practicality in that it was conducted with the general public within a casual environment, not with groups in a specific environment such as patients, elementary school students or people under laboratory conditions. In addition, it is positive in that it led to a new creative process, while applying game elements and optimism more easily.
This study verified the effects of promoting optimism by utilizing communication board games with college students as subjects. This enabled the students to understand their thoughts, behavior and language types more easily and acquire positive thinking and optimistic behavior.
제안 방법
Based on the ABCDE technique(ABCDE model) proposed by Seligman (1990), 'Ungame' planning and play of a game type that can induce optimistic ways of thinking and communication were actually performed for one hour per week for ten weeks.
대상 데이터
In Study1, The subjects were 24 students (women: 17, men: 7) attending a college located in C city in South Korea. A pre-test and a post-test were conducted to measure changes in optimism by Learned Optimism scale(Seligman, 1990) which is consist of 48 questions.
성능/효과
Based on the ABCDE technique(ABCDE model) proposed by Seligman (1990), 'Ungame' planning and play of a game type that can induce optimistic ways of thinking and communication were actually performed for one hour per week for ten weeks. The results showed that the optimism score of college students was an average of -4.7 before participation, but most of the students scored higher (more than 8) after participation, thus promoting an optimistic disposition. And according to paired sample t-test results, the optimism score was -4.
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