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國小高年級學童涉入線上遊戲相關因素之研究—以臺南市為例

陳美蓉; Chen, Mei-jung 胡蘭沁; Lan-chin Hwu; 社會科教育學系碩士班 2007

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  • 題名:
    國小高年級學童涉入線上遊戲相關因素之研究—以臺南市為例
  • 著者: 陳美蓉; Chen, Mei-jung
  • 胡蘭沁; Lan-chin Hwu; 社會科教育學系碩士班
  • 主題: 金錢態度; 生活型態; 線上遊戲; 國小高年級學童; 線上遊戲交易行為; 線上遊戲參與動機; transaction behavior of on-line games; participation motive of on-line games; on-line games; attitude toward money; life style; elementary school senior graders
  • 描述: 網際網路擴展了人們的視野,無遠弗屆的虛擬網路世界,帶給我們許多的方便,但同時也漸漸地影響我們的生活,尤其是國小階段的學童,早已在刺激的聲光影像效果吸引下,紛紛的投入網路遊戲中,成為他們熱門的休閒活動之ㄧ。因此本研究旨在探討現階段國小高年級學童涉入線上遊戲之相關因素。 本研究是以臺南市公立國小95學年度在學高年級學生為取樣範圍,有效樣本1248份。採用問卷調查法,收集國小高年級學童涉入線上遊戲的資料,並以卡方檢定、多元迴歸分析等統計方法進行資料分析。本研究的主要發現如下:一、目前有63.1%的國小高年級學童玩線上遊戲,36.9%的國小高年級學童沒有玩線上遊戲,比例大約是6:4。二、玩線上遊戲的學童,以六年級生多於五年級,男生多於女生,接觸線上遊戲的時間以三年以上者最多,每週上線總時間介於5.25~13.75小時者最多,平均每週上線總時間為9.54小時,最常玩線上遊戲的地點依次為家中、網咖、學校,多數偏向玩免費線上遊戲。三、不同背景之國小高年級學童,其線上遊戲涉入狀況有差異。四、不同背景、生活型態與金錢態度皆能有效解釋國小高年級學童之線上遊戲參與動機。五、不同背景、生活型態、金錢態度與線上遊戲參與動機皆能有效解釋國小高年級學童之每週涉入線上遊戲總時間。六、不同背景、生活型態、金錢態度、線上遊戲參與動機與線上遊戲涉入狀況皆能有效解釋國小高年級學童之線上遊戲交易行為。最後,根據研究結果,建議家長能重視學童之網路行為、妥善規劃休閒活動、增進親子互動與培養正確金錢態度;教育與輔導相關單位能加強學童網路使用觀念、增加相關的輔導課程與建立多元親師溝通管道。
    While Internet expands human’s vision, the virtual world of network brings us convenience without boundary, at the same time, it gradually influences our life especially, the children at elementary school.They have already joined the crowds of Internet games who are fascinated by the stimulating effects of sound, light and image, which have become one of their popular recreational activities. The purpose of this study was to investigate the factors for which elementary school senior graders involve in Internet games. We got the samples from elementary school senior graders enrolled in the year of 2006 in Tainan City. Using questionnaire survey, we gathered 1248 valid samples and collected the data of on-line games involvement for elementary school senior graders. Through Chi-square test and multiple regression analysis, the major findings are as follows:1. Currently, 63.1% of elementary school senior graders play on-line games while 36.9% of them do not. The ratio is approximately 6: 4.2. More six graders play on-line games than fifth-graders do. Most have over three years of on-line games experience, spend 5.25~13.75 hours per week, take average online time of 9.54 hours per week. The most common location to play on-line games is at home, followed by Internet café and school. The majority of the sample prefers to play free on-line games.3. There is significant difference in on-line games involvement for school children with different background factors.4. Different background factors, life styles and attitudes toward money can effectively explain the motive to participate on-line games for school children.5. Different background factors, life styles, attitudes toward money, and on-line games participation motive can effectively explain the total time of on-line games involvement every week.6. Different background factors, life styles, attitudes toward money, on-line games participation motive, and Internet games involvement can effectively explain the on-line games transaction behavior for elementary school senior graders.In conclusion, according to research results, we recommend that parents should pay attention to school children’s Internet behavior, properly arrange and plan recreational activities for them, improve parent-child interaction, and educate them proper attitude toward money, and the educational and counseling institutions should improve school children’s conception of the way using Internet, increase relevant counseling curriculums, and establish diverse channels for parent-teacher communication.
    碩士
  • 建立日期: 2007
  • 格式: 121 bytes
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  • 語言: 中文
  • 識別號: http://nutnr.lib.nutn.edu.tw/handle/987654321/3589
  • 資源來源: NUTN IR

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