Intensive Treatment Program for Students with Game Addiction based on Multiple Intelligences
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For this paper, we developed a game-addiction therapy program for students with gaming addiction based on multiple intelligences (MI) and verified its effects. The participants were 54 elementary students selected through a game addiction test in Incheon City, Korea. We tested the students’ MI to facilitate program development. the students with gaming addiction showed strengths in the Bodily-kinesthetic, Naturalist, and Spatial intelligences whilst showing weaknesses in the Logical-mathematical, Intrapersonal, and Interpersonal intelligences as opposed to normal students who had opposite results. We arranged the program around various gaming and playing activities to engage their stronger intelligences; we added activities to address their weakness (i.e., Logical-mathematical, Intrapersonal, and Interpersonal intelligences). This study has shown that this program lowered the game immersion level of the students and was helpful in turning their attention to other activities. There were significant differences between pretest and posttest game addiction scores (p<0.001). Their weekly gaming time and computer usage decreased rapidly. Satisfaction with the game addiction therapy program based on MI was very high.
Abstract
For this paper, we developed a game-addiction therapy program for students with gaming addiction based on multiple intelligences (MI) and verified its effects. The participants were 54 elementary students selected through a game addiction test in Incheon City, Korea. We tested the students’ MI to facilitate program development. the students with gaming addiction showed strengths in the Bodily-kinesthetic, Naturalist, and Spatial intelligences whilst showing weaknesses in the Logical-mathematical, Intrapersonal, and Interpersonal intelligences as opposed to normal students who had opposite results. We arranged the program around various gaming and playing activities to engage their stronger intelligences; we added activities to address their weakness (i.e., Logical-mathematical, Intrapersonal, and Interpersonal intelligences). This study has shown that this program lowered the game immersion level of the students and was helpful in turning their attention to other activities. There were significant differences between pretest and posttest game addiction scores (p<0.001). Their weekly gaming time and computer usage decreased rapidly. Satisfaction with the game addiction therapy program based on MI was very high.
참고문헌 (25)
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