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Stiske mladostnikov zaradi sodobne tehnologije
ID Zorn, Lea (Author), ID Rakovec, Primož (Mentor) More about this mentor... This link opens in a new window

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Abstract
Namen raziskave je raziskovanje stisk med mladimi, ki nastanejo kot posledica sodobne tehnologije. Sodobna tehnologija naj bi v življenje prinesla številne pozitivne lastnosti in olajšave, zaradi katerih je tudi njena uporaba vedno bolj razširjena v našem vsakdanjiku. Mladostniki, ki odraščajo v digitalni dobi, so v svojih življenjih prepleteni s tehnologijo že od zgodnjih otroških let. Danes jih tudi širše družbeno okolje napeljuje k neprestani potrebi uporabe tehnologije, zato se ji ne morejo izogniti, čeprav bi si to lahko želeli. Obdobje mladostništva ali adolescence je obdobje številnih sprememb na kognitivnem, čustvenem, psihičnem in fizičnem področju posameznika. Za mlade je to obdobje ključnega pomena, saj prehajajo v svet odraslosti, kjer se učijo sprejemati odgovornost, ustvarjati življenjske cilje in postavljati sebe kot posameznika v kontekst družbe. Obdobje torej prinaša številne spremembe, ki so lahko za mladostnika velik izziv. Vpetost tehnologije v njihova življenja pa ne nudi zgolj pozitivnih olajšav, temveč jim prinaša na različnih področjih življenja tudi določene posledice. V svojem diplomskem delu sem negativne posledice raziskovala v kontekstu stisk. Pomembnost raziskovanja vidim v tem, da se bodo naša življenja iz leto v leto bolj prepletala s tehnološkimi napredki. Tako moramo kot socialni delavci gledati širše in sicer kako se bo uporaba tehnologije odražala pri posamezniku v družbi ali kot v mojem primeru raziskovanja, na mlajši generaciji. Raziskava je sestavljena iz teoretičnega uvoda in raziskovalnega dela. V teoretičnem uvodu sprva predstavim obdobje adolescence, kjer omenjeno obdobje opišem na podlagi opredelitev različnih avtorjev. V drugem delu se osredotočim na področje tehnologije, kjer podrobneje predstavim računalniške igre in družbena omrežja. Tretji sklop teorije opisuje različna področja stisk: duševne, socialne, čustvene, fizične in stiske na področju izobraževanja. V zadnjem delu se oprem še na področje socialnega dela v procesu pomoči, kjer raziščem pristope dela z mladimi v stiskah. V raziskovalnem delu sem opravila pogovore z osmimi sodelujočimi mladostniki in pri tem raziskovala prepletenost njihovega vsakdanjega življenja s tehnologijo. Podatki so bili zbrani z delno standardiziranim intervjujem, pri slednjem sem kot merski instrument uporabila smernice za intervju. Po kvalitativni analizi podatkov je sledil zapis rezultatov in razprave, temu delu pa sledijo še sklepi in predlogi. Ugotovila sem, da se igranje računalniških iger med mladimi povezuje z njihovim duševnim zdravjem, mladi se pri tem soočajo s stresom in agresivnimi izpadi. Računalniške igre ob enem mladim omogočajo beg iz resničnega sveta. Tehnologija posega v njihove medosebne odnose, kot prednost so izpostavili predvsem možnost sprotnega komuniciranja. Ob enem bi bilo ustrezneje, če tehnologija v družbi ne bi bila prisotna, saj nudi nezadovoljiv način druženja. V kontekstu samopodobe mladi prek socialnih omrežji spremljajo vsebine, ki na njihovo življenje pozitivno vplivajo. Pod razloge za spremljanje vsebin mladi navajajo učenje za izobrazbo, pridobivanje idej za delo na sebi, učenje motivacije, discipline. Tehnologija negativno vpliva na fizično zdravje mladih. Mladim uporaba naprav povzroča utrujenost, nervozo, sitnost in slabo počutje. Poročajo tudi o bolečinah v rokah in hrbtu, občutenje glavobola in težave z očmi. Vpetost tehnologije v izobraževanje mladim nudi nasvete, kako se učiti, možnost olajšave učenja in učenja skupaj s prijatelji. V negativnem vidiku uporabe tehnologije so izpostavili, da se osredotočajo v večji meri na tehnologijo, da v šoli ne poslušajo, ne razmišljajo s svojo glavo in dajejo izobrazbi manjši pomen.

Language:Slovenian
Keywords:mladi, adolescenca, duševno zdravje, tehnologija, stiske
Work type:Bachelor thesis/paper
Organization:FSD - Faculty of Social Work
Year:2024
PID:20.500.12556/RUL-160162 This link opens in a new window
Publication date in RUL:22.08.2024
Views:205
Downloads:83
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Secondary language

Language:English
Title:The distress of young people due to modern technology
Abstract:
The purpose of this research is to explore the adversities among young people that arise as a result of modern technology. Modern technology is supposed to bring many positive features and facilitations to life, which is why its use is becoming more and more widespread in our daily lives. Adolescents growing up in the digital age are intertwined with technology in their lives from an early age. Today, the wider social environment is also pushing them towards a constant need to use technology, and they cannot avoid it, even if they might wish to. The period of adolescence is a time of many changes in the cognitive, emotional, psychological and physical domains of the individual. It is a crucial period for young people as they move into the world of adulthood, where they learn to take responsibility, create life goals and place themselves as individuals in the context of society. The period therefore brings many changes which can be very challenging for young people. The integration of technology into their lives does not only offer positive facilitations, but also has consequences for them in various areas of their lives. In my thesis I have explored these negative consequences in the context of hardship. I see the importance of this research in the fact that our lives will become more and more intertwined with technological advances year by year. Thus, as social workers, we need to take a broader view, namely how the use of technology will affect the individual in society, or as in my research case, the younger generation. The research consists of a theoretical introduction and a research section. In the theoretical introduction, I first introduce the period of adolescence, describing it on the basis of definitions by various authors. In the second part, I focus on the field of technology, where I present in more detail computer games and social networks. The third strand of the theory describes the different areas of distress: mental, social, emotional, physical and educational distress. In the last part, I focus on social work in the helping process, where I explore approaches to working with young people in distress. In the research part, I interviewed eight of the participating adolescents, exploring the interconnectedness of their everyday lives with technology. The data was collected through a semi-standardised interview, in which I used the interview guidelines as a measuring instrument. After the qualitative analysis of the data, the results and discussion were written up, followed by conclusions and suggestions. I found that playing computer games among young people is associated with their mental health, with young people experiencing stress and aggressive outbursts. At the same time, computer games allow young people to escape from the real world. Technology interferes with their interpersonal relationships, and the ability to communicate in real time was highlighted as an advantage. At the same time, it would be preferable if technology were not present in society, as it offers an unsatisfactory way of socialising. In the context of self-esteem, young people use social networks to monitor content that has a positive impact on their lives. Young people cite learning for education, getting ideas to work on themselves, learning motivation, discipline as reasons for following content. Technology has a negative impact on young people's physical health. The use of devices makes young people feel tired, nervous, fed up and unwell. They also report pain in their arms and back, headaches and eye problems. The integration of technology in education offers young people advice on how to learn, the possibility to facilitate learning and to learn with friends. On the negative side, they pointed out that they relate more to technology, that they do not listen at school, do not think with their heads and give less importance to education.

Keywords:adolescence, mental health, technology, adversity, young people

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