Hyekyung Choo

Hyekyung Choo
  • National University of Singapore

About

27
Publications
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2,415
Citations
Current institution

Publications

Publications (27)
Article
Background In an age disrupted by COVID-19 pandemic, three-dimensional virtual world (3DVW) offers an opportunity for healthcare students from different higher education institutions to participate in interprofessional education. Despite its growing evidence, there is a need to unravel the complex learning process in order to ensure high quality of...
Article
Objective This study aimed to understand useful components and mechanisms in treating adolescent gaming disorder. Background Although video gaming has become a pervasive part of adolescents' daily life that can lead to educational, physical, psychological, and social problems, there is ongoing debate as to whether this is an addiction, and there i...
Article
Background: Collaborative learning in interprofessional team care delivery across different healthcare courses and institutions is constrained by geographical locations and tedious scheduling. Three dimensional virtual environments (3D-VE) are a viable and innovative tool to bring diverse healthcare students to learn together. Aim: The aim of th...
Article
Full-text available
Background: With the availability and capabilities of varied technologically enhanced learning activities, the blended learning approach has become increasingly popular in interprofessional education. The combined use of different technologically enhanced learning activities has not been fully examined, particularly to determine the effects of ins...
Article
The child protection service workforce has been constantly challenged by high turnover due to the stressful nature of the job. To address high turnover, prior research has examined a wide range of predictors of child protection workers' intent to leave. This study aimed to identify the interrelationships of risk and protective factors, job satisfac...
Preprint
BACKGROUND With the availability and capabilities of varied technologically-enhanced learning activities, the blended learning approach has become increasingly popular in interprofessional education. The combined use of different technologically-enhanced learning activities has not been fully examined, particularly on the effects of instructional s...
Article
This study compared bullying experiences between ethnic minority youth and Korean majority youth in South Korea, and examined whether the student-teacher relationship is associated with their bullying experiences. Participants comprised 148 ethnic minority students and 165 Korean majority students in Grades 4 to 11 in South Korea. Bivariate analyse...
Article
This study aims to understand the acculturation experiences of Asian immigrants to Singapore. A qualitative exploratory study using focus group discussions was conducted among 40 permanent residents and new citizens. Each of the seven focus groups had an average of six participants and lasted 1–2 hours. Immigrants described Singaporean culture as a...
Article
Full-text available
Mass media have numerous effects on children, ranging from influencing school performance to increased or reduced aggression. What we do not know, however, is how media availability in the bedroom moderates these effects. Although several researchers have suggested that bedroom media may influence outcomes by displacing other activities (the displa...
Article
The inclusion of Gaming Disorder (GD) criteria in the 11th Revision of the International Classification of Diseases (ICD-11) beta draft was recently criticized, and an argument was made for its removal to "avoid a waste of public resources." However, these misleading statements are believed to be based on under estimation of this ever-growing probl...
Article
Various perspectives exist regarding Internet gaming disorder. While the concept of behavioral addiction is gaining recognition, some view the phenomenon as merely excessive indulgence in online pastimes. Still, in recent years, complains from patients or their family members about problems related to Internet use, particularly Internet gaming, hav...
Article
Although empirical studies and media reports have suggested that a number of children and adolescents play video-gaming excessively, resulting in pathological symptoms of video-gaming, longitudinal research on parental predictors of pathological symptoms of video-gaming is inadequate. By analyzing two-wave longitudinal data from 2,974 primary and s...
Chapter
Full-text available
This chapter presents the research findings of a 3-year longitudinal project on video gaming among 2,527 children and adolescents in Singapore between the ages of 9 and 17, with the main objective of investigating positive and negative effects in playing video games. Negative effects referred to pathological play, aggression and mental health probl...
Article
The primary aim of the study was to understand the phenomenon of pathological video-gaming by identifying protective factors for its development, and examining the dynamic interplay between protective factors and pathological video-gaming within a framework of change. The study was a 2-year longitudinal study involving 3034 children and adolescents...
Article
The first two papers in this issue of the Journal of Population Research focus on using mixed-method designs for investigating Asian migration research. For the past few decades, the adoption and application of traditional migration research methods derived from the experience of Western countries have manifested numerous methodological challenges...
Article
This study examined a full path model of stress process for predicting illicit drug use among Asian and Latino immigrants’ adolescent children. Using 2-year longitudinal data (National Longitudinal Study of Adolescent Health) from a sample of adolescents with Asian or Latino immigrant parents (N = 2,353), the study explored structural relationships...
Article
Full-text available
Gaming is becoming a mainstream platform of media entertainment for many youths. However, gaming has negative factors associated with it. It is estimated that about 9% of Singapore youths are pathological gamers. Pathological youth gamers are known to spend more time gaming than non-pathological youth gamers. Possible factors that are associated wi...
Article
Background: We investigated the differences in socioeconomic status and quality health care between Singapore-born citizens and immigrants presenting with ST-segment elevation myocardial infarction (STEMI). Methods: In a prospective study, patients admitted with STEMI were recruited for a questionnaire survey. The recruited patients were categor...
Article
Full-text available
Given the potential negative mental health consequences of pathological video gaming, understanding its etiology may lead to useful treatment developments. The purpose of the study was to examine the influence of impulsive and regulatory processes on pathological video gaming. Study 1 involved 2154 students from 6 primary and 4 secondary schools in...
Article
Full-text available
Little is known about the social determinants that predispose hemodialysis patients to poor treatment outcome. Using a clinical data mining method, this study aims to identify differences in social risk factors for hospitalization between elderly and non-elderly patients. The sample consists of 100 elderly and 219 non-elderly patients who started h...
Article
Analyzing data from a probability sample representative of secondary school students in Singapore (N = 1,599), this study examined the independent impact between the quality of mother–child relationship, the quality of father–child relationship and family conflict on the frequency of drinking and drunkenness, and whether each dyadic parent–child re...
Article
Full-text available
We aimed to measure the prevalence and length of the problem of pathological video gaming or Internet use, to identify risk and protective factors, to determine whether pathological gaming is a primary or secondary problem, and to identify outcomes for individuals who become or stop being pathological gamers. A 2-year, longitudinal, panel study was...
Article
Full-text available
Increase in internet use and video-gaming contributes to public concern on pathological or obsessive play of video games among children and adolescents worldwide. Nevertheless, little is known about the prevalence of pathological symptoms in video-gaming among Singaporean youth and the psychometric properties of instruments measuring pathological s...
Article
This study explored the prevalence of health risk behaviours among foreign-born adolescents in Singapore, and the effects of migration-related risk factors on their health risk behaviours in comparison with Singapore-born adolescents. It also assessed whether the risk factors for foreign-born adolescents' health risk behaviours found in Western res...
Article
Despite additional difficulties entailed by migration and acculturation, the psychosocial adjustment of first generation youth has been found to be similar to or more resilient than that of second generation youth. The evidence implies that protective factors, such as social support, may mediate the relationships between acculturative stressors (in...

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