• Title/Summary/Keyword: 게임 놀이 활동

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A Study on Preferences about Play, Laughing Activity, Digital Game in Elementary School Students (초등학생들의 놀이, 웃음활동, 디지털 게임의 선호도 실태 고찰)

  • Bae, Jin-Soon
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.7-18
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    • 2016
  • This study was conducted to construct a program combining play and laughing activities with personality education. Self-recorded questionnaire was administered to investigate popularity of play(playing rules area, traditional play area, board game area), the laughing activity, digital games preference among 5th and 6th grade students. Most popular activities was board game area, followed by rule play area, traditional play area, and laughing activity in order. Group play among the rule play area, and Yutnory among traditional play, and digital games among board games were most preferred. This study suggest primitive classification and characterization of play and activities among senior elementary students. Further study for define classification of other eligible play and activities may be encouraged to establis high quality play and activity programs among elementary school students.

Pedagogical Methodology of Teaching Activity-based Flow Chart for Elementary School Students (초등학생 대상의 활동 중심 순서도 교육 방법)

  • Lee, Yong-Bae;Park, Ji-Eun
    • Journal of The Korean Association of Information Education
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    • v.16 no.4
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    • pp.489-502
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    • 2012
  • Today computer education puts an emphasis on algorithm education. There are little researches about how to express the given problem in algorithm and how to interpret the expressed algorithm. In this study play-based learning methods dealing with flow chart which is one of the expressing tools of algorithm are developed for lower graders of elementary school. Then we diagnosed the learning possibility of the tool after applying the methods in a classroom environment. There are four types of learning game activities; sequential play, selective play, repetitive play and puzzle play. Puzzle play is a game that students need to reconstruct the learned content to a real flow chart by using flow chart cards. The result of an achievement test after teaching students flow chart showed that the group who took the play-based lesson got their average score with about 7.5% higher than the group who took the ICT-based lesson. Both the groups got their average scroe of more than 9 out of 10 after the lesson. This result shows that flow chart lessons are adaptable for the lower graders of elementary school. It also shows that play-based education can be exceptionally effective.

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How to use Board Games in the Early Childhood Education Field - Based on the 2019 Revised Nuri-curriculum (개정 누리과정에 기초한 유아교육현장의 보드게임 활용 가능성)

  • Kim, Tae-Yeon
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.147-158
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    • 2020
  • The aims of this study were to examine the grounds for the appropriateness of board games in daycare centers and kindergartens based on the child-centered, play-centerd activities of revised Nuri-curriculum and provide basic resources by the case studies of board game activities in each area of the Nuri-curriculum. For these aims, it suggested the rationale of board game use in early childhood education field: first, the value as an activity with concrete objects based on developmentally appropriate practice (DAP), second, children's voluntary participation and immersion due to the competition and rewards in gamification, third, integrated experience across all areas of the Nuri-curriculum. Also, it provided various samples of the integrated board game activities for children, and reviewed the precaution, pros and cons that emerged during the play. This study discussed the possibility and direction of board game activities in early childhood education and provided implications for organizing board game activities in the education field and developing new board game contents.

Interactive Game Designed for Early Child using Multimedia Interface : Physical Activities (멀티미디어 인터페이스 기술을 이용한 유아 대상의 체감형 게임 설계 : 신체 놀이 활동 중심)

  • Won, Hye-Min;Lee, Kyoung-Mi
    • The Journal of the Korea Contents Association
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    • v.11 no.3
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    • pp.116-127
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    • 2011
  • This paper proposes interactive game elements for children : contents, design, sound, gesture recognition, and speech recognition. Interactive games for early children must use the contents which reflect the educational needs and the design elements which are all bright, friendly, and simple to use. Also the games should consider the background music which is familiar with children and the narration which make easy to play the games. In gesture recognition and speech recognition, the interactive games must use gesture and voice data which hits to the age of the game user. Also, this paper introduces the development process for the interactive skipping game and applies the child-oriented contents, gestures, and voices to the game.

A study on the Analysis of Board game type in Characteristics of Play and Direction (보드 게임의 놀이적 특성과 방향성에 의한 유형 분석 연구)

  • 권윤영;최인규
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.05b
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    • pp.826-831
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    • 2003
  • 보드 게임은 다양한 주제와 사회성을 바탕으로 발전해 왔으며, 최근에는 보드 카페 등의 활동으로 수많은 계층의 커뮤니티가 형성되고 있다. 그러나 이러한 보드 게임의 특성에 관한 연구는 전혀 이루어지지 않고 있다. 따라서 본 연구에서는 보드 게임의 놀이적 특성과 방향성에 따라 보드 게임을 분석하고 유형을 분류하였다.

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A Case Study on the Learner's Engaged Learning Experience in Kinect Game Based Learning (Kinect 게임 활용 수업에서 학습자의 참여적 학습 경험에 대한 사례 연구)

  • Ryoo, EunJin;Kang, Myunghee;Park, Juyeon
    • Journal of The Korean Association of Information Education
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    • v.23 no.4
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    • pp.363-374
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    • 2019
  • Recently, there is an increasing interest in game based learning as a teaching method for digital native learners. This study set kinect game contributes to engaged learning as the competition and cooperation play (achievement goals, interaction), the digital game play (multisensory stimulation, fantasy and curiosity, chance, accurate feedback, control), and the body movement play (embodied cognition, presence). After performing classes using the motion recognition game developed for the elementary school history class, this study conducted semi structured interviews based on engaged learning elements of kinect game based learning for students who were successfully participating in learning. In the result, each element appeared to a successful learner. Based on these results, this study hopes to assist researchers as a basic evidence to introduce kinect game-based learning for engaged learning.

Skemp의 조작에 따른 놀이활동이 연산능력 신장에 주는 효과

  • Park, Yun-Ja;Song, Yeong-Mu
    • Communications of Mathematical Education
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    • v.18 no.2 s.19
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    • pp.305-320
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    • 2004
  • 놀이나 게임을 좋아하는 어린이들의 특성과 활동이 왕성한 초등학교 학생들의 발달 단계에 비추어 볼때, 놀이를 통한 수학학습은 효과적이고 흥미를 유발시킬 수 있으며 어렵고 딱딱한 과목에서 조금이라도 해방될 수 있을 것이라고 생각된다. 초등수학에 관한 구체적이고 실험적인 연구를 통하여 놀이 활동을 체계적이고 계획적으로 정리한 Skemp는 초등수학교육과 관련하여 활동 위주의 수업을 많이 하길 권하고 있다. Skemp 놀이 활동은 자투리 시간을 이용하여 학습을 보조하거나 재미로 해보는 종류의 놀이가 아니라 초등학교 교육과정의 전 요소를 학습할 수 있도록 체계적이고 의도적으로 짜여진 놀이 활동으로 모든 수학적 주제를 다루고 있다. 본 연구에서는 Skemp놀이 활동학습을 초등학교 5 ${\cdot}$ 6학년 특별보충반 아동들에게 적용하여 연산능력의 신장과 정의적 영역에 어떠한 영향을 미치는지 알아보았다.

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A New Concept of Moving IoT Play Device for Teenagers (청소년을 위한 신개념 움직이는 IoT 놀이 장치)

  • Kyung-Ho Shin;Hyeok-Ki Moon;Ji-Hoon Lim;Ji-Eun Lee;Hyoung-Tae Kim
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.815-817
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    • 2023
  • 본 논문은 10 대 비만 증가와 소아·청소년 비만 문제를 해결하기 위해 '청소년을 위한 신개념 움직이는 IoT 놀이 장치'를 제안한다. 이 장치는 조끼에 부착된 LED 에 동일한 패턴의 동료를 찾아 뛰는 '삼삼오오 게임', 랜덤으로 출력된 초성의 순서를 맞추기 위해 달리는 '초성순서 게임'등을 제공하여 체육활동을 협력과 함께 즐길 수 있는 기회를 공급합니다. 본 논문은 이장치를 통해 학생들의 체육활동에 대한 흥미를 높이고 청소년들의 체력 증진 및 비만 문제 해결에 기여하는 것을 목표로 한다.

Analysis of the Playful Characteristic of Virtual Reality(VR) Games - Focusing on Huizinga and Caillois's Play Theory (VR(Virtual Reality) 게임의 놀이적 특성 분석 - 하위징아와 카이저의 놀이 이론을 중심으로)

  • Park, Man Su;Jin, Qian Xiong;Han, Dong Sub
    • The Journal of the Korea Contents Association
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    • v.18 no.8
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    • pp.148-156
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    • 2018
  • This study focuses on the play aspect of the existing digital games and VR games as part of a basic research for facilitating discussion on VR games. As a method for this research, the play aspect of digital games was classified based on the play theory by Johan Huizinga and Roger Caillois, followed by examination on the play characteristics of VR games according to the established classification. As a result, VR games share a significant portion of play characteristics with digital games. Nevertheless, in VR games the player is allowed unimpeded physical activity while having the HMD on and complete disconnection from the real world via new input/output devices. In the end, the transformation of play environment results in various sensory stimulation, and in turn influences the player's experiences in areas such as presence, immersion, emotional enjoyment and satisfaction. This study is expected to serve as an important indicator for studies on the characteristics of VR contents which is certain to develop in a wide range of directions in the future.

Trends in the Workday Leisure-Time of Dual-Income Parents with Preschool Children(2004-2019) (미취학자녀를 둔 맞벌이부모의 평일여가에서 나타난 변화(2004-2019))

  • Seo, Jiwon;Lee, Jung-eun
    • Journal of Family Resource Management and Policy Review
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    • v.26 no.4
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    • pp.39-52
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    • 2022
  • The purpose of this study was to examine the workday leisure time of dual-income fathers and mothers with preschool children. Data were gathered from the Statistics Korea Life Time Surveys from 2004(y1) and 2019(y2) (n=2,697). Life time was composed of three types(inevitable time, compulsory time, and leisure time) and leisure time was categorized into 11 activities(voluntarism, participation, social relationships, religion, rituals, culture and tourism, sports, game and play, media, rest, and others) to investigate gender differences and time effects. The major results were as follows: First, both working fathers and mothers with preschool children spent less inevitable time, more compulsory time, and less leisure time, than other adult group. Second, fathers spent more time on 10 leisure activities except religion in y1, and on all activities than mothers in y2. In y2, less time on three activities(social relationships, rituals, and media) for both fathers and mothers, less time on religion for mothers only, more time on two activities(participation, game and play) for both groups were spent than y1. Third, in the regression analysis of fathers' and mothers' leisure time on three leisure activities(sports, game and play, and media) with a distinct pattern from leisure time for adult group between y1 and y2, socioeconomic variables and lifetime variables showed different effects by gender and waves. Based on the results, family policy and programs to improve the work-life balances of working fathers and mothers discussed.