• Title/Summary/Keyword: 놀이

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Play as heortē and scholē ('헤오르테'(heortē)와 '스콜레'(scholē)로서 놀이)

  • Lee, Sang-bong
    • Journal of Korean Philosophical Society
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    • v.129
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    • pp.193-217
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    • 2014
  • The aim of this thesis is to elucidate the meaning of play which constitutes the genuine happiness of human being in Plato's '$heort{\bar{e}}$' and Aristotle's '$schol{\bar{e}}$'. Until now '$heort{\bar{e}}$', a divine act which communicate with original divinity, was differentiated from paidia. And '$schol{\bar{e}}$' was understood as activities in spare time opposed to labour. Plato put '$heort{\bar{e}}$' at the center of their life as a means for gods' blessing. Aristotle understand '$schol{\bar{e}}$' as free activities and the completion of individual life. For Aristotle play is not only a freedom from labour but also a supreme activity. Play itself is an end and a completion. Play is the essence of human life so man can be happy with play. Play is the activity of joy. And play is the most intellectual and spontaneous activity. Now we can assert that '$heort{\bar{e}}$' is the original play which elucidate the existence of the human being in connection with world and is the holy mode of play which makes an affluent life of communities. And we can maintain that '$schol{\bar{e}}$' is a mode of play which freed from the burden of labour and elevate the life of human being to academic activities and contemplative life. By this interpretation we can expose that play is the center of life. We can see the two fold meaning of apollonian-dionysian play and the perfect harmony of communities in Plato's '$heort{\bar{e}}$'. We can see also the delight as splendidness of life in Aristotle's '$schol{\bar{e}}$'. The Plato's theory of play seems different from Aristotle's. But their theories are the same in the general, because they both put play at the center of life and they equally assert that we have to live with playing our life. The world in which play is in harmony with labour- this world is their utopia.

Children's Play Facilities according to the Classification of Amusement Features (놀이속성 분류에 따른 적정 어린이 놀이시설물 연구)

  • Jeong, Kil-Taek;Shin, Min-Ji;Shin, Ji-Hoon
    • Journal of the Korean Institute of Landscape Architecture
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    • v.46 no.1
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    • pp.29-37
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    • 2018
  • This study intends to derive play attribute words to describe the nature of play by analyzing the correlation between play facilities and play attribute words. To investigate play attributes at playing facilities and supplement areas of weakness can provide a balanced play environment. Play attributes words were compiled via a literature review and the importance of each play attributes word was surveyed by experts. The keywords explaining play derived from news articles and references are defined as play attributes words. These words were classified into six broad categories and twenty-six sub-categories. The importance of major play attribute words show: Communication (0.268%) > Imagination (0.201%) > Amusement (0.190%) > Development (0.167%) > Learning (0.108%) > Intelligence (0.067%). Experts have recognized the most important elements are communication and imagination. Each play attribute associated with an amusement facility was separately identified in the amusement facilities installed in 114 children's parks in Seoul. Of the play attribute words, the amusement facilities at Seoul's Children's Park reflected a high frequency in 'development'. Furthermore, the importance of major playing attribute words such as 'Communication' and 'Imagination' were not fully reflected in cognitive play facilities. Therefore, it was judged that there is a need to actively introduce these attributes. This study proposed future improvements by determining weaknesses of amusement facilities in children's parks and analyzing the features and functions of play so as to suggest future improvements.

Mother's Play Belief and Young Children's Peer Competence : The Mediating Effects of Young Children's Playfulness (어머니의 놀이신념과 유아의 또래 유능성의 관계 : 유아 놀이성의 매개효과)

  • Kang, Ju-Yuyoun;Lee, Jin-Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.7
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    • pp.453-461
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    • 2020
  • The purpose of this study was to investigate the mediating effects of young children's playfulness between the children's peer competence and their mothers' play beliefs. For this study, 160 mothers and 160 children aged 4-5 years who were in kindergarten and daycare centers in Area J were selected. The collected data were analyzed based on correlation and mediation using SPSS Statistics. The research results are as follows. First, as a result of analyzing the relationship between the young children's peer competence and playfulness and their mothers' play beliefs, there was a statistically significant positive correlation between a mother's play-support beliefs and their children's peer competence and playfulness. On the other hand, the relationship between a mother's learning-support beliefs and her child's peer competence and playfulness was not significant. There was a significant positive correlation between playfulness and peer competence in the young children. Second, as a result of verifying the mediating effect of the children's playfulness in the relationship between their mothers' play-support belief and the children's peer competence, we found that playfulness has a partial mediating role.

Design and Implementation of the ChamCham and WordChain Play Robot for Reduction of Symptoms of Depressive Disorder Patient (우울증 진단 환자의 증상 완화를 위한 참참참, 끝말잇기 놀이 로봇 설계 및 구현)

  • Eom, Hyun-Young;Seo, Dong-Yoon;Lee, Gyeong-Min;Lee, Seong-Ung;Choi, Ji-Hwan;Lee, Kang-Hee
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.2
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    • pp.561-566
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    • 2020
  • We propose to design and to implement a recreational and end - of - play robot for symptom relief in patients with depression. The main symptom of depression is the loss of interest and interest in life. The depression diagnosis patient confirms the emotional analysis revealed by his / her robot through the robot, and performs the greeting or ending play. After analyzing the emotions in the expressions after the play, the function of the embodying robot is confirmed by receiving the report. A simple play can not completely cure a patient with a diagnosis of depression, but it can contribute to symptom relief through gradual use. The design of the play-by-play robot is using Q.bo One, an open-source robot that can interact with Thecorpora. Q.bo One's system captures a user's face, takes a picture, passes the value to the Azure server, and checks the emotional analysis before and after the play with the accumulated data.Play is implemented in Rasubian, the OS of Q.bo One, using the programming language Python and interacting with external sensors. The purpose of this paper is to help the symptom relief of depressive patients in a relatively short time with a play robot.

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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Robot Hopscotch Game Using Mobile Robots (이동 로봇을 사용한 로봇 팔방 놀이)

  • Ko, Nak-Yong;Moon, Yong-Seon;Bae, Young-Chul
    • The Journal of the Korea institute of electronic communication sciences
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    • v.6 no.2
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    • pp.296-303
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    • 2011
  • This paper describes a game called the "robot hopscotch game" which uses mobile robots. In this game, a mobile robot moves on a board which consists of a number of square cells. This is similar to the usual hopscotch game in which a human player hops through a course on the ground. In the robot hopscotch game, each cell has a visual light communication unit. The unit sends identification signal and the robot which moves over the cell receives the signal for location recognition. In the game, a human player or a human operator competes with a robot or other human player on how accurately and fast they move to a goal location passing through the given way point cells. People played the game at the RoboWorld 2008 which was held at COEX Seoul, on 16th to 20th of October 2008. The replies to the questionnaire to the users show that users have interests on the game and expect further expansion of robot use though they are not in favor of the robot's outlook and they feel inconvenience on manipulation of the robot.

A Comparative Analysis on the Effectiveness of Reformatting in Children's Brick Stack through Play Theory (놀이론을 통한 어린이 브릭 쌓기의 매체전환 효과성 비교분석)

  • Lee, Tae-Eun;Lee, Chang-Wook
    • Journal of Digital Convergence
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    • v.18 no.4
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    • pp.419-424
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    • 2020
  • The purpose of this study is to find out whether changed interactions due to reformatting has a significant effect on the play attribute of children's play from an instrumental point of view. Based on the study of Roser Caillois theory of play (Agon, Mimicry, Area, Ilinx) and previous studies, a questionnaire was written and experimental design was carried out through brick stack which are most preferred in the whole development of children. Brick stack were selected from physical and electronic spaces and the survey was conducted with children's experiences by dividing into experimental group and comparative group. Correlation and T-test results, the brick stack by reformating showed significant difference in the play attributes (Agon, Mimicry, Area, Ilinx) of Rose Caillois and we found that the effectiveness of play is doubled in the electronic space. Play properties evenly distributed in electronic space brick stacking suggest that pleasure and fun can double.

A Study of The Relationship Pre-Service Early Childhood Teacher's Playfulness and Play Teaching Efficacy (예비유아교사의 놀이성과 놀이교수효능감과의 관계)

  • Park, Eun-Ju
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.2
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    • pp.131-139
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    • 2020
  • This study intended to analyze the early childhood education freshmen's academic interest. For this study relationship pre-service early childhood teacher's playfulness and play teaching efficacy. The study subjects were 145 early childhood education students in third grade at K-college in Deagu. They answered the survey regarding playfulness scale and play teaching efficacy scale. The collected data were analyzed by frequency analysis, descriptive statistics, pearson correlation and multiple regression analysis using SPSS 18.0 program. The study finding are as follows. First, the average of playfulness and play teaching efficacy were near at the intermediate-level. Second, playfulness and play teaching efficacy were significantly correlated. Third, when examining the relative effect of pre-service early childhood teacher's playfulness on play teaching efficacy, cheerfulness and improvisation is influential factor in play teaching efficacy.

Effect of Children's Creativity and Peer Play Behaviors on Play Area Preference (유아의 창의성과 또래놀이행동이 놀이영역 선호에 미치는 영향)

  • Kim, Ho
    • Journal of Creative Information Culture
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    • v.7 no.4
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    • pp.279-288
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    • 2021
  • The purpose of this study is to improve the understanding of children's play behavior by exploring the relationship between variables predicting children's preferred play areas using the data of the Korean Children's Panel, which is a national longitudinal study data. For this purpose, we investigated how children's gender, creativity, and peer play behaviors affect children's preferred play areas on their preferred play areas. The research results revealed in this study are as follows. First, there were differences in creativity, peer play behaviors, and play area preference according to children's gender. Second, as a result of examining the effect of children's creativity and peer play behaviors on play area preference, factors influencing language area, art area, math & manipulative area, and role play area preference were different based on block play area preference group. This study has great implications in that it provides basic data for children's play behavior by exploring variables that affect children's preference for play areas.

An Analysis on Lessons and Actual Teaching of 'Game Activities' in Elementary Mathematics Textbooks (수학 교과서의 '재미있는 놀이' 차시의 내용 및 지도 실태 분석)

  • Yoon, Su-Ryoun;Kang, Wan;Paik, Seok-Yoon
    • Education of Primary School Mathematics
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    • v.12 no.1
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    • pp.39-55
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    • 2009
  • For this study, the 'Game Activities' lessons presented in the math textbooks from the 1st grade to the 6th were examined in terms of learning materials, the learning members' make-up, the playing structures, and the relation with the contents. In addition, the survey by means of questionnaires was conducted to analyze the actual condition of teachers' guidance in the field. The findings from this research were as follows: First, as for the activities presented in the textbooks, it turned out that too much emphasis is placed upon plays mainly using learning materials such as cards and dice played by teams of two. In addition, there have been shown negative aspects in various ways of plays putting too much emphasis on certain types of plays such as and structures. As for the relation with the contents, although lots of efforts were taken to connect the playing activity to the lesson contents, there were units presenting plays based on the preceding lesson's repeated activity, ones that have weak link with the contents. Second, it turned out that the teachers had negative attitude on the guidance using the 'Game Activities' lesson, although they were aware of the effects of playing in math learning. This seemed to result from the delicate variety and insufficient preparation for the play. Besides, the findings indicate that the appreciation and activity of the 'Game Activities' lesson presented as a way of performance evaluation. for play need to be provided in school or classrooms for teachers and students to make good use of them.

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