• Title/Summary/Keyword: 사회적 놀이

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Theoretical Background of Games for Social Change (사회 변화를 촉구하는 기능성 게임의 이론적 배경)

  • Chu, Jean Ho
    • Journal of Korea Game Society
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    • v.22 no.1
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    • pp.55-64
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    • 2022
  • Serious games are developed under particular purpose. This study provides a theoretical background on serious games for social change as a basis for future experiments and practice. By examining the elements of games and related theories, narrative immersion and critical participation are identified as the two main experiences of games, which are realized through role play. Based on educational theories for behavioral and cognitive change, this study suggests to use role play as a strategy on serious games for social change. Analyzing the cases of serious games in Korea, this study concludes that participants are able to experience the context of the situation through role play.

Play Types of Preschool Children with Disabilities : Mainstreaming versus Segregated Classrooms (통합과 분리학급 장애유아의 놀이 유형에 관한 연구)

  • Kim, You Jung;Chung, Chung Hee
    • Korean Journal of Child Studies
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    • v.24 no.2
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    • pp.51-62
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    • 2003
  • This study investigated differences in play types of preschool children with disabilities both in mainstreamed and segregated classrooms. The play behaviors of 50 preschool children with disabilities were observed and videotaped during free play time. Differences were found in children's dramatic and group play. Conclusions were that mainstreamed preschool program emphasizing a play-based curriculum could be an effective model for children with disabilities by providing for a variety of play types. Implications for mainstreaming education and for teacher education were discussed.

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A Study on the Relationship between Father's Verbal Control Modes, Children's Self-efficacy, Social Competence, and Interactive Peer Play (아버지 언어통제유형과 유아의 자아효능감, 사회적 유능성 및 상호작용적 또래놀이의 관계)

  • Kwon, Heekyoung
    • Korean Journal of Childcare and Education
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    • v.9 no.5
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    • pp.321-334
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    • 2013
  • The purpose of this study was to examine the relationship of father's verbal control modes, children's self efficacy, social competence and interactive peer play. The subjects were pairs of 195 three, four and five year-old-children and their fathers. Data were analyzed with mean, standard deviation, and bivariate correlation. Results indicated that father's verbal control modes were significantly correlated with children's self efficacy, social competence and interactive peer play. Father's person-oriented control verbal mode was positively related to children's self-recognition, self-emotion, social competence, leadership and interactive peer play while imperative control verbal mode was negatively related to children's instability, interrupted play behavior, and disturbed play behavior.

A Case Study of Kkumtle-Kkumtle Playground in Seoul Children's Grand Park (통합놀이터 계획 및 설계 - 서울어린이대공원 내 꿈틀꿈틀놀이터를 대상으로 -)

  • Reigh, Young-Bum;Bae, Yoong-Ho;Maeng, Ki-Don;Kim, Yeun-Geum
    • Journal of the Korean Institute of Landscape Architecture
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    • v.45 no.2
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    • pp.101-108
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    • 2017
  • In Korea, playgrounds have been developed quantitatively and qualitatively. However, there is a lack of interest in the play needs of children with disabilities. With this in mind, this study is concerned about the planning and design process of the inclusive playground constructed in 2016 at Seoul Children's Grand Park. The case study covered the Kkumtle Kkumtle playground in Seoul Children's Grand Park and was completed in December 2015. This playground is the first case of an inclusive playground ever built in Korea. The concept of the inclusive playground established in this study is: (1) a playground where not only children with disabilities but both children with disabilities and children without disabilities can play together; (2) a playground for both children with disabilities accompanied by their families and children without disabilities accompanied by family members with disabilities; (3) a playground that ensures universal accessibility to the entire space including play facilities; and (4) a playground where the most essential functions of a playground-fun, curiosity, and adventure-are centered on various activities. In conclusion, we presented limitations and opinions for improvements to design and policy proposals for social expansion of inclusive playgrounds. There are three ways to overcome limitations in design. First, there is a need for an in-depth study of play characteristics by type of disabilities of children. Second, it is necessary to develop facilities suitable for the actual situation of Korea through various social experiments. Third, if the inclusive playground centered on facilities is presented in this study, then several types of integrated playgrounds should be implemented in the future.

The Effects of a Thematic Fantasy Play Program on Prosocial Behaviors and Peer Play Interaction of Young Children with Developmental Delays in an Inclusive Classroom (통합교실에서 주제환상극 놀이 프로그램이 발달지체유아의 친사회적 행동 및 또래놀이행동에 미치는 영향)

  • Cho, Sung Sim;Shin, Hae Young
    • Korean Journal of Childcare and Education
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    • v.10 no.2
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    • pp.213-236
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    • 2014
  • This study is aimed at enhancing the prosocial behaviors and the positive peer play interaction of young children with developmental delays. Three children with developmental delays and three students without developmental delays who were 4-year-old students in an inclusive classroom were selected. Their homeroom teacher carried out the program with a small group of 6 children totaling 21 sessions over 3 months. The major results of this study were as follows: First, the result of both the observer and the parents' test after the program showed that the small group made positive changes on prosocial behaviors. In addition the frequency of target behaviors increased during the intervention. Second, the result of both the observer and the parents' test after the program showed that positive peer play interaction increased in the small group. Moreover the negative peer play interaction such as play disturbance and play isolation decreased. In conclusion, the thematic fantasy play program is useful for an inclusive classroom, and can be a concrete method to support inclusive education and childcare.

An Analysis of Metaplay Strategies in Preschoolers′ Social Pretend Play (유아의 가작화 놀이에서 상위놀이전략에 대한 분석 연구)

  • 신유림
    • Journal of the Korean Home Economics Association
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    • v.41 no.12
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    • pp.245-255
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    • 2003
  • This study examined young children's metaplay. 84 preschool subjects were videotaped as they engaged in pretend play with the same-aged peers. Dyads were identified as engaging in frequent or infrequent pretend play. Results showed that frequent pretend play dyads more engaged in request for clarification, and persuading than infrequent pretend dyads. Frequent pretend dvads were more likely to use disagreeing with reason and extending. It was concluded that developmentally useful interactions transpire outside of the pretend frame.

The way and characteristics of Shaman's play (무당굿놀이의 연행방식과 특징)

  • Yun, Dong-Hwan
    • (The) Research of the performance art and culture
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    • no.38
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    • pp.193-224
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    • 2019
  • Shaman's play is significant in that it provided public theater for a long time in the theatrical and dramatic history. Unlike upper class who could call entertainer or Korean geisha in the traditional society, the majority of ordinary people could see professional performances through gut. Therefore, the shaman of the traditional society pulled the play which developed in the gut and the outside play into the gut and prepared the performance street for the ordinary people. shaman's play, apart from the religious context, has also functioned as a theatrical performance. Through shaman's play, you can see the process of ritual development into play. Shaman's play is a ritual ritual of expel calamity in an agriculture based society. In Korean consciousness, evil spirits are thought to bring disease or disaster to humans, so they should be good for evil spirits. This is a ritual that goes hand in hand with the Confucian Yeoje and the Buddhist Suryukjae. Most traditional plays, including masque performance, tend to weaken and become stifling after the designation of intangible cultural properties. However, shaman's play is transformed every time it is executed and is given a new meaning. Depending on the ability of the shaman to respond to and accommodate social change, adaptability is excellent depending on the situation in the field. Shaman's play has richness, prevent calamity and playful elements such as imitation of god and sexual connection based on the element of shamanism. In addition, it is necessary to pay attention to the meaning and the direction of Shaman's play because it is differentiated into play including social subject beyond mere magic imitation.

Characteristics of Inclusive Playground Guidelines (통합놀이터 가이드라인의 특성)

  • Kim, Yun-Geum;Kim, Hana;Maeng, Soo-hyun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.46 no.6
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    • pp.75-84
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    • 2018
  • The inclusive playground is a playground where disabled children and non-disabled children can play together, not a playground for the disabled. It started with the change of social awareness of the citizenship rights of disabled people in the 1960s and the resulting playgrounds. Since then, inclusive playgrounds have been developed in many countries, and these are organized in the form by guidelines. In Korea, social interest in inclusive playgrounds is increasing, but there are no systematic guidelines in Korea, and the application of overseas cases or guidelines is limited. The purpose of this study is to classify the concept of inclusive playgrounds and design guidelines, that were previously presented in inclusive playground design guideline of various countries and analyze the characteristics of, design scope, and design principles, and provide a basic framework for creating guidelines. The purpose of the design guideline was to present specific numerical values to the inclusive playground design guidelines, to link with academic research and industrial products, to present pursuit values, and to expand the value of pursuing design methods. The contents were covered by scope, conceptualization, principles of design and design process, design guidelines, and checklists. Most of the guideline covers specific autonomous governments or countries that can apply the related systems or laws, but the composition of the detailed contents is different. The guiding value of inclusive playgrounds presented in each guideline is not a playground for the disabled but a playground for all, and some guidelines refer to the difficulty in playgrounds considering non-disabled children. Based on these concepts, design guidelines are presented in each guideline. Improving the accessibility in design principles is a common theme and adds to the principles of safety, independence, convenience, and playability. None of the guidelines do not provide design guidelines. Although there is a difference in the degree and method of specificity provided by each of the guidelines, the design guidelines can be generally summarized as space, copper line, and unit facilities. As mentioned in many guidelines, an inclusive playground is not only a playground for children with disabilities. Therefore, in the design guidelines, it is also important to the support play of children with disabilities and to induce inclusive play. The design guidelines presented in the guideline can be rearranged into three stages of 'supporting the play of children with disabilities', 'securing the dimensions and materials of spaces and facilities', 'adding auxiliary devices' and 'designing new facilities'. There are three design guidelines for inducing inclusive play. First, by creating various difficulty levels and intersecting spaces, children with various abilities can play with each other, and at the same time, they can interact witheach other. Second, all children can cooperate and play without distinction between children with disabilities and non-disabled children. Finally, the guardian provides the conditions for efficient support so that the disabled child can fully enjoy the inclusive playground.

A comparative analysis of play songs and lyrics among children of Han heritage in the context of socioeconomic development (사회경제발전에 따른 한민족 아동 놀이와 놀이 노래의 특성)

  • Soon-Hyung Yi
    • Korean Journal of Culture and Social Issue
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    • v.17 no.1
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    • pp.155-174
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    • 2011
  • The purpose of this study was to compare the kinds of plays and the meanings of words in play songs among children of Han heritage. A total of three data sets were used. Data for two of the data sets were obtained from only South Korean children in 1990 and 2005, respectively, while the other data set contained responses from South Korean, Chinese Korean, and North Korean children collected in 1999. The three societies of Han heritage differed in the level of economic and industrial development and ideological orientation, and each society tended to socialize and educate their children in different ways. The kind of plays and the lyrics of the play songs were different in each stage by the level of economic and industrial development, and ideological orientation. In each society, a dominant play changed periodically. For instance, physical play decreased while television, video, and internet game plays increased. The increase in internet game play was related to the level of industrial development. Although three groups shared some common play songs prior to 1945, they have developed their own play songs after 1945 according to their respective social ideological characteristics. Notwithstanding these differences in play songs, common themes, materials, rhythms, and the Korean emotionality exist across all groups.

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Search for the Direction of the Digital Cultural Psychology through Environmental Changes in Plays (놀이환경 변화를 통해 본 디지털문화심리학의 방향 모색)

  • Jang Ju Lee
    • Korean Journal of Culture and Social Issue
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    • v.17 no.1
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    • pp.131-154
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    • 2011
  • Rapid social changes due to digitization have created new psychological challenges of adapting and coping. Plays are in the center of these changes. Plays used to be collateral activities of labor in the traditional society and industrial society, but they have become key activities embracing economy, society, culture in a digital society that has been maximized productivity and efficiency. Still, the theoretical approach of plays is based on the industrial societies. Analyzing these points, the psychological impacts of players using multimedia, social networking, and digital games utilizing both of them was dealt in this article. I dealt with multimedia, social networking, and digital games as key characteristic of digital culture. The difference between traditional psychology and Digital Cultural Psychology was dealt in the perspective of self-concept, information processing, and sex role. Then the conclusion on the future directions of Digital Cultural Psychology and its limitations will be followed.

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