• Title/Summary/Keyword: 역할 놀이

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The Effects of Children's Play Activities through Forest Experience on Their Parents' Expectation and Their Multiple Intelligence Improvement (숲 체험 놀이 활동이 유아 학부모의 기대감과 유아의 다중지능향상에 미치는 영향)

  • Kang, Young-Sik
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.5
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    • pp.303-311
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    • 2020
  • This study examines the effects of children's play activities through forest experience on their parents' expectation and multiple intelligence improvement. To achieve this, an empirical survey was conducted by applying a structural equation model to 152 parents with children. As a result, first, physical and cognitive factors were adopted, and social factors were rejected in the factors that influence the physical, social, and cognitive factors of children's forest experience play activities on parents' expectation of children's safety activities and concern about fine dust. Second, their physical, social and cognitive factors affected their sociality among sub-factors of multiple intelligence improvement. Their social and cognitive spontaneities significantly affected their sensitivity and creativity improvements. Third, parents' expectation did not appear to play a significant mediating role in the effect of play activity through forest experience on multiple intelligence improvement. This study has confirmed that their physical and cognitive factors of play activities through forest experience are directly affected by their parents' concern about fine dust and expectation of their safe activities, and has suggested that their sociality can be thoroughly learned through various educational programs in daycare centers, which is somewhat far from their parents' expectation of their play activities through forest experience.

Study on Guidelines for Selecting Traditional Games in Relation to Multiple Intelligence Development (다중지능발달을 위한 민속놀이 선정기준 연구)

  • Kim, Eun Kyung;Kwon, Dae Won
    • Korean Journal of Childcare and Education
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    • v.10 no.5
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    • pp.229-248
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    • 2014
  • The purpose of this study is to draw guidelines on how to select traditional games that would efficiently help and develop multiple intelligences in children. Guidelines standard of section inquiries were prepared through a Delphi survey targeting twenty experts in early childhood education and traditional games. As a result, linguistic intelligence questions regarding writing, listening, speaking and vocabulary acquisition were selected. logical-mathematical intelligence questions regarding strategy, counting, patterns, hypothesis, verification, and comparing, contrasting, calculating ability were selected. Spatial intelligence questions regarding drawing, coloring, representation activities, operating and creating were selected, physical performance intelligence questions regarding global muscles, eye-hand coordination, flexibility, accommodation force, balance, agility and muscular strength were selected. Musical intelligence included questions about singing, and playing musical instruments. Interpersonal intelligence included perspective-taking, role-sharing, cooperation and discussion. For intrapersonal intelligence questions regarding personal significance-ties, planning-decision making, emotional expression and problem solving were selected. Finally, in relation to naturalist intelligence, questions regarding living organisms, inanimate objects and seasons were selected. In addition, traditional games were analyzed based on the finalized guidelines, and the results showed that each of the traditional games would not only work with one intelligence at a time but with other different intelligence as well. In the light of that, the study confirmed the validity of the guidelines on how to select traditional games that would develop multiple intelligences in children.

The Development of Robot and Augmented Reality Based Contents and Instructional Model Supporting Childrens' Dramatic Play (로봇과 증강현실 기반의 유아 극놀이 콘텐츠 및 교수.학습 모형 개발)

  • Jo, Miheon;Han, Jeonghye;Hyun, Eunja
    • Journal of The Korean Association of Information Education
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    • v.17 no.4
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    • pp.421-432
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    • 2013
  • The purpose of this study is to develop contents and an instructional model that support children's dramatic play by integrating the robot and augmented reality technology. In order to support the dramatic play, the robot shows various facial expressions and actions, serves as a narrator and a sound manager, supports the simultaneous interaction by using the camera and recognizing the markers and children's motions, records children's activities as a photo and a video that can be used for further activities. The robot also uses a projector to allow children to directly interact with the video object. On the other hand, augmented reality offers a variety of character changes and props, and allows various effects of background and foreground. Also it allows natural interaction between the contents and children through the real-type interface, and provides the opportunities for the interaction between actors and audiences. Along with these, augmented reality provides an experience-based learning environment that induces a sensory immersion by allowing children to manipulate or choose the learning situation and experience the results. In addition, the instructional model supporting dramatic play consists of 4 stages(i.e., teachers' preparation, introducing and understanding a story, action plan and play, evaluation and wrapping up). At each stage, detailed activities to decide or proceed are suggested.

The Effects of Young Children's Temperament, Parenting Styles and Teacher-Child Interactions on Peer Interactions (유아의 기질, 부모의 양육방식 및 교사-유아 상호작용이 또래상호작용에 미치는 영향)

  • Lee, Mi Ran
    • Korean Journal of Childcare and Education
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    • v.11 no.5
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    • pp.191-214
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    • 2015
  • The purpose of this study was to investigate variables which have an influence on young children's peer interactions. The data of 966 4-year-old children and their parents and class teachers were extracted from the 5th Panel Study on Korean Children in 2012 by Korea Institute of Child Care and Education. The data were analyzed by means of ANOVA, Pearson's coefficient and multiple regression. The results were as follows: First, boys' play disruption and play disconnection were higher than girls', and girls' play interaction was higher than boys'. Second, sociability and activity of temperament, and teacher-child interaction were related to peer disruption. Third, teacher-child interaction and sociability of temperament significantly affected play interaction. Controlling parenting behavior of the mother was positively related to peer interaction in girls. Fourth, teacher-child interaction, sociability and emotionality of temperament significantly affected play disconnection. Social parenting behavior of the father was negatively related to play disconnection in boys. Lastly, teacher-child interaction was the clearest indicator for young children' peer interactions. These findings suggested a potential role of the teacher in young children's peer interactions.

에코라이프 - 가습기 대신 식물로 _습도를 높이세요?

  • 대한결핵협회
    • 보건세계
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    • v.58 no.1
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    • pp.34-36
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    • 2011
  • 아침부터 코가 꽉 막힌다. 건조한 날씨 속에서 건강에 적신호가 켜진 것이다. 목도 컬컬하고, 미열도 있다. 그렇다고 해서 가습기에 의존하지는 말자. 지구 환경을 생각하는 생활속 아이디어를 발휘해보면 되니까 바로 집안의 가습기 역할을 하는 화초 키우기. 화초의 잎은 호흡을 한다. 따라서 공기를 들이마셔 공기 중의 다이옥신 등의 오염물질을 걸러내고, 신선한 공기를 내놓는다. 특히나 집안에 있는 화초는 최고의 인테리어 효과를 가져오기도 한다. 팔방미인 화초로 센스를 놀일 수 있는 방법을 살펴보자.

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Low emission vehicles and materials technology (저공해 자동차와 재료기술)

  • 조원석
    • Journal of the korean Society of Automotive Engineers
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    • v.16 no.4
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    • pp.6-22
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    • 1994
  • 본 연구에서는 각각의 대체에너지 차량과 기타 저공해과제(촉매기술 등)에서 구체적인 재료의 역할을 알아본다. 1. 메타놀 차량. 2. 전기자동차. 3. 천연가스 차량. 4. 촉매기술. 5. 저공해 차량의 여러 고려사항.

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Usage Difference of Cultural Contents between Cheonan Station and Terminal Area, Cheonan (천안역과 천안터미널 지역의 문화 컨텐츠 이용행태 비교)

  • Kim, Han-Jin;Kim, Hyung-Seok;Lee, Hee-Won
    • Proceedings of the KAIS Fall Conference
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    • 2011.05a
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    • pp.138-140
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    • 2011
  • 본 연구에서는 신도시개발에 따른 원도심 쇠퇴의 현상과 관련하여, 천안의 원도심인 천안역지역의 쇠퇴에 관한 문제의식에서 시작되었다. 천안역지역의 쇠퇴원인을 찾기위하여 인근 천안터미널 지역과 대비하여 두 지역의 문화컨텐츠를 크게 놀거리, 먹거리, 즐길거리로 나누워 각 요소별로 비교 및 분석하고, 또한 천안역과 천안터미널의 문화 컨텐츠의 특징 및 요소들을 같이 비교분석 하였다. 이를 위하여 설문조사를 실시하였으며, 설문내용의 분석을 통하여 이용행태를 이용 연령대별, 이용장소별, 이용현황별, 이용불만현황별로 정리하여 향후 천안역의 문화적 컨텐츠의 발전방향을 제시하고자 하였다.

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The Influence of Maternal Childhood Experiences, Parental Reflection and Parental Role Satisfaction upon Mother's Reaction to Negative Emotions of Preschoolers: Mediated Moderation Effect Verification (어머니의 아동기 수용경험, 부모성찰, 부모역할만족도가 유아의 부정적 정서에 대한 어머니 반응에 미치는 영향: 매개된 조절효과 검증)

  • Oh, ji hyun;Choi, a young
    • Korean Journal of Play Therapy
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    • v.21 no.4
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    • pp.427-448
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    • 2018
  • The study examined the mediated-moderation effect of parental reflection levels from maternal childhood experiences by the parents to mother's reaction to negative emotions of their preschoolers by examining it through the lens of parental role satisfaction. The participants in this study were 327 mothers who and their infants aged 3-6 years. They completed questionnaires on the maternal childhood experiences scale, parental reflection scale, parental role satisfaction scale and mother's reaction to negative emotions of their preschoolers scale. The results of the structural equation model analysis are as follows. First, a mediating model revealed that the relationship between maternal childhood experiences by parents and mother's reactions to negative emotions of their preschoolers was mediated by parental role satisfaction. Second, the results revealed the moderation effect of parents reflection levels on the relationship between maternal childhood experiences by parents and parental role satisfaction. Finally, parental reflection levels were also seen to have a mediated moderation effect of parental reflection level from maternal childhood experiences to mother's reaction to negative emotions of their preschoolers through parental role satisfaction. These results indicate the importance of parental reflection and parental role satisfaction.

A study on Hangul serious mobile game for Infant based on R. Caillois's theory (로제 카이와(R.Caillois)의 놀이 유형에 근거한 유아용 한글 기능성 모바일 게임 연구)

  • Lee, Sooyeon;Kim, Jaewoong
    • Cartoon and Animation Studies
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    • s.35
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    • pp.291-312
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    • 2014
  • This study is based on the theory of R.Caillois about element of play which is motivated to infant for studying Hangul. The ultimate goal of play has to be accompanied by pleasure. And learning means permanent changes from experiences for the individual's. Play and learning, these two elements are united to the genre of serious game since the GBL (game based learning) was lead. Most importantly, in order to achieve their own Hangul learning is the fun. Coupled with fun and learning has an important issue for flow because concentration is low in infants than adults. In this case study is to know about fun factor has been applied effectively to Hangul serious mobile game. 20 Infant Hangul mobile serious games of Google Android mobile game section were selected as a case study based on more than 10,000 downloads and user's review rate by April 22, 2014. After that is currently available on the market can play a variety of cases of infant learning Hangul from previous research of R.Caillois offers four categories of play. R.Caillois of Agon, Mimicry, Alea, Ilinx have unique characteristics in comparison with its functional characteristics Hangul four are present any role in Hangul serious mobile games. As a result of the cases selected and the rules of the game will include a maximum of two of the most common types of Agon. Each attribute of the play, rather than one single factor is applied to four kinds of game play performance when properties are distributed to experience together gave the best flow. As a result of this study will be a based research for infants Hangul serious mobile game reflects the properties of the elements of a fun game that you want to combine learning.

The Change in Participation Patterns in Play Activities of Children with Autism Spectrum Disorder during COVID-19: A Scoping Review (COVID-19로 인한 자폐스펙트럼 장애아동의 놀이 활동 참여 변화: 주제범위 문헌고찰)

  • Kim, Hyang-Won;Song, Ye-Ji;Kang, Seong-Hyeon;Won, Ha-Eun;Jeong, Yun-Wha
    • The Journal of Korean Academy of Sensory Integration
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    • v.21 no.1
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    • pp.59-73
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    • 2023
  • Objective : To examine changes in participation patterns of children with Autism Spectrum Disorder (ASD) in play activities during COVID-19 by reviewing relevant literature. Methods : This scoping review was conducted via five steps. we created a research question and searched for relevant literature published in English through CINAHL, PubMed, ERIC, MEDLINE, Google Scholar and Google search engine. After selecting the literature based on inclusion criteria, data were charted based on 10 items (i.e., author name, journal name, publication year, nation, authors' majors, research method, participant' age and gender as well as quantitative and qualitative results of study). The results were analyzed using descriptive numerical and thematic analyses. Results : After reviewing 437 articles and 152 websites, six articles were included. Theses articles were conducted by experts from various fields and countries. Five themes were highlighted in selected articles: COVID-19 resulted in (1) decreased time of outdoor play, (2) increased play time on screen, (3) increased time spent with family, (4) increased sensory difficulties, and (5) recommendations for services for children with disabilities and during COVID-19. Conclusion : This study suggests telerehabilitation programs about parental behavior strategies in order to solve difficulties in which children with ASD may experience when participating in play activities during disasters. Study results can be used as fundamental evidence to emphasize importance of play activities and to systematize role of occupational therapists and service guidelines for supporting play activities of children with disabilities in disasters.