• Title/Summary/Keyword: 유아교육콘텐츠

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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.

Educational Insect Robot Content use of play(Game) for the Nuri Process Education of Creative in Smartphone (스마트폰을 활용한 로봇 교육 콘텐츠 게임 활용 연구)

  • Park, Young-suk;Park, Dea-woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.131-134
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    • 2013
  • Nuri process is a common process of childcare and education for infants to 5 years old in 2012 has been carried out. In order to operate a paint program, teachers not only easy to take advantage in the field, education robot, taking into account developmental compatibility in accordance with stable, physical stability, age psychological infant, the diversity, education robot that can be worn thinking, creativity, scientific thinking is required. In this paper, I will study the applications and Internet services to infants through your favorite smartphones. To the study of development in the smartphone educational insect robot application with the educational environment that infants are environmentally friendly. Utilizing the game smartphone, Nari proceed to step 15, place the questions and answers for enhancing the education effect on the way, to enhance the creative effect of the robot and education. In this paper, I will continue to contribute to the development of content for the education of taste creative.

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The Study on the Design and Development of Childre's free choice activities Monitoring System Based on Open Source Hardware (오픈소스 하드웨어를 이용한 유아의 자유선택활동 관찰시스템의 설계 및 개발 연구)

  • Kim, Kyung Min
    • Smart Media Journal
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    • v.7 no.2
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    • pp.47-53
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    • 2018
  • Along with the development of information and communication technology, smart education that can learn without restrictions of time, place and equipment is activated even in the field of education. Although smart education is provided with content-based training solutions, construction of a system that grasps individual characteristics of learners and provides personalized learning is relatively weak. The activity of free choice is an important play activity of early childhood education, but it is not implemented efficiently by relying on the clinical observation of the teacher. If the IoT(Internet of Things) technology based on Hyper-Connected is applied to free-choice activities, it is possible to provide the child's personalized activity type and play-form analysis based on objective and stylized data. In this paper, we design and implement a system to monitor the child's activity of free choice by building an IoT environment that is based on open source hardware. The proposed system provides children's activity information as objective data and will be used as teacher's work mitigation and custom training material for each child.

By Theory of Proportion the Human Body, An Analysis on Character's Proportion in Kids TV Animation on EBS (인체비례론에 근거한 EBS 유아동 애니메이션 캐릭터 등신비율 분석)

  • Suk-Rae, Kim;Jean-Hun, Chung
    • Journal of Digital Convergence
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    • v.13 no.10
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    • pp.491-499
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    • 2015
  • The potential competency from the animation industry, as known as a foundation which spawned a variety contents from the piece of work, has a high importance in the content development field. The pivotal role of the domestic animation industry has produced the term of convergence content which composed by both educational elements and entertainment features especially from the domestic kids TV animation industry. This study analysis the ideal indicator of the preferred characteristic design being broadcasted on EBS, not only presenting the status of the character proportion rates but also proposing the creative aesthetic indication where the substantial leverage would be available as the purpose of this research.

The Impact of Young Children's Excessive Immersion in Smartphone Games on their Prosocial and Problematic Behavior (유아의 스마트폰 게임 과몰입 정도가 유아의 친사회적 행동 및 문제행동에 미치는 영향)

  • Cho, Jung-Jin;Cho, Anna
    • The Journal of the Korea Contents Association
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    • v.15 no.10
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    • pp.647-657
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    • 2015
  • The purpose of this study is to investigate how young children's excessive immersion in smartphone games affects their prosocial and problematic behavior. To achieve the purpose, a qustionnaire survey was conducted with 147 children aged 3 to 5 going to two kindergartens and two child-care centers which were judged to have similar social and economic conditions, their mothers, and 16 teachers in charge of them. For data processing, SPSS 18.0 program was used to conduct frequency analysis, correlation analysis, and simple regression analysis. The study results were presented as follows. First, the more seriously the young children had excessive immersion in smartphone games, the more negatively their prosocial behavior was influenced. Secondly, the more severely the young children had excessive immersion in smartphone games, the more problematic behavior the young children had. This study is meaningful in the point that it analyzed the impact of their addiction in smartphone games on their prosocial and problematic behavior, and thereby helped to improve a plan of effectively using smartphones as educational media.

Silhouette-based Motion Estimation for Movement Education of Young Children (유아의 동작 교육을 위한 실루엣 기반 동작 추정)

  • Shin, Young-Suk;Kim, Hey-Jeong;Lee, Jeong-Wuk;Lee, Kyoung-Mi
    • The Journal of the Korea Contents Association
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    • v.8 no.4
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    • pp.273-284
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    • 2008
  • Movements are a critical ability to young children's whole development, including physical, social/emotional, and cognitive development. This paper proposes the method to estimate movements suitable for young children's body conditions. The proposed method extracts a silhouette in each frame of videos that are obtained by deploying two video cameras by compensating illuminations, removing background and conducting morphology operations. And we extract silhouette feature values: an area, the ratio of length to width, the lowest foot position, and 7 Hu moments. Also, the area and movements of sub-area are used as local features. For motion estimation, we used probability propagation of the features extracted from the front and side frames. The proposed estimation algorithm is demonstrated for seven movements, walking, jumping, hopping, bending, stretching, balancing, and turning.

Development of the Balanced Language Education Program Model -on the basis of young children in low-income families participating in Dream Start- (균형적 언어교육 프로그램 모형 개발 -드림스타트 저소득 가정 유아를 대상으로-)

  • Kim, You-Hwa;Kwak, Young-suk
    • The Journal of the Korea Contents Association
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    • v.16 no.12
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    • pp.600-621
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    • 2016
  • This study aims to develop and apply the language education program model - based on balanced language education approach - on development of literacy of young children in low-income families, specially participating in Dream Start public welfare service. Development of this languge education program was based on the basic view and characteristis of balanced language education. It was progressed in accordance with Analyze-Design-Develop-implement-Evaluate(ADDIE), which is an widely-used instructional design model. Educational contents including reading skills of picture books based on whole language approach and well-structured reading and writing sequences, teaching and learning method including the principles and the strategies and teaching and learning systematic evaluation method are proposed in viewpoint of balanced language teaching approach. The application of the program was conducted targeting 20 young children participating in Dream Start welfare service from June 2015 until early November. To evaluate the effectiveness of this program, word reading inspection and nonsense word reading inspection developed by Ko, Yeon-Kyung(2002) were performed. The reflective thinking journal of visiting teachers and the satisfaction reported by parents were analysed in the qualitative research method. As a result, reading skills of young children were improved. The superiority of the program - prefernce for the picture book, interests in written languages, effectiveness of individualized language education method - was demonstrated by qualitative analysis of reflective journal. This study has the significance on presenting the executable language education model for literacy development of young children in low-income families based on balanced language education approach.

The Analysis of Smart Phone Application for Early Childhood Based on Cognitive Theory (학습관련 인지이론에 기반한 유아용 스마트폰 어플리케이션 분석)

  • Kim, Eun-Jung;Park, Sung-Deok;Kim, Kyung-Chul
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.163-174
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    • 2011
  • The purpose of this study was to apply a variety of criteria to analyzing mobile applications for early childhood education, which are now available in application market, and was also to explore how the developmental characteristics and multimedia content characteristics of early childhood could be applied to mobile applications for early childhood education. To meet these purposes, this study targeted total 61 applications for infancy education in terms of mobile applications loaded on online education categories such as iPhone App Store and Android Market. Based on analytic criteria on the foundation of content type by learning type, cognitive load theory and multimedia design principle, this study analyzed those applications for early childhood. As a result, it was found that there were needs to develop a little more various categories of applications, and there were also needs to develop such applications that they can make the best use of smart phone's performance, comply with multimedia design principles but avoid any imprudent use of multimedia.

Mother's Perception on the Effect of Using Smart Devices by Young Childen (스마트기기 이용이 유아에게 미치는 영향에 대한 어머니의 인식)

  • Minhee, Kim
    • Journal of Digital Contents Society
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    • v.18 no.3
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    • pp.517-524
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    • 2017
  • The aim of this study was to provide basic contents which are based on the appropriate understanding, use, and information of smart devices for young children. The researcher surveyed mothers regarding the effects of their children's development as a result of using smart devices. A survey of 134 mothers with three to five-year-old children currently attending daycare centers or kindergartens was carried out. By using SPSS 18.0, the collected data of survey results was implemented via t-test and F verification. Study findings are as follows: First, the result of the survey analysis indicated that most mothers perceived that using smart devices did not heavily influence their child's development. Second, the mothers' perception was varied depending on whether it was their child's the first time using smart devices, the mother's education level, and on the mother's employment situation. However, there was no difference of perception in regards to gender. The results of this study suggest the necessity of parental intervention and prevention of side effect of children 's smart device use and parent education program.

Design for Edutainment Teaching Tool based on ICT Convergence Block Puzzle (ICT 융합형 블록 퍼즐 기반 에듀테인먼트 교구 설계)

  • Song, Mi-Young;Kim, Woo-Yeon;Park, Soo-Bin;Kim, Hyo-Won;Choi, Yoo-Jin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.165-166
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    • 2019
  • 본 논문은 기존의 강압적인 형태의 한글 교육 선행 학습이 아닌 창의적이고 입체적인 에듀테이먼트 교구인 블록 퍼즐과 아두이노를 이용한 명령 센서, 카메라 반사경을 통한 영상 입력을 통해 ICT 융합형 블록 퍼즐기반의 에듀테인먼트 교구를 설계하고자 한다. 즉, 모바일 콘텐츠를 통해 유아에게 교육을 제시하고 유아는 모바일 콘텐츠와 블록 퍼즐 교구, 명령 센서를 통해 입력 영상을 인식하게 한다. 이러한 블록 퍼즐 기반의 에듀테인먼트 교구를 통해서 한글 학습을 놀이 과정 속에서 창의력과 문제 해결 능력을 키울 뿐 만 아니라 스스로 학습을 이끌어가는 자기주도적 학습 능력을 키울 수 있을 것으로 기대한다.

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