• Title/Summary/Keyword: Children's media

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Interactive Music Performance Content for Infants' emotional regulation Improvement (유아의 정서조절능력 향상을 위한 인터랙티브 음악연주 콘텐츠 제안)

  • Park, Min-kyung;Choi, Ye-ji;Park, Yeong-mi;Jang, Se-jin;Park, Sui
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.141-144
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    • 2018
  • During human development, rapid emotional growth develops in infancy, and emotional regulation affects positive emotional development. Therefore, it is important for infants to learn how to control their emotions in infancy. In this study, we propose music-based media content that can improve the emotional regulation ability of infants. In other words, this study suggests a projector-based interactive content that plays various musical instruments through movement of the body following the music on the basis of the Eurhythmics education. Children were asked to perform five instruments: bass, drums, tambourines, castanets, and maracas in their physical movements using their hands, arms, and legs, so that physical activity had a positive impact on the child's emotional regulation. This music - based interactive content is expected to provide an environment that can help improve the emotional regulation by concentrating the attention of children.

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The analysis of 'the Market Project' as the case of education for sustainable development (지속가능발전교육 사례로서의'시장 프로젝트'분석)

  • Yoon, Bok-Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.2
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    • pp.866-874
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    • 2014
  • This study is case study. The purpose of this study is to analysis 'the project of market' connected with ESD in early childhood education and to examine children's meaningful experiences during the process. This study was carried out in the kindergarten in K city, Chunng-Nam. 5-year children of 2 classes were participated. The results of this study concluded as follows: 'The project of market' showed the possibilities of ESD through reconstructing the existing curriculum. In every stage of the project, skills of ESD were included and developed. This project reflected the key concepts of social, environmental, economic areas. This project resulted by integrated curriculum, participatory engagement, multiple instructional methods.

Associative Interactive play Contents for Infant Imagination (유아 상상력을 위한 연상 인터렉티브 놀이 콘텐츠)

  • Jang, Eun-Jung;Lim, Chan
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.1
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    • pp.371-376
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    • 2019
  • Creative thinking appears even before it is expressed in language, and its existence is revealed through emotion, intuition, image and body feeling before logic or linguistics rules work. In this study, Lego is intended to present experimental child interactive content that is applied with a computer vision based on image processing techniques. In the case of infants, the main purpose of this content is the development of hand muscles and the ability to implement imagination. The purpose of the analysis algorithm of the OpenCV library and the image processing using the 'VVVV' that is implemented as a 'Node' in the midst of perceptual changes in image processing technology that are representative of object recognition, and the objective is to use a webcam to film, recognize, derive results that match the analysis and produce interactive content that is completed by the user participating. Research shows what Lego children have made, and children can create things themselves and develop creativity. Furthermore, we expect to be able to infer a diverse and individualistic person's thinking based on more data.

Using Interaction for an Experiential Story 'The Three Little Pigs and Wolf' - for ipad - (인터랙션을 활용한 체험형 동화 '아기 돼지 삼형제와 늑대' - ipad를 중심으로 -)

  • Kim, Hyunhee
    • Design Convergence Study
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    • v.14 no.3
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    • pp.1-15
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    • 2015
  • Storytelling which is part of human nature, has changed over millions of years. The development of technology and media has shaped Storytelling into various forms and shapes, and due to the recent spread of smart devices, the influence of interactive storytelling has grown significantly. The technology which allows diverse and natural input of users, have transformed the listener to user and has allowed the user to 'experience' the story rather than 'hear' it. In line with the trend in the development of these technologies, this study seeks to design and implement an interactive tale for children on an ipad platform. Focusing on the interaction aspect, this story is designed mainly for 3-7 years olds, which contains various multimedia elements and interaction elements that use built in technology such as multi-touch technology and microphone technology to allow user input that aline with the context of story. Focusing on children's experience and empathy with the characters of the story, 'Three Little Pigs and the Wolf' contains 22 steps and was published in the itunes Store.

Meal practice and Perceptions of Traditional Food Culture Education in Elementary School Students (초등학생의 식생활 실태 및 전통 식생활교육에 대한 인식)

  • Yoon, Sun-Joo;Kim, Hee-Sup
    • Journal of the Korean Society of Food Culture
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    • v.25 no.5
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    • pp.558-567
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    • 2010
  • Changes in social, economical, and cultural environments affect the meal practices of children. The transmission of traditional Korean food culture is very important because it presents not only a well-balanced diet but also contributes to shaping identity. The purpose of this study was to investigate elementary school students' present meal practices and views, as well as demands on traditional food culture education to reflect future educational plans. Half of the students ate breakfast everyday and 72% ate a traditional Korean style breakfast. About 38% of the students participated 2-4 times per week in meal preparation and 34% participated in clean-up after the meal once a day. Although 6th graders had greater skills in basic cooking, they tended to be more passive upon applying their skills in daily meal practice. For traditional food culture education, 89% of the experienced and 86.2% of the inexperienced groups agreed on the necessity of traditional food culture education. Students attained traditional food culture knowledge through Silgwa, practical coursework within the curriculum, and by teachers leading classes. They were also educated by parents, mass media, and books outside of school. The preferred methods of class teaching were lecture and experiential learning. The preferred subjects to learn were 'cooking classes based on taste development', 'learning food ingredients through vegetable growing', 'traditional Korean food manners', and 'traditional Korean food culture and seasonal foods' as well as nutritional education. Fifth graders had more positive attitudes towards meal practices and traditional food culture education. Traditional Korean food culture and nutrition education should be integrated and developed into regular subject curricula to improve children's meal practice and inheritance of traditional food culture.

Design and Implementation of STEAM Game Contents for infant Learning Education using Gyroscope Sensor

  • Song, Mi-Young
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.1
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    • pp.93-99
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    • 2020
  • With the development of digital technology and the increasing demand for learning how to improve one's ability to solve problems through play and participation interactions, a variety of edutainment game contents are being developed. The edutainment game contents developed until recently have received a large number of contents for intelligence development and transfer of knowledge such as Korean and English mathematics for children and children. Recently, there have been various researches on the necessity and effect of STEAM education that foster convergent science and technology talents with comprehensive thinking ability and scientific inquiry spirit through the fusion education method among the subjects including science, technology, engineering, mathematics, And there is a growing need for the development of a parish suitable for STEAM education. However, there is a lack of STEAM educational content development that incorporates the technology of creative convergence talent training to develop talented people who can think and solve problems by crossing various academic boundaries. Therefore, this study develops game contents for early childhood education by combining STEAM education which foster convergent science and technology talents with comprehensive thinking ability and scientific inquiry spirit. And we designed and implemented STEAM game contents for infant learning education which can induce the interest of children and have fun by using gyroscope sensor of smartphone.

Restrictions on Distance Education in Early Childhood Education in the Era of with Corona, and Proposal for Early Childhood Distance Education Solution Development (위드 코로나 시대에서 유아교육 현장의 원격교육 제한사항과 이에 따른 유아 원격교육 솔루션 개발 제안)

  • Li, Xin Ran;Hong, Pil Tae
    • Journal of Practical Engineering Education
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    • v.13 no.2
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    • pp.251-259
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    • 2021
  • Due to the characteristic that early childhood education is a process of nurturing children's senses by a leader rather than the transfer of knowledge, even in the era of with Corona, early childhood distance education is not one-to-one non-face-to-face education, but rather through distributed materials such as early childhood education packages or media such as TV. Distance education was conducted in a self-care method. Through a review of prior research and intensive parent interviews, the researcher identified the requirements for distance education, such as the expansion and accessibility of educational contents, understanding of basic knowledge of early childhood distance education, and the need to increase children's social skills through real-time distance education. It was identified that the current distance education-related solutions are not suitable for early childhood education. Accordingly, the researcher presents the basic direction (VERI) of the early childhood distance education solution of diversity, ease, real-time communication, and integration, and provides a Web/App platform that allows children, parents, and teachers to share content and communicate in real time and in non-real time. The development of a solution was proposed. This distance education solution is expected to effectively support early childhood distance education in the era of With Corona as infants, parents, and teachers communicate and share the current situation, which is only presenting guidelines and materials.

A Precise Tracking System for Dynamic Object using IR sensor for Spatial Augmented Reality (공간증강현실 구현을 위한 적외선 센서 기반 동적 물체 정밀 추적 시스템)

  • Oh, JiSoo;Park, Jinho
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.3
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    • pp.115-122
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    • 2017
  • As the era of the fourth industrial revolution began, augmented reality showed infinite possibilities throughout society. However, current augmented reality systems such as head-mount display and hand-held display systems suffer from various problems such as weariness and nausea, and thus space-augmented reality, which is a projector-based augmented reality technology, is attracting attention. Spacial augmented reality requires precise tracking of dynamic objects to project virtual images in order to increase realism of augmented reality and induce user 's immersion. The infrared sensor-based precision tracking algorithm developed in this paper demonstrates very robust tracking performance with an average error rate of less than 1.5% and technically opens the way towards advanced augmented reality technologies such as tracking for arbitrary objects, and Socially, by easy-to-use tracking algorithms for non-specialists, it allows designers, students, and children to easily create and enjoy their own augmented reality content.

Risk and Protection Factor Related to Suicide Ideation in Each Life Course based on an Ecological-system Perspective (생태체계적 관점에서 본 생애주기별 자살생각의 위험요인과 보호요인)

  • Kim, Yun-Jeong
    • The Korean Journal of Community Living Science
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    • v.22 no.3
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    • pp.429-444
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    • 2011
  • The objective of this study was to identify the risk factor and protection factor related to suicide ideation in each life course based on an ecological-system perspective. A questionnaire was carried out for 393 adolescents, 473 adults and 376 aged men living nationwide. The results are as follows. First, the suicide ideation was low with 1.78 points in the full mark of 5 points. Second, the difference in suicide ideation, depression, hopelessness, stress in the organic system variables, family solidarity in the micro system variables, intermediate system variables, residence, the existence/inexistence of counselling center and the influence of mass media in mezo system variables in each life course were significant. Third, the relative influence of organic system variables on the suicide ideation were largest in all life courses. Further, the depression and the influence of mass media in all life courses were a risk factor of suicide ideation and stress was also a risk factor of suicide ideation in the case of adolescents and the aged. When examining protection factors of suicide ideation, family solidarity, minute as it is, works as the protection factor of suicide ideation in the case of adolescents. For the adults, living in a metropolis was a protection factor from suicide ideation. For the aged, family solidarity, family history of suicide and adult children's attention to their friends and neighbors (intermediate system variable) were protection factors from suicide ideation. I suggested that policy, service, counseling and educational program proper to each life course were necessary to lower risk factors of suicide ideation and to improve protection factors.

Knowledge and Attitude Towards Tobacco Smoking among 13-15 Year-Old School Children in Viet Nam - Findings from GYTS 2014

  • Nguyen, Thanh Huong;Nguyen, Trung Kien;Kim, Bao Giang;Hoang, Van Minh;Phan, Thi Hai;Doan, Thu Huyen;Luong, Ngoc Khue;Nguyen, Thuy Linh;Nguyen, Tuan Lam;Pham, Thi Quynh Nga
    • Asian Pacific Journal of Cancer Prevention
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    • v.17 no.sup1
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    • pp.37-42
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    • 2016
  • Studies have shown that smoking is a learnt behavior, often initiated during adolescence. This paper aims to describe tobacco-related knowledge, attitude and associations among school adolescents aged 13-15 with exposure to anti-smoking information. Using data from the Global Youth Tobacco Survey (GYTS) in Viet Nam, 2014, knowledge was measured through 4 questions about tobacco use, and attitude was assessed through 3 questions on personal, social and environmental aspects. Students giving most anti-tobacco responses to all questions were considered as having correct knowledge or appropriate attitude or both. Access to anti-smoking information was determined by exposure to any media messages on tobacco control during the past 30 days and teaching in school about the danger of tobacco use during the past 12 months. A substantial percentage of students thought that being near others who smoke might be harmful to them and smoking is harmful to health (89.4% and 89.6% respectively). However, only 46.4% reported that it is definitely difficult to quit smoking and 66.9% thought that smoking for only 1 or 2 years, once stopped, is harmful to health. Slightly more than half of the respondents reported appropriate attitude that young smokers have fewer friends than others and smoking makes them less attractive and less comfortable at social events. Noticing anti-smoking messages in the media together with having lessons in school about the dangers of tobacco substantially increased the likelihood of having correct knowledge, appropriate attitude and both. Despite relatively high awareness about smoking harms, effective educational communication is still highly needed to improve the level of comprehensive knowledge and an appropriate attitude regarding tobacco use.