• 제목/요약/키워드: Creative Play

검색결과 234건 처리시간 0.025초

STEAM교육 접근에 의한 언플러그드 로봇 놀이프로그램이 유아의 창의적 및 사회적 인성 함양에 미치는 효과 (The Effect of STEAM-based Unplugged Play Activities Using Robots on the Improvement of Children's Creative and Social Personalities)

  • 천희영;박소연
    • 한국보육지원학회지
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    • 제16권5호
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    • pp.1-26
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    • 2020
  • Objective: This study investigated 5-year-old children's developmental levels for creative and social personalities according to gender, and whether participation in STEAM-based unplugged robotic activities can improve their creative and social personalities. Methods: Participants were 5-year-old children (N=125) from 11 child care centers. The experimental group included 29 boys and 24 girls enrolled in classrooms that implemented an unplugged activities curriculum over five weeks. The control group consisted of 38 boys and 34 girls. Data were analyzed using a t-test and analysis of covariance, and Hedges' g was used to measure effect size. Results: First, the participating children's mean scores on creative and social personalities were 3.20 and 3.53 on a 5-point Likert scale, respectively. Girls scored higher than boys in sensitivity-various interests and imagination-playfulness domains of creative personality and all three domains of social personality. Second, children in the experimental group showed improvement in all domains of social personality and the effect size was large. They also improved in three domains (openness-humor, imagination-playfulness, independency-immersion) of creative personality, although the effect size was small. Conclusion/Implications: The results imply that implementing a robotics curriculum with unplugged play activities in early childhood classrooms contributes to 5-year-old children's development of creative and social personalities.

서울시 상상어린이공원의 창의 놀이 행태 분석 연구 (A Research on the Creative Behavior of Children's Plays in Sangsang Children's Park, Seoul City)

  • 강영재;김요섭;조세환
    • 한국조경학회지
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    • 제40권5호
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    • pp.109-118
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    • 2012
  • 본 연구는 서울시에서 '상상어린이공원 조성사업'으로 조성된 어린이 놀이시설물에서 나타나는 어린이들의 창의 놀이 행태 분석 및 창의 놀이 유형에 관한 연구를 수행함으로써 어린이들의 창의성을 함양하고 제고하기 위한 상상어린이 공원 놀이시설의 향후 개선방향에 대한 기초자료제시를 목적으로 수행하였다. 본 연구는 2008년에서부터 2010년까지 조성된 상상어린공원 제2차 사업지 6개소를 대상으로 놀이시설 도면 분석 및 놀이 현상에 대한 현장 비디오 촬영을 통한 관찰조사방법을 통해 수행하였으며, 본 연구의 결과는 다음과 같다. 첫째, 상상어린이공원의 놀이시설에는 모두 21개 유형의 창의 놀이 행태가 나타나는 것으로 분석되었다. 둘째, 상상어린이공원의 중심시설이 조합놀이대로 디자인되어 있기 때문에, 놀이시설의 이용률은 절대적인 면에서 조합놀이대의 이용률이 높은 것으로 나타나고 있으나, 창의 놀이 행태는 그네, 흔들말과 같은 독립놀이시설에서 상대적으로 더 많이 나타나고 있었고, 셋째, 어린이들의 창의 놀의 행태는 조합놀이대와 같은 고정된 놀이시설보다는 그네, 흔들말과 같은 유동적 놀이시설과 모래사장과 같은 공간적 놀이시설에서 더 다양하게 나타나고 있었다. 넷째, 어린이들의 창의 놀이 행태는 유창성, 융통성, 독창성, 정교성, 상상력 등 5개 창의성 요소에서 분석될 수 있었으며, 창의 놀이 행태는 5개 창의성 요소에서 중복되어 나타나는 것으로 분석되었다. 다섯째, 이상의 결과에서 어린이들의 창의력을 제고시키기 위해서는 상상어린이공원의 조합놀이대 시설은 유동적 및 공간적 놀이시설과 복합화 하여 디자인되어야 할 필요가 있으며, 유창성, 융통성, 독창성보다는 상대적으로 적게 나타나고 있는 정교성 및 상상력을 제고하기 위해서는 공간적 놀이시설이나 공작형 놀이시설, 그림을 그릴 수 있는 화벽시설 등과 같은 놀이시설이 도입되어야 할 것으로 사료되었다.

교사의 놀이교수 효능감과 유아의 연령에 따른 구성놀이 질의 차이 (Differences in Children's Constructive Play Quality by Teacher's Play Teacing Efficacy)

  • 유영의;신은수
    • 아동학회지
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    • 제26권6호
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    • pp.111-126
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    • 2005
  • Subjects were two teachers each with higher or with lower play teaching efficacy, and the 111 four and five-year-old children they taught. Using naturalistic observation, children's constructive play was videotaped and transcribed for 60 minutes on ten consecutive days in each classroom. Play was analyzed by level of constructive play, continuous length of play, variety of materials, enrichment of activities, and coherence of content. Constructive play of children whose teachers had higher efficacy in teaching play showed longer continuous play, used a higher variety of materials, and their play had more creative integrity. Five-year-olds exhibited longer continuous play, used a larger variety of play materials, more enrichment of play activity, and more coherence in play contents than four-year-olds.

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Innovation and Challenges of Urban Creative Products in Digital Media Art - Tourist cities in China for example

  • Ma Xiaoyu;Lee Jaewoo
    • International Journal of Advanced Culture Technology
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    • 제12권1호
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    • pp.175-181
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    • 2024
  • The paper examines the impact of digital media art on urban creative products, analyzing opportunities and challenges in the digital era. It emphasizes the development of urban cultural and creative products, highlighting their significance and future growth potential. The digital media era provides unprecedented innovation opportunities, utilizing advanced tools for efficient design, production, and marketing. Trends like personalization, customization, AI, and big data offer new expressions and market prospects. Cultural products evolve in design, marketing, and sales channels due to digital media, with tools like social media and e-commerce platforms opening new promotion avenues. Case studies illustrate digital media's role in driving innovation and enhancing user experiences. The paper addresses challenges in market competition, copyright, and technological renewal, while recognizing opportunities from AI and big data. The creative industries must adapt and innovate to remain relevant. Looking ahead, urban creative products will evolve under digitalization, relying on digital means to attract consumers and enhance brand value. Cultural products, beyond economic entities, disseminate urban culture and creative spirit. In the digital era, urban creative products demonstrate potential and necessity, prompting a reevaluation of digital technology's role. Through continuous innovation, this field contributes to cultural and economic levels, impacting urban characteristics and heritage. Urban creative products play an increasingly vital role in the global cultural and creative economy.

창의적 놀이 공간 구축을 위한 디자인 선호 요소 분석 (Analysis on Preferred Element on Constructing Creative Play Space Design)

  • 한현석
    • 디지털융복합연구
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    • 제18권10호
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    • pp.389-396
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    • 2020
  • 본 연구는 어린이들의 창의적인 놀이 행위를 위해 특정한 물리적 공간을 활용하여 사용자가 제공할 수 있는 다양한 관점에 대해서 디자인하기 위한 필요 요소에 대해 조사하고, 주변 공간과 그 환경에 그 결과를 효과적으로 적용하는 방법을 연구한다. 놀이 공간을 효과적으로 디자인하기 위한 선호 요소를 분석하기 위해서 AHP 분석 방법을 활용하였다. 다양한 국내외의 놀이 공간 디자인의 사례 조사를 통해서 주요한 키워드를 도출하였으며, 각 키워드를 그룹핑하고 상위 개념의 키워드를 도출하였다. 이를 통해서 최종 도출된 14가지의 키워드를 AHP를 활용하여 각 요소별 쌍대 비교한 결과를 통해서 놀이 공간을 디자인하기 위한 선호 요소에 대한 우선 순위를 도출하였다. 분석 결과 놀이 공간의 형태적 속성에서는 "개방성", "안전성", "다양성" 등의 순서로 선호도가 도출되었으며, 놀이 공간의 콘텐츠적 속성에서는 "모험성", "오감 요소", "시각 요소", "상호작용성" 등의 순서로 선호도가 도출되었다.

국내 오피스 공용공간에 나타난 공간특성 및 표현방법에 관한 연구 - 탈경계성, 자연친화성, 유희성을 중심으로 - (A Study on Spatial Concepts and Expressions shown in Common Areas of Domestic Offices - Focused on Concepts of Non-territoriality, Eco-Friendly, and Play -)

  • 김지이;심은주
    • 한국실내디자인학회논문집
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    • 제18권3호
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    • pp.84-92
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    • 2009
  • Sociological, technical, and organizational changes have affected the culture of business in many ways. These changes are now encouraging new concepts in the workplace environment such as emotional approaches for a more creative and humanistic workplace let alone enhancing image of the company. The aim of this study is to understand current situations of common office areas and serve as a stepping stone for designing more creative and stimulating work environments. The study first examines concepts of new office designs in our modem society, then defines categories such as territorial fuzziness, eco-friendly, fun and play. Secondly, by using content analysis as research tool the researchers have investigated how the conceptual categories and detailed design presentation methods are shown in workplace designs in Korea. Scope of study is limited to 39 office design projects from 2002-2008 presented in the Korean monthly magazine 'Interiors'. As results. territorial fuzziness was found to be most popular method while play the least. For application wise, meeting rooms, rest area and hallways were places where these concepts appear the most. Even though, these new approaches in office designs can be found in our domestic offices, still more experimental and active approach seems to be needed.

아동 색채조형 놀이기구 디자인 제안 (Kids Color-design Playground Apparatus Proposal)

  • 송지홍;최경란
    • 한국가구학회지
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    • 제25권4호
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    • pp.239-249
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    • 2014
  • Color is an important subject of interest for cognitive developmental stages of children and it also correlate to emotional and physical development. Children can acquire concept of color by 'play'. Color play can be experienced to children through diversity activity and theses activities contain creative craft art activity. The color-paly with art activity for kids can be called 'kids color-design play'. Recently, indoor playgrounds are rapidly grow-up because parent's concern degree that about play activity get higher. The indoor playground being enlargement and it contains various paly contents. Color-design play is also enacted animatedly in kids indoor playground. The great part of color-design plays are enacted through program that needs teaching. On the other hand, color-design play facility that children can play spontaneously is not composed sufficiently. Therefore this study aim at design proposal of 'Kids color-design playground apparatus' in indoor playground.

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Cloud-Based Gaming Service Platform Supporting Multiple Devices

  • Kim, Kyoung Ill;Bae, Su Young;Lee, Dong Chun;Cho, Chang Sik;Lee, Hun Joo;Lee, Kyu Chul
    • ETRI Journal
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    • 제35권6호
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    • pp.960-968
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    • 2013
  • To implement a cloud game service platform supporting multiple users and devices based on real-time streaming, there are many technical needs, including game screen and sound capturing, audio/video encoding in real time created by a high-performance server-generated game screen, and real-time streaming to client devices, such as low-cost PCs, smart devices, and set-top boxes. We therefore present a game service platform for the running and management of the game screen, as well as running the sound on the server, in which the captured and encoded game screen and sound separately provide client devices through real-time streaming. The proposed platform offers Web-based services that allow game play on smaller end devices without requiring the games to be installed locally.

MCY-Mentoring Activities by Creating and Communicating Mathematical Objects

  • Cho, Han-Hyuk;Lee, Ji-Yoon;Shin, Dong-Jo;Woo, Ahn-Sung
    • 한국수학교육학회지시리즈D:수학교육연구
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    • 제15권2호
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    • pp.141-158
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    • 2011
  • In recent years, an increasing number of viewpoints hold that students should be engaged in a learning environment where understanding and knowledge transfer take place. This study introduces Mathematics Created by You (MCY)-mentoring program, which allows students to construct artefacts that are required to learn. This program is online-based and so can be shared by several people and mathematics leaning takes place through interactions within this carefully designed environment. Also, MCY intends to provide students a series of sequential activities related to creative play, creative learning and creative inquiry based on a Constructive and interactive environment. Furthermore, a creative activity- constructing a creative product using building blocks- was presented as an example. Finally, we investigate the pedagogical implications and suggest directions for the further development.

창의.인성교육을 위한 수학 수업 모형 사례 (Model lessons of mathematical practice focus on creativity and character education curriculm)

  • 권오남;박지현;박정숙
    • 한국수학교육학회지시리즈A:수학교육
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    • 제50권4호
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    • pp.403-428
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    • 2011
  • The direction of recent education literature points to the importance of creativity and creative practices, which also plays an important role in character education and has been recognized as being invaluable for the educational goals of the 21st century. As such, the goal of mathematics educators and researchers has also been on emphasizing the importance of building character and promoting creative practices. In this research, we study the pedagogical measures that can be easily implemented in classrooms to foster creative mathematical thinking and practices in students. In particular, the mathematical topic of interest is three-dimensional geometry, and especially polygons, and processes in which mathematical knowledge and creative practices play out in classrooms. For example, we explore how these creative lessons can be organized as the target internalization lessons, concepts definition lessons, regularity and relationship lessons, question posing lessons, and narrative story lessons. All of these lessons share three commonalities: 1) they require specific planning and execution challenges in order to achieve creative tasks, 2) they take advantage of open-ended problems, and 3) they are activity-oriented. Through this study, we hope to further our understanding on successful creative mathematical educational practices in the field of mathematics education, and help establish model lessons and materials for teachers and educators to use towards such goals.