• Title/Summary/Keyword: Creative Play

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The Relationship between Childcare Philosophy and Architectural Space of Communal Childcare Cooperative Nurseries (공동육아 협동조합 어린이집 보육철학과 건축공간의 관계성)

  • Yoo, Myoung-Hee
    • Journal of the Korean Institute of Educational Facilities
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    • v.19 no.2
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    • pp.41-50
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    • 2012
  • This study aims to analyze chlidcare philosophy and the architectural characteristics of communal childcare cooperative nurseries(parent cooperative childcare facilities), and also to examine their mutual relationship. The communal childcare cooperative is an ideal childcare method to break away from employee-supported childcare system and cooperatively solve childcare problems in the family community system. The child-rearing philosophy of the communal childcare can bring spontaneous and creative development amidst 'daily life' and 'play' by switching from knowledge and skill-oriented education and puts an emphasis on physical environments in child's growth. The features of architecture related the childcare philosophy derived from this study are as follows: the way of participation and self-help, the extension of spatial scope and focuses on outside space, architecture of house-like residence rather than educational facility, spatial 'overlapping' focusing on transitional space and multi-purpose space rather than spatial partitions, the pursuit of creativity through play is realized in the incompletion and unspecification of space evolving over time.

Study on Total Fashion in Orientalism Fashion (중국, 일본, 한국의 오리엔탈리즘패션에 나타난 토탈패션(Total Fashion)에 관한 연구)

  • 곽태기;김은정
    • Journal of the Korean Society of Costume
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    • v.52 no.5
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    • pp.109-127
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    • 2002
  • As modern fashion trends show oriental motif since the transition of post-modernism, a number of great fashion designers such as Givenchy and Jean-Paul Gautier applied the concept of Orientalism to their fashion design. Total fashion is a trend in which make-up, hair-style, and accessories. together with clothing itself are considered a complete fashion as a whole, and sometimes appeals much to consumers. Given that the previous studies on Orientalism have focused only on clothing. this research aims at examining Orientalism with a total fashion approach to simultaneously study make-up, hair-style, accessories, and clothing, and showing that traditional oriental beauty is expressed by total fashion in which the past appeared again through the process of creative application. We analyzed the Orientalism total fashion from 1990 through 2001 and summarized the national differences among these countries in the following. First, China has a uniformed clothing. make-up, and hair-style as shown its traditional play, "KyungKeuk" and traditional costume, Chipao. Second, Japanese unique traditional costume has been passed on through its traditional costume, Kimono, and traditional play, "Kabuki" Finally, in Korea, make-up, hair-style and the design of the traditional costume. Hanbok, as appeared in "Myindo(means a picture of a beauty) Painted in the Chosun Era are applied and reappeared without much change. It is advised to note that the Orientalism fashion to be discussed in this study is limited to China, Japan, and Korea in Asia.Japan, and Korea in Asia.

Playful Expression in Contemporary Fashion Illustration (현대 패션 일러스트레이션의 유희적 표현)

  • Jang, Jung-Im;Lee, Youn-Hee
    • The Research Journal of the Costume Culture
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    • v.16 no.6
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    • pp.1142-1155
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    • 2008
  • The purpose of this study is to analyze the effects of playful aspects through the research into characteristics and playful expressional tendency that are expressed in the contemporary fashion illustration. This study covered from 1995, the beginning point of play trend spreading, to 2006 and the fashion magazines, illustrator's collections, and about 1800 pieces of work which have been revealed on the internet web site were collected. At the next stage, 443 pieces of work were selected by researcher for a questionnaire. As a result of the questionnaire, ultimately frequency was more than n=5, so it examined playful expression characteristics, the methods and the effects of the modern fashion illustration based on 335 pieces of work(75.6% of total sample) which were selected by the majority of expert group. It showed the biggest part of playful expression tendency in the modern fashion illustration was 'simplification', and second one was 'exaggeration'. 'Immature expression' and 'fantastic expression' which are included in kidult expression were next. Hopefully, this study would be helpful for creative expression of the fashion illustration which is fit for spreading play trend in modern society.

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A Study on Problem Based Storytelling of Digital Game Modification (디지털 게임 모드의 문제 기반 스토리텔링 연구)

  • Yun, Hye-Young
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.65-76
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    • 2016
  • The paradigm of the human experience through computer as a medium is moving from cultural interface to cultural software. Mod represents this paradigm shift in digital game culture. Until now, Digital game play focused on the immersive agency in the process of achieving the goals of the game. On the other hand, In Mod, play focus on generative agency in the process of creating and solving problems in game world. Through Mod, original game perceived as transformable data and creative material. Transformation and generation of such a game content through the user's Mod presents a sustainable model of the digital game.

A Study on the content analysis of Remote classes according to COVID-19 : Focusing on Kindergarten [Play ON] (코로나 19에 따른 원격수업 콘텐츠 분석연구 : 유치원 [놀이ON]을 중심으로)

  • Nam, ki-won;Choi, jung-hee
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.2
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    • pp.69-75
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    • 2022
  • The purpose of this study is to present the direction of the development and utilization of remote class content for infants in a future educational environment through the analysis of remote class content for childhood. The analysis targets are 148 kindergarten [play ON] contents, and the analysis results according to "easy to use," "interest," "educational," "conformity of content," and "technicality" are as follows. Except for the 'conformity of content', there was a large variation in the score of content for each sub-area. In the case of "conformity of content," almost all of them received high scores for content production by incumbent teachers. With this in mind, we have drawn the following conclusions: First, it should be produced at an appropriate speed in consideration of the induction and understanding of childhoods' participation in play in the search and progress process, and it should be possible to play according to the challenges and levels using various strategies under the theme that all childhoods can be interested in. In addition, it was found that it was necessary to select topics, edit videos, and voice support so that childhoods can participate in the process of discovery and search, supporting childhoods' imagination, curiosity, and creative experiences.

Development of the PLAY teaching and learning model based on Accelerated Creative Learning (효율적인 정보통신기술교육을 위한 가속학습이론기반의 수업모형개발)

  • Lee, Seung-Eun;Joo, Kil-Hong
    • 한국정보교육학회:학술대회논문집
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    • 2011.01a
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    • pp.29-35
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    • 2011
  • With the society rapidly changing, children are being asked respond quickly to these changes. Therefore, how children learn and think comes before what to teach, and we need to come up with ways to nurture their ability to proactively control their lives and studies. We attempt to use the technique of Accelerated learning, which focuses on the student's own ability toacquire and use information, to enhance the efficiency of information technology education. We designed the PLAY model based on accelerated learning and Multiple Intelligence Theory, and conducted ten experimental sessions on two groups of 70 second grade elementary school students.

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The Characteristics of Spatial Configuration of Activity Areas in Classrooms According to the Types of Daily Routine in Child-Care Centers in South Korea (어린이집 일과유형에 따른 보육실 흥미영역구성 특성)

  • Park, Jung-A;Choi, Mock Wha
    • Journal of the Korean housing association
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    • v.25 no.4
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    • pp.83-91
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    • 2014
  • The purpose of this study is to clarify the characteristics between the type of daily routine and spatial configuration of activity areas in classroom and provide alternatives for space planning of activity areas in classroom of child-care centers. This study used the content analysis on daily activity plan and floor plans through field survey. Analysis on floor plans was conducted for 35 classrooms in 9 child-care centers which allowed field survey. The results of this study were as follows; There was no significant difference for classroom size according to the type of daily routine in 3 to 5-year-old classrooms. The average size of classrooms was $61.6m^2$ for care oriented type, $41.4m^2$ for indoor activity oriented type and $48.8m^2$ for group activity oriented type. There was no significant difference in composition of activity areas in classrooms according to the type of daily routine. In case of 0 to 2-year-old classrooms, they were composed of 6 activity areas including gross-motor, role play, block building, language, creative expression, exploration/manipulation. Activity area of the most low frequency was gross-motor area. In case of 3 to 5-year-old classrooms, most classrooms were composed of all the 7 activity areas including art, tone and rhythmic, block building, role play, language, math and science. Most accessible and central areas in 0 to 2-year-old classrooms were gross-motor and role play. Also, most separate areas were exploration/manipulation and block building. Most accessible and central areas in 3 to 5-year-old classroom were art and math. Also, most separate areas were tone and rhythmic and science.

An analysis of the frequency and correlation of voluntary questioning of children in robot play - Focus on the elements of STEAM - (로봇놀이에서 나타난 유아들의 자발적 질문 빈도 및 상관관계 분석 -STEAM 요소를 중심으로-)

  • Nam, Ki Won;Lee, Eun Ji
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.385-392
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    • 2022
  • Our society, which has arrived in the 4th industrial revolution, emphasizes covergence education to cultivate creative convergence talents. Therefore, this study is to develop a convergence education program consistent with the direction of the 2019 revised Nuri course and to help teachers who want to implement convergence education. In order to achieve this purpose, in this study, voluntary questions that occurred in play using the educational robot 'Turtle' were classified as STEAM elements. After that, frequency analysis and correlation analysis were conducted. Therefore, this study is meaningful in collecting children's questions about the same robot by age, and it is valuable in establishing future convergence education directions by analyzing the correlation by STEAM elements.

A Study on the play of Allegory in the 1970s - Focusing on Lee Kang-baek's Early Works - (1970년대 알레고리극 희곡 연구 - 이강백의 초기 작품을 중심으로 -)

  • Lee, Jong-Rak
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.6
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    • pp.113-122
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    • 2019
  • In the 1970s, under the tyrannical regulation and censorship of the Yushin regime, realistic dramatization techniques were forced to reveal their limitations. Choosing the 'allegory' technique, a double-meaning narrative structure, Lee Kang-baek sets up virtual spaces or unrealistic figures, both of which lack 'realism'. Lee Kang-baek has allergic the illusion of detadiscourse, the diaspora character, and the universality of 'Political Unconsciousness'. So it's linked to the perception of history in the 1960s. This creates a semantic network of public and casual perception of history. This was a 'bypass' strategy which more clearly disclose the violent politics. Therefore Lee Kang-baek's play shows the desperate situation of the diaspora character being oppressed by detadiscourse, and the desire of the author who can never give up on freedom of expression, though under that oppression. Furthermore, it was an attempt to acquire a timeless universality and symbolism about human freedom and liberation through the Allegory play technique.

A Case Study of "Engineering Design" Education with Emphasize on Hands-on Experience (기계공학과에서 제시하는 Hands-on Experience 중심의 "엔지니어링 디자인" 교과목의 강의사례)

  • Kim, Hong-Chan;Kim, Ji-Hoon;Kim, Kwan-Ju;Kim, Jung-Soo
    • Journal of Engineering Education Research
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    • v.10 no.2
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    • pp.44-61
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    • 2007
  • The present investigation is concerned chiefly with new curriculum development at the Department of Mechanical System & Design Engineering at Hongik University with the aim of enhancing creativity, team working and communication capability which modern engineering education is emphasizing on. 'Mechanical System & Design Engineering' department equipped with new curriculum emphasizing engineering design is new name for mechanical engineering department in Hongik University. To meet radically changing environment and demands of industries toward engineering education, the department has shifted its focus from analog-based and machine-centered hard approach to digital-based and human-centered soft approach. Three new programs of Introduction to Mechanical System & Design Engineering, Creative Engineering Design and Product Design emphasize hands-on experiences through project-based team working. Sketch model and prototype making process is strongly emphasized and cardboard, poly styrene foam and foam core plate are provided as working material instead of traditional hard engineering material such as metals material because these three programs focus more on creative idea generation and dynamic communication among team members rather than the end results. With generative, visual and concrete experiences that can compensate existing engineering classes with traditional focus on analytic, mathematical and reasoning, hands-on experiences can play a significant role for engineering students to develop creative thinking and engineering sense needed to face ill-defined real-world design problems they are expected to encounter upon graduation.