• Title/Summary/Keyword: Korean games for children

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The Effects of Character Education Activities Utilizing Picture Books on Young Children's Pro-social Behaviors (그림책을 활용한 인성교육활동이 유아의 친사회적 행동에 미치는 영향)

  • Kim, Young Mi;Kim, Hyun Joo
    • Korean Journal of Childcare and Education
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    • v.11 no.1
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    • pp.231-247
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    • 2015
  • The purpose of this study was to identify how character education activities utilizing picture books affect pro-social behaviors of young children. The subjects were 46 children aged 5 who attended private child care centers in G city. The children were allocated to either the experiment group or the control group. The data were collected for 12 weeks and the activity sessions were provided to the experiment group 3 times a week (36 times in total). The sessions consisted of an integrated approach toward character education. Therefore, various activities were included such as listening to the stories of picture books, discussion, drama, language activities, music, mathematics, science and games. The findings of this study were as follows: The experiment group which experienced character education utilizing picture books has significantly improved their pro-social behaviors compared to the control group. The approach positively influenced the overall sub-variables such as leadership, helping, communication, initiative consideration, approach trial, sharing, empathy, and emotional control. The character education activities should be applied to character education utilizing picture books for young children because they let young children experience building up trust and learn social attitude, and influenced increase of pro-social behaviors on young children.

The life and scholastic career of a New Math campaigner, Zoltan P. Dienes (새수학 운동가 Zoltan P. Dienes의 생애 및 연구 업적)

  • Kim, Soo-Mi
    • Journal for History of Mathematics
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    • v.22 no.3
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    • pp.153-170
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    • 2009
  • Zoltan, P. Dienes is a famous researcher and practitioner who has tried to teach mathematical structures to children for about 50 years. Even though his ideas of teaching mathematics and materials including MAB have been well known in Korea, they are only a part of his achievement he has developed for his whole life. So this article is designed for taking an overview of his whole life and achievement and getting some implications for today's mathematics education. In this article, his life story could be divided by five periods in terms of a scholastic career and his research achievement could be reorganized with respect to five theses: psychology of learning mathematics, mathematical curriculum, teacher education, games and material for mathematical learning. As a result, it is found that there is a deep connection between his personal life and his scholastic career.

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Educational Game Making-Tool Development using Unity3D Engine: Birth of Game (Unity3D를 이용한 전래동화 게임 제작 툴 개발)

  • Lim, C.J.;Han, Won Dae;Guen, Jeong Yun
    • Journal of Korea Game Society
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    • v.14 no.1
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    • pp.29-38
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    • 2014
  • This paper proposed a tool how to make the educational game for users who don't have professional knowledge about game production technique and It was sought how they can make directly the educational game customized form what they want. It joined with forgotten Korean folk tales. And It evolved into a new game-making tool that is based on Korean folk tales. Users will design, play and share their games themselves with this tool. It was also produced to involve the children more easily and fun in the education while providing and sharing the fairy tales which teachers directly designed by this tool. This tool will give a chance to look back on forgotten Korean folk tales and will play role as a educational game for young students. Through this game, young students will receive good Korean traditional cultures and will gain wisdom, humor and lessons in a game. And adults will feel homesick.

A Study on the Melody Program Through Handbells in the Mixed-age Edu-care (혼합연령 종일반에서 핸드벨을 통한 음률프로그램에 관한 연구)

  • Park, Boo Sook;Choi, Soon Ja;Back, Ji Sook
    • Korean Journal of Child Education & Care
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    • v.18 no.3
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    • pp.179-189
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    • 2018
  • Objective: This study composed a melody program through handbells, and applied it to the mixed-age edu-care children. Methods: This study implemented a handbell melody program suitable for children's interest and development characteristics, based on Nuri Curriculum, to 15 mixed-aged edu-care children aged 3 to 4 at C Kindergarten located in Seoul for 12 weeks (once a week) from October 2015. Results: The program consisted of the origin of handbell, promises to keep in playing the handbell, partial literary introduction, and musical note activities using teaching aids or games in an integrated way with other areas. Through the program, dynamic class could be carried out with mutual leading participation of a teacher and children. Consequently, children aged 3 to 4 could easily encounter playing the handbell, being interested in playing, and showed cooperative spirit and society-friendly behaviors. The mixed age edu-care teacher felt pleasure and achievement of challenge by performing the class herself, which had depended upon extracurricular activities. Conclusion/Implications: A further study as action research for edu-care teachers, focused on change of edu-care teachers themselves, is proposed.

A Comparison of Children's behavior patterns between in Real World and in On-line Game World - Focused on Users of the Online Game "Lineage" - (초등학생의 온라인게임 라이프스타일과 오프라인에서의 교우관계의 연관성 분석 - '리니지' 이용자를 중심으로 -)

  • Choe, Eun-Jeong;Chang, Geun-Young;Han, Jeong-Hye
    • Journal of The Korean Association of Information Education
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    • v.9 no.3
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    • pp.387-396
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    • 2005
  • The purpose of this research was to find differences of children's behavioral pattern between players and non players of the online game "Lineage" in on-line and off line space. As a result, social behaviors of children who play online games were less active than who don't. Based on their motive and behavior pattern in online world, four behavior patterns in online world were identified; "Single-Oriented", "Community-Oriented", "Off-Real World" and "Discriminative." Off-Real World and Discriminative players were more sociable than Single-Oriented and Community-Oriented players. And Discriminative player has more self assertive attitude than others. This study may serve as a model to understand how players will respond to the various game features and how they adopt the virtual world for their interpersonal relationships.

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Development of Language Learning Application Using Buforia (뷰포리아를 이용한 언어 학습 어플리케이션 개발)

  • Yoon, Dong-eon;Lee, Hyo-sang;Oh, Am-suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.131-133
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    • 2021
  • Recently, the average cost of education per child has increased compared to the annual birthrate, which has been decreasing, and the quality of education has also changed. In this paper, we aim to provide more efficient delivery for language learning using Unity's Buforia techniques. Using an application using a smartphone's camera based on Unity, it provides effective language development by inducing interest to learners through sound along with three-dimensional pictures. By providing such education, parents can gain satisfaction in providing high-quality education to their children. For children learning, smartphones have the effect of becoming educational elements, not just watching videos or playing games. Finally, by improving the quality of education, it gives satisfaction to parents and gives children who learn a language as well as the perception that smartphones serve as educational devices.

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Study on the aspect of costume in "Maeil Shinmun" - Focused on Men's wear, Women's wear and Children's wear- (매일신문에 나타난 복식현상에 관한 연구(I)-남성복, 여성복, 아동복 중심으로-)

  • 은영자;최윤혜;형승희
    • Journal of the Korean Society of Costume
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    • v.37
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    • pp.133-148
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    • 1998
  • This study presents the aspects and changing process of the habiliment from the National Liberation up to now by analyzing the articles of costume found in$\ulcorner$Maeil Shinmun$\lrcorner$from Jan. 1. 1946 to Dec. 31. 1996. In the period of 1946~1959, the political and economic conditions through the National Liberation and Korean war deteriorated and the interest in costumes were weakened. But the economic recovery and social stability in the middle of the 50's made the lost interest in costumes increase. From 1960 to 1969, the high economic growth was achieved by“Five year plans for Economic Development”and the progress of mass media, transportation, communication and education brought western culture to our society. It spread rapidly and changed the way of life and the sence of value. These phenomenon led to a great transition on the Korean costume culture in the 60's In 1970~1979, the articless of costume made a change from the 60's, which focused on women's wear, and tuned to one including general costumes not only women's wear but also men's wear due to the women's social roles, the unisexmode and diverse costume. In 1980~1989, the growth of the consumption, the banning of the school uniform, Asian Games(1986) and Olympic games(1988) caused the high qualification, personalization and diversification in the fashion industry. Further more, the traditional-oriented trend with korean culture was emphasized. It pursued the modernization of the traditional Korean Costume, Hanbok, to introduce the unique Korean Beauty. From 1990 to 1996, in the era of international-ization and open door policy, the competition of nations became intense and the comprehention about environmental destruction highlingted the concerns on ecology. The recognition of environmental protection and recycling were reflected in the fashion. It prevailed that the pursuit of personalization,. diverse style, practicality and the fashion leader called generation appeared.

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Effects of an exercise program on health-related physical fitness and IGF-1,C-peptide, and resistin levels in obese elementary school students

  • Ha, Min-Seong;Cho, Won-Ki;Kim, Ji-Hyeon;Ha, Soo-Min;Lee, Jeong-Ah;Yook, Jang Soo;Kim, Do-Yeon
    • Journal of the Korean Applied Science and Technology
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    • v.35 no.3
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    • pp.956-962
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    • 2018
  • Childhood obesity causes a higher risk of obesity, premature death and disability in adulthood. In addition, obese children experience an increased risk of respiratory problems, hypertension, cardiovascular disease, insulin resistance and psychological effects. This study aimed to investigate how an exercise intervention affects health-related physical fitness and inflammatory-related blood factors in obese children after. We hypothesized that there would be positive effects on serum levels of insulin-like growth factor-1 (IGF-1), connecting peptide(C-peptide) and resistin, as well as in muscle and cardiovascular-related physical capacities, after an exercise intervention in obese children. Thirty-seven obese children haveperformed health-related fitness tests and provided blood samples for the analysis of changes in circulating biomarkers, both before and after an 8-week exercise intervention, which includes stretching, aerobic exercise, resistance exercise and sports games. The results indicate that exercise training beneficially affects body compositions, especially percentage body fat and muscle mass, without influencing to body weight and height. The results of the physical fitness tests show that muscle and cardiovascular capacity were increased in obese children in response to exercise training. Simultaneously, the exercise training decreased circulating levels of C-peptide, which equated to a "large" effect size. Although there were no significant effects on the levels of IGF-1 and resistin, they show a "small" effect size. Therefore, our findings suggest that the exercise intervention have beneficial effects on body composition and physical fitness levels in obese children, whichmight be associated with the decline in circulating C-peptide.

Effects of Beat-Keeping Game Through Smartphone Applications on Executive Functions of Children With Developmental Delays (스마트폰 어플리케이션을 이용한 박자 맞추기 게임이 발달 지연 아동의 실행기능에 미치는 효과)

  • Sul, Ye-Rim;Kim, Jin-Kyung;Park, So-Yeon;Kang, Dae-Hyuk
    • Therapeutic Science for Rehabilitation
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    • v.11 no.3
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    • pp.81-92
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    • 2022
  • Objectives : This study aimed to investigate the effect of beat-keeping games in smartphone applications on improving executive functions in children with developmental delays. Methods : Three children diagnosed with developmental delay were included in this study. The ABA design used a single-subject experimental research design. The independent variable was the beat-keeping game. The game was held three times a week for a total of seven times for 20 minutes, including breaks. The dependent variable, "Visual-motor speed," was measured every session to assess if the beat-keeping game was effective in improving the participant's executive function. Further, before and after the intervention, "Children's Color Trails Test (CCTT)", "Block design," and "Finding hidden picture" were measured. Results : All three participants showed improvement in the performance of the beat-keeping game and the executive functions of "Visual-motor speed" and visual attention. Conclusions : Based on the results of this study, various effective applications for learning and intervention can be developed and applied to children with developmental delays who have difficulty in motivating themselves and lack attention.

The Effect of Digital Technologies on Adolescent Mental Health: The Role of Parenting Style and Peer Attachment (청소년의 컴퓨터 및 인터넷 이용이 정신건강에 미치는 영향: 양육방식과 또래애착의 조절효과)

  • Park, Jaeyoung;Han, Chihun;Oh, Joohyun
    • Journal of Digital Convergence
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    • v.17 no.8
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    • pp.1-13
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    • 2019
  • This study examined the effect of digital technologies on adolescent mental health; attention deficit, aggression, depression. Furthermore, we investigated the role of parenting style and peer attachment as they might have effects on digital technologies. Using two-wave longitudinal data, we conducted longitudinal analysis from the Korean Children and Youth Panel Survey done in 2015 and 2016. Results showed that computer and internet usage for learning purpose has a positive effect on mental health, while computer games and social media have negative effects. Also, the positive effects of learning on depression indicated stronger in adolescents who felt less affection from their parents. On the other hand, the negative effects of computer games and social media could be moderated by both parenting style and peer attachment. Implications of these results and directions for future research are discussed.