• Title/Summary/Keyword: Korean games for children

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Present and Future the Amounts of Leisure Time and Leisure Activities of Homemakers (주부의 여가시간과 여가활동의 실태와 지향에 관한 연구)

  • 민경애;윤복자
    • Journal of Families and Better Life
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    • v.3 no.1
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    • pp.15-22
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    • 1985
  • This study was designed to examine leisure time and leisure activities of homemakers and to predict future leisure time and future leisure time orientation. Present leisure time and future leisure time orientation were studied in relation to sociodemographic and physical environmental variables, time use variables and attitude variables. The major findings were the average daily housework time of homemakers was 6.5 hours on weekends. Housework time of employed homemakers was 3.5 hours and full-time homemakers was 8.0 hours. Daily leisure time of homemakers was 4.0 hours on weekdays and 4.8 hours o weekends. Most homemakers leisure activities on weekdays and weekends were reading, watching TV or listening to the radio and resting. In the future, they want to go hiking, hunting, traveling or fishing, attending concerts, drama or movies and playing sports games. The homemakers who felt their amount of present leisure time was sufficient were 35.4% and insufficient were 37.9%. Regarding the present leisure activities, 43.1% of homemakers expressed dissatisfaction, though 21.9% of them satisfied. Factors affecting the homemakers weekday leisure time were homemakers' occupation, family type, type of heating form house and cooking, weekday and weekend housework time of homemakers. Weekend leisure time interacted with family life cycle, number of children, income, education and occupation of homemakers, size of house, type of heating for house and cooking, weekday housework time of homemakers. housework time of employed housekeeper, husbands' weekend housework time, weekday leisure time of homemakers.

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A Survey on Dietary Habits in Gyeongnam and the Development of the Nutrition Education Curriculum with Teacher's Guide for Obese Elementary School Children (경남지역 일부 초등학교 비만아동의 식습관 분석 및 영양교육을 위한 교수학습과정안 개발)

  • Jo, Min-A;Lee, Kyung-Hea;Her, Eun-Sil;Kim, Jung-A
    • Journal of the Korean Dietetic Association
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    • v.15 no.2
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    • pp.97-112
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    • 2009
  • The purpose of this study was to develop a nutrition education curriculum with teacher's guide which includes discretionary activities for obese children. A survey was carried out to investigate the recognition of body image and food behaviors according to the obesity index (mild, moderate, severe) in school children (4~6th grade, 158 boys and 60 girls) who were selected based on a physical examination in May, 2006 in the Gyeongnam province. Next, a nutrition education curriculum with teacher's guide was developed on the basis of the findings from the survey and from preceding researches. The results are summarized as follow. The results of this study showed the existence of some nutritional problems such as overeating, prejudice, skipping meals, snacking patterns, etc, which indicate the need for nutritional management for obese children. Most overweight children (80.3%) showed the most interest in the nutrition education program, particularly with regards to dieting for weight control (64.7%). The developed nutrition education curriculum consisted of 8 main subjects and 13 subtitles. The curriculum was prepared for 13 lessons and included songs and singing, making-up lyrics, games about nutrition, discussions of the experience of eating (satiety, thirst, hunger), debates on dietary habits, writing and others to promote the interest for learning. We aimed to develop this program in an attempt to improve the dietary habits of obese school children. This is very important because once a dietary habit is formed in adults, it is difficult to change and the best adjustable stage is during childhood. Therefore, early nutrition education during elementary school can change and build-up the awareness of health in young elementary school children.

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A Design Model on Outdoor Space of Elementary School based on Participatory Approach - Case Study on Seoul Don-Am Elementary School - (참여디자인 방법론을 적용한 초등학교 옥외공간 계획모형 - 서울 돈암초등학교를 대상으로 -)

  • Hue, Youn-Sun;Im, Seung-Bin
    • Journal of the Korean Institute of Landscape Architecture
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    • v.38 no.5
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    • pp.1-11
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    • 2010
  • The outdoor space of an elementary school is the most familiar and most educational area for children. A paradigm shift in education has demanded a new role and direction for these outdoor spaces. The construction of children-friendly spaces, however, lags behind. The child-participatory design process is very meaningful at a time when many outdoor spaces have difficulties in reflecting the varied and specific demands of children. This study realized the necessity for a design that includes a child-participatory design process in construction the outdoor spaces of elementary schools. Through reference study and a theoretical approach of related laws, this study established a child-participatory design process model and applied it to Seoul Don-Am Elementary School. The design process included playing games and providing interesting tools to increase the participation of children in suggesting and presenting their opinions more freely. The design process of this study is described in five steps(eliciting interest in and recognition of the target space, Understanding children's expectations and the expressing thereof, Establishing factors for planning, Visualizing and arranging spaces, and Decision-making and building a final design plan). This process was applied to the planning and design of an outdoor space for Seoul Don-Am Elementary School. In this study, it is clear that the design of the participators and experts have a different purpose. Thus, the process of the design has more meaning than the final product. In addition, it is expected that an improvement in both tangible and intangible designs will be seen. Using a participatory design process, this study successfully improved the facilities and arrangement planning of an outdoor space. At the same time, it also enhanced the interest and participation of children in the process of creating the kind of school they desire. The significance of this study is that it has suggested an effective model to reflect the demands of children, the true users of the outdoor space, and the results were actually applied to elementary school outdoor planning and designing. This study enhanced the awareness of school members in the process of building the school's outdoor space.

A Study on the Deduction of the Forest Play Activity and Space through Preschooler Participatory Workshop (유아참여 워크숍을 통한 숲놀이 활동 및 공간 요소의 도출에 관한 연구)

  • Kang, Taesun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.46 no.5
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    • pp.69-81
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    • 2018
  • Recently, user participatory workshops have been applied as a way to plan landscape spaces that reflects the needs and demands of the users. It is also required to improve the quality of the FECC (Forest Experience Center for Children), which is growing rapidly. Therefore, the purpose of this study is to deduct the design elements (forest play activities and space), the basic needs, and the demands of users in making the FECC a preschooler participatory workshop. For this, materials for preschooler participation were selected, and a step-by-step workshop was conducted to satisfy the demands of the preschooler's development. First, in the pre-workshops phase, design elements standards were deducted through the preschooler participatory results (41 children aged 6 and 7, Kindergarten). Second, in the main workshop phase, the design elements to be introduced on the site (Songsan-mulbit FECC) were deducted through the participating preschooler's selection and those results were analyzed. The materials used at the preschooler participatory process were 'drawing a picture' in the pre-workshop phase, and the design elements and the standard types charts were the forest play activity pictogram chart, and the forest play space general images chart in the main workshop. As for results, frst, there are 38 standard types of forest play activities that have been deducted. It consists of 27 cognitive activities (functional 16, constructive 4, symbolic 4, game on rule 3), 9 games (sensory 5, other 4), and two social play activities (solo, group). There are 21 standard types of forest play spaces. They consist of 8 play facility spaces (5 facility, 3 natural), 2 water spaces, and 11 spaces of 5 types. Second, as a result of applying the results to the site, the forest play activities to be introduced on the site were selected, and the functional play was most selected. Additionally, climbing and water play were most selected as the unit activities. Also, functional, constructive, symbolic, games based on rules were selected, even in the preschooler's development play. In the case of the forest play spaces to be introduced in the site, the preschooler's selection results by sex and age tended to be similar to the preschooler's comprehensive selection results, but the boys preferred function and adventure spaces more than the girls, while the girls preferred rest spaces more than the boys. This result is similar to the previous study results, which directly observed the preschooler's forest play behavior, and analysis that the preschooler recognized the site and selected the design elements introduced on the site. Therefore, the participatory workshop process and the materials process in this study are analyzed and applied to the purpose of the study. It is valuable as a case to be applied in design of the FECC from this point forward.

Effects of Semi-structured DIRFloortime® Therapy Using Board Games on Verbal Comprehension and Processing Speed Index in Children With High Functioning Autism Spectrum Disorders (보드 게임을 활용한 반 구조화된 DIRFloortime® 치료가 고기능 자폐스펙트럼 장애 아동의 언어 이해 및 정보처리 지표 기능향상에 미치는 효과)

  • Chung, Hee-Seung
    • Journal of Korean Society of Neurocognitive Rehabilitation
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    • v.10 no.2
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    • pp.35-44
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    • 2018
  • This study was conducted to explore the effects of semi-structured $DIRFloortime^{(R)}$ treatment on the enhancement of language comprehension and information processing of children with high-performance autistic spectrum disabilities. We measured the general characteristics of the test subjects, which are level of autism, total intelligence, language comprehension and information processing indicators. The intervention method used was a semi-structured $DIRFloortime^{(R)}$ therapy using board game intervention program after revising and supplementing the expert content validity. A pre/post-test for a group was designed as a similar experiment and the pre/post test was initiated with the t certification at .05 of significance level. After initiating the program, the post test has shown that the language comprehension indicators showed statistically significant levels of difference (p<.001) and the information processing indicator also had a statistically significant effect (p<.001). There was a statistically significant difference (p<.001) in the level of verbal comprehension index after the program implementation, and statistically significant differences in the information processing index (p<.001). The semi-structured $DIRFloortime^{(R)}$ treatment using boardgames for enhancing the language comprehension and information processing indicators of children with high performance autistic spectrum disorder had a significant effect.

Direction in Health Education of Drinking Prevention for Elementary School Children (초등학생의 음주예방 보건교육 방향에 관한 연구 - 초등학교 교사들의 의견을 기반으로 -)

  • Moon Jung-Soon;Park Ho-Ran;Lee Eun-Sook
    • Journal of Korean Public Health Nursing
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    • v.14 no.1
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    • pp.68-79
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    • 2000
  • In order to provide a desirable direction for the health education on preventing drinking of elementary school students. by understanding the views held by elementary school teachers on drinking prevention education. 529 teachers at elementary schools located in Seoul were responded by constructed questionnaires during the period of Nov. 15 to Dec. 18 1999. The results of the survey analysis were as follows: 1. $84.6\%$ of the respondents said that schools should offer education programs on preventing drinking, and this view was more strongly shared by teachers with religions than non-religious ones. 2. $35.0\%$ of teachers responded that the education should start with 6th graders, while $28.3\%$ opted for 4th to 5th grades. With regard to the appropriate class in providing such education, $41.0\%$ selected physical education (PE), followed by extracurricular activity class with $35.4\%.\; 45.6\%$ of the respondents said discussion would be the most effective education method. while $35.4\%$ recommended using experiments. Growth and developmental defect and fall in diseases were pointed out as the most interesting topic for students by $39.4%$ and $31.2\%$ of the surveyed, respectively. As for the most effective media for education, $56.0\%$ recommended video, followed by cartoons $(21.5\%)$ and computer games $(19.5\%),\;63.7\%$ of the teachers picked school nurses as the most appropriate person in carrying out the education. The results of the finding show that it would be most desirable to provide health education on preventing drinking to senior elementary schoolers during the PE or extracurricular activity class by school nurses. The program would be structured to first show video clips on growth and developmental defect or fall in diseases resulting from drinking and to have discussions or experiments on related matters.

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Research on the Modification of Folktales' Motifs (민담 모티프의 변용 양상 연구 - 러시아 요술담의 바바야가를 중심으로)

  • Chun, Seonghee
    • Cross-Cultural Studies
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    • v.39
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    • pp.241-286
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    • 2015
  • This study explores how folktales' motifs are used in diverse cultural contents such as literature, movies, or comics. More precisely, it is concerned with mysterious characters like Babayaga and Koshchei who appear in Russian fairytales. When the motifs of the reviewed literature are analyzed, the following three criteria are used for classification: New Writing, Rewriting, and New Version. Or course, it is New Writing that is far from the original work. Most of the collected works, including Joan Aiken's The Kingdom Under the Sea, Patricia Polacco's Babushka's Doll, Babushka Baba Yaga, and Tai?-Marc Le Thanh's BABAYAGA, belong to New Writing. The New Writing type mainly focuses on Babayaga's secluded life. In fairytales, Babayaga is depicted as the goddess of Mother Earth, the heroine of the Nature, or the ruler of the Animal Kingdom. That is why she lives in the deep and uninhabited wood. She is related to the Coming of Age ceremony. Her 'Hut on hen's legs' is an obstacle for immature protagonists to face before they come of age. Protagonists are supposed to solve the problems posed by Babayaga. If they succeed, they can get her magical help so as to complete their final mission. Babayaga is likely to appear as their antagonist. Protagonist may be subjected to a terrible ordeal created by Babayaga, and then come of age by recovering from that ordeal. Sometimes, Babayaga helps protagonists to get a grip on reality. That is why she lives in a hut in the deep and dark forest which is on the borderline between life and death. On the other hand, Marianna Mayer's Baba Yaga and Vasilisa the Brave has been classified as a controversial work between New Writing and Rewriting. It is apparently closer to New Version. However, it cannot be classified as a work of New Version because the author incorporates 'probability' into her work. Among the reviewed works, it is Korean Writer Rye, Kami's The Spider Woman's House that best reflects the essence of Babayaga. Babayaga and other characters are amusing in movies because most of the movies are animations for children. In one sense, it is positive that the scary characters in folktales are approachable to children. In other sense, however, it is regrettable that symbolic motifs are completely eliminated. In Mike Mignola's Hellboy, Japanese animations such as Index or Narutaru, on-line games such as Cabal or Vampire: The masquerade, the essence of the supernatural characters in folktales is completely eliminated, and only their 'belligerent power' stands out. It is desirable to put stories into perspective whether they are written or told. The literature property of folktales provides a special opportunity to readers. In this light, a variety of motifs have a good reason to be reborn as modern cultural contents. The bottom line is to maintain its true nature.

A Convergence Study for the Academic Systematization of Cartoon-animation (만화영상학의 학문적 체계화를 위한 융합적 연구)

  • Lim, Jae-Hwan
    • Cartoon and Animation Studies
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    • s.43
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    • pp.285-320
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    • 2016
  • Cartoons and Animation are convergent arts created with a composite application of language arts described in the form of literary texts and sounds, plastic arts visualized in the form of artistic paintings, and film arts produced in the form of moving pictures. An academic university major in cartoons and animation studies established in late 20th century however, did not satisfactorily meet the needs in academic research and development and the free expression of artistic creation was limited. In order to systematize the major in cartoons and animation studies, an convergent approach to establish and clarify following are in demand : the terms and definitions, the historical developments, the research areas and methods, the major education and related jobs and start-ups. New culture and arts industries including cartoons, animation, moving images, and games contents are not yet listed in the industries listing service jointly provided online by the portal site Naver.com and Hyung-Seol publishing company. Above all, cartoons and animation are inseparably related to each other that even if one uses the term separately and independently, the meaning may not be complete. So a new combined term "Animatoon" can be established for the major in cartoons and animation studies and also used for its degree with concentrations of cartoons, animation, moving images, games, and etc. In the Introduction, a new combined term Animatoon is defined and explained the use of this term as the name of the major and degree in cartoons and animation studies. In the body, first, the Historical Developments classified Animatoon in the ancient times, the medieval times, and the modern times and they are analyzed with the help of esthetics and arts using examples of mural frescos, animal painting, religion cartoons, caricatures, cartoons, satire cartoons, comics, animation, 2 or 3 dimensional webtoons, and K-toons. Second, the Research Areas of Animatoon reviewed the theories, genres, artworks, and artists and the Research Methods of Animatoon presented the curriculum that integrated the courses in humanities, science technologies, culture and arts, and etc. Third, the Major Education considered Animatoon education in children, young adults, students of the major and the Related Jobs and Start-Ups explored various jobs relating to personal creation of artwork and collective production of business-oriented artwork. In the Conclusion, the current challenges of Animatoon considered personalization of the artists, specialization of the contents, diversification of the types, and liberalization of the art creation. And the direction of improvement advocated Animatoon to be an academic field of study, to be an art, to be a culture, and to be an industry. The importance of cartoons and animation along with videos and games rose in the 21st century. In order for cartoons and animation to take a leading role, make efforts in studying Animatoon academically and also in developing Animatoon as good contents in the cultural industries.

Computer Game Addiction and Physical Health of Korea Children : Mediating Effects of Anxiety (아동의 컴퓨터 게임 중독과 신체 증상: 불안의 매개효과)

  • Kwon, Sun-Jung;Kim, Kyo-Heon;Lee, Hong-Seock
    • Survey Research
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    • v.6 no.2
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    • pp.33-50
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    • 2005
  • The purpose of this study was to investigate whether Korean children's being addiction to computer game had an effect on physical health(headache, insomnia, indigestion, cardivascular). We considered both direct effects of that addiction and indirect effects which caused an negative emotion(anxiety). For this study, we collected data from 800 students of grades and 6 in Daejeon, Korea. Among them, we analyzed the data of 572 students[408 boys(71.3%) and 164 girls(28.7%) respectively] who had played computer games for a long period of time(two years or more). Reliability of the scale used on this study was a proper level by $.64{\sim}.91$ and we operated an analysis of structural equation pattern to make relationships of variable causes clear. As a result of examining an index of fitness of each model, it was proved for the fitness of every model(all GFI >.931, all CFI >.939, all NNFI >.929, all RMSEA <.046) to be acceptable. Not only the computer game addiction affected(all ps<.001) directly on physical symptoms(headache ${\beta}$=.211, insomnia ${\beta}$=.289, indigestion ${\beta}$ =.214, cardivascular ${\beta}$=.349), but also it affected(${\beta}$=.458, p<.001) on anxiety. In addition, the effect of anxiety on physical symptoms(headache ${\beta}$=.419, insomnia ${\beta}$=.375, indigestion ${\beta}$=.498, cardivascular ${\beta}$=.328) was significant. As a result of yielding the indirect effects of computer game abuse mediated by anxiety, headache was measured up ${\beta}$=.192, insomnia ${\beta}$=.172, indigestion ${\beta}$ =.228 and cardivascular ${\beta}$=.151. The computer game addiction caused 21% of anxiety and this mediate model proved that the computer game addiction caused 30% of headache, 32% of insomnia, 39% of indigestion, and 34% of cardivascular symptom. As a result of this study, the computer game addiction has a negative effect on physical health both directly and indirectly. Especially, cardivascular was influenced most extremely, then insomnia, indigestion, and headache in order. The implications gleaned from this study were discussed with considerations for future study and practical aspect.

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Development of Nutrition Education Textbook and Teaching Manual in Elementary School (초등학교 고학년의 올바른 식생활 교육을 위한 활동중심의 영양교육 교재 및 영양교사용 지침서 개발)

  • Lee, Gyeong-Hye;Heo, Eun-Sil;U, Tae-Jeong
    • Journal of the Korean Dietetic Association
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    • v.11 no.2
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    • pp.205-215
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    • 2005
  • Health is easily overlooked because it doesn’t be changed good or bad due to sudden effort or indifference unexpectedly but kept in daily life. Especially, schoolchildren period, an important lifetime to develop both physically and mentally needs to be helpful to promote the growth of the body and keep well-balanced mind through balanced and nourishing diet. The purpose of this study was to develop nutrition education contents for discretional activities in elementary school. The present educational contents about food and nutrition was analysed in the curriculum of elementary school. The results showed the Korean language(20.8%) included an highest ratio in educational contents about food and nutrition, the next was the courses of physical education and wise life(18.1%, each). As the educational contents about food and nutrition in the textbook were dealt with food information (20.8%), Health․Disease(15.3%), and correct dietary habits by order. We could found more contents in the text for the higher classes than for the lower classes. But the most of the contents appeared lack of structure, profundity and continuity for the systematic nutrition education in its entirety. The developed nutrition education contents for discretional activities in this study consist of korean dinning cultures and foreign dinning cultures, correct dinning etiquette, how to choose healthy food, personal sanitary and health, nutrients and food tower, and problem for children’s nutrition as main subject. This six main subjects were composed of 23 subtitles. The teaching manual consisted of the educational goal, background, teaching plan and effect-evaluation plan, and the notice point for the effective lesson. The teaching plan was made for 30 hours and consisted of cooking course, singing/making lyrics, games in nutrition, debate on dietary habit, and role play etc which are oriented to practical learning. We intended to develop this program that attempts to improve in dietary habit of schoolchildren. It is because once formed an adults dietary habit is difficult to change. Schoolchildren’s period is the best adjustable stage. Therefore, nutrition education in elementary stage can change to dietary habit and build the awareness of health.

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