• Title/Summary/Keyword: Play experience

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The Analysis on Teacher's Experience in the Operation of Outdoor Play of Early Childhood Educational Institute (유아교육기관 실외놀이 운영에 대한 교사의 경험 분석)

  • Lim, Jin-Hyung;Kim, Kyung-mi;Jin, Mi-sun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.1
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    • pp.467-474
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    • 2017
  • The objective of this study is to analyze teachers' experience in the operation of outdoor play in an early childhood educational institute. For this purpose, the experience obtained in planning/operating the outdoor play in early childhood educational institutes, as well as the difficulties experienced in their operational process, were examined. The data was collected through interviews with eight early childhood teachers. In the results of the study, first, the teachers' perception of outdoor play was analyzed. The teachers considered outdoor play as meaningful in that the children could develop gross/fine-motor skills, have the chance to develop their sociality, relieve their stress, and also commune with nature through outdoor play. Second, regarding the plan/operation of the outdoor play activities, even though they aimed to provide the children with meaningful outdoor play activities through various materials and methods, most of the teachers could not put their original plans into practice, because of the numerous variables in the actual site. The teachers' difficulties included insufficient time, spatial limitations, and insufficient qualifications for play instruction.

The Moderating Effects of Cobranding Promotions between Brand Experience and Loyalty

  • KWON, Youngseo
    • Journal of Distribution Science
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    • v.17 no.9
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    • pp.15-23
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    • 2019
  • Purpose - This study was aimed to investigate the moderating effects of cobranding promotions that are rare in brand experience and brand loyalty studies, and to find out cobranding promotions can play a moderating role to enhance positive effects on the relationship between brand experience and brand loyalty, and to figure out the cobranding types which can lead to positive brand loyalty. Research design, data, and methodology - The conceptual research model was developed to explain the effects, and 2018 Interbrand's global top 15 brands such as Apple, Google, Amazon, Samsung were suggested to be selected from 377 Amazon Mechanical Turk respondents to answer the 22 survey questions made by Qualtrics with 5-point Likert scale. Results - In this research, the moderating effects of cobranding have been confirmed on the relationships between brand experience and loyalty, and the positive cobranding promotions can have significant effects on the relationships, but only for the least experienced brand was significant. Regarding to cobranding types, there were no significant ones to enhance brand loyalty. Conclusions - The findings confirmed that cobranding promotion experience can play a positive moderating role to brand loyalty, and the loyalty can be maximized if companies can provide positive cobranding experiences to their own consumers.

An Analysis on the Space Characteristics of SNS Farm Game Based on Smart Phone Platform (스마트폰 플랫폼 기반 SNS 농장경영게임의 공간성격분석)

  • Lee, Young-Soo
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.89-96
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    • 2010
  • To identify characteristics of social network farm game based on smart phone platform, this study analyzed how social network play experience connects with the space of farm game. The play experience of social network farm game based on smart phone platform is mainly composed of three modules for cultivating, placing environment, extending space. This study categorized space for external perspective space, internal perspective space, symbolic design space according to space experience theory and researched play experience in these spaces. In farm game players perceive space by fixed point of view, and make their own space a standard unit for reinterpreting and rearranging modules. In this process the space played subjective role not only background to bring co-work play is essential in social network game.

A Study on the Meaning of Robot Play Experience of 5-Year-Old Children: Focused on free play and structured group activities (만 5세 유아의 로봇 놀이 경험의 의미연구: 자유놀이와 구조적 집단활동을 중심으로)

  • Lee, Hyo Ju;Nam, Ki Won
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.41-48
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    • 2022
  • The purpose of this study is to compare the meaning of the experience of robot play in the free play time of 5-year-old children in daycare centers with the experience of 5-year-old children in the structural group activities of teachers. To this end, a total of 32 children (15 in the experimental group and 17 in the comparative group) aged 5 were conducted for 1 hour three times a week for 10 weeks. Robots were supported as toys in the classroom of the experimental group, and children in the comparative group freely experienced robot exploration and play during free play time, and children in the comparative group learned the robot's functions and performed structural group activities based on the 2019 Revised Nuri Curriculum national-level curriculum. As a result of analyzing the difference between pre-test and post-test, the use of robots in free play showed a significant effect in creativity and fluency of children, and a significant effect in expression of pleasure in playability. These results suggest that robots are meaningful as play materials in early childhood education, which aims for infant-led free play, and that it is worth studying the robot experiences of children in these free situations in the future.

Analyzing User Feedback on a Fan Community Platform 'Weverse': A Text Mining Approach

  • Thi Thao Van Ho;Mi Jin Noh;Yu Na Lee;Yang Sok Kim
    • Smart Media Journal
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    • v.13 no.6
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    • pp.62-71
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    • 2024
  • This study applies topic modeling to uncover user experience and app issues expressed in users' online reviews of a fan community platform, Weverse on Google Play Store. It allows us to identify the features which need to be improved to enhance user experience or need to be maintained and leveraged to attract more users. Therefore, we collect 88,068 first-level English online reviews of Weverse on Google Play Store with Google-Play-Scraper tool. After the initial preprocessing step, a dataset of 31,861 online reviews is analyzed using Latent Dirichlet Allocation (LDA) topic modeling with Gensim library in Python. There are 5 topics explored in this study which highlight significant issues such as network connection error, delayed notification, and incorrect translation. Besides, the result revealed the app's effectiveness in fostering not only interaction between fans and artists but also fans' mutual relationships. Consequently, the business can strengthen user engagement and loyalty by addressing the identified drawbacks and leveraging the platform for user communication.

Study on the Spatial Characteristics forming 'Place Attachment' in Child Care Facilities - By Focusing the analysis of Senda Mitsuru's Child Care Facilities - (아동보육시설에서 '장소애착'을 형성하는 공간적 특성에 관한 연구 - 센다미츠루의 아동보육시설 분석을 중심으로 -)

  • Mun, Jae-Eun;Lee, Kyung-Sun
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.34 no.11
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    • pp.33-44
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    • 2018
  • During the course of play, children gain special experience in a place where they can explore their surrounding environment and feel emotional stability. This experience of attachment to the place of play is very important in that play can serve as a measurement of the child's growth and development. Therefore, the environment surrounding the child should be understood as a meaningful place that affects a child's life beyond the place of play. The purpose of this study is to propose a spatial planning method where the formation of place attachment is considered in the design of child care facilities, as this is where preschool children spend much of their early formative years. The research methods are as follow: First, we surveyed the relationship between child development and place attachment through literature reviews and found that the factors that form place attachment were summarized as accessibility, complexity, segmentation and nature friendliness. Second, we examined the spatial characteristics of Mitsuru Senda, a Japanese architect who has been intensively studying children's play environments, as well as the characteristics of children's play proposed by his academic research. Finally, we analyzed the relationship between the spatial characteristics supporting play shown in Senda's work, and the four factors of place attachment formation and proposed a planning method for space design applicable to child care facilities.

Research of Character Design in Side-scrolling Horror Puzzle Games

  • Yi, Qi;Chung, Jeanhun
    • International journal of advanced smart convergence
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    • v.11 no.2
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    • pp.77-82
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    • 2022
  • The third-person side view game perspective of side-scrolling games makes playing such games a completely different gaming experience from other traditional games. Nowadays, many game elements are combined with each other, and horror and puzzle elements are often combined to appear in side-scrolling games, bringing players a unique gaming experience. In such games, players seem to be watching their own manipulation of characters. The performance is the same as a stage play, so how to let players better experience such a horror and puzzle-solving stage play through the design of the characters is a key point. However, it is often difficult to accurately classify only from game elements, so first of all, the author will explain the game division of the side scrolling horror puzzle game. After that, this article will analyze the character designs in the three works with high sales and good reputation on Steam, and then draw conclusions.

Preferences for Experiencing activities of Daegu City Residents towards Green Tourism (대구 시민의 그린투어리즘 체험활동 선호도에 관한 연구)

  • Eom, Boong-Hoon;Oh, Seung-Hyun
    • Journal of Korean Society of Rural Planning
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    • v.14 no.4
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    • pp.87-95
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    • 2008
  • The purpose of this study is to analyze city residents' preference to experiencing activities for Green Tourism. A Questionnaire survey was conducted in fall, 2006. The sum of 515 copies was analyzed. Residents of Daegu city preferred 'health/leports experience' and 'traditional food experience', among theme experiential activities. While present providing experience programs are rural-life experiences, which are convenient for provider aspect. By the result of cross-table analysis, there are many differences between groups by gender & age. Men preferred 'health/leports experience', while women preferred 'traditional food experience'. The mean values of preference by 14 experiencing activities showed high at 'health experience', 'traditional food experience', 'leports experience', which represents health & wellbeing trends. By the result of t-test & ANOVA, there also are many differences between groups by gender & age. Especially significant differences were shown by age group. Three factors were categorized. 'traditional/wellbeing/health experience', 'nature-play experience' and 'life-culture experience' were those.

Experience Way of Artificial Intelligence PLAY Educational Model for Elementary School Students

  • Lee, Kibbm;Moon, Seok-Jae
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.4
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    • pp.232-237
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    • 2020
  • Given the recent pace of development and expansion of Artificial Intelligence (AI) technology, the influence and ripple effects of AI technology on the whole of our lives will be very large and spread rapidly. The National Artificial Intelligence R&D Strategy, published in 2019, emphasizes the importance of artificial intelligence education for K-12 students. It also mentions STEM education, AI convergence curriculum, and budget for supporting the development of teaching materials and tools. However, it is necessary to create a new type of curriculum at a time when artificial intelligence curriculum has never existed before. With many attempts and discussions going very fast in all countries on almost the same starting line. Also, there is no suitable professor for K-12 students, and it is difficult to make K-12 students understand the concept of AI. In particular, it is difficult to teach elementary school students through professional programming in AI education. It is also difficult to learn tools that can teach AI concepts. In this paper, we propose an educational model for elementary school students to improve their understanding of AI through play or experience. This an experiential education model that combineds exploratory learning and discovery learning using multi-intelligence and the PLAY teaching-learning model to undertand the importance of data training or data required for AI education. This educational model is designed to learn how a computer that knows only binary numbers through UA recognizes images. Through code.org, students were trained to learn AI robots and configured to understand data bias like play. In addition, by learning images directly on a computer through TeachableMachine, a tool capable of supervised learning, to understand the concept of dataset, learning process, and accuracy, and proposed the process of AI inference.

Designing Intuitive Spatial Game using Brain Computer Interface (뇌-컴퓨터 인터페이스를 사용한 공간 기반 게임 설계)

  • Kim, Na-Young;Yoo, Won-Dae;Lee, Yong-Il;Chung, Seung-Eun;Han, Moo-Kyoung;Yeo, Woon-Seung
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1160-1165
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    • 2009
  • User interface design environment has been known to be part of important elements in user experience and play, and its significance of functionalities are growing bigger each year. In present day, use of intuitive user interface design are on demand. Player can expect to get a new experience that they can not get from other exiting or similar form of games. For the better user experience, essential use of intuitive game play is necessary along with its perceptive user interface. This paper describes intuitive game environment design which will enhance user experience with use of brainwave signal for Brain Computer Interface.

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