• Title/Summary/Keyword: Play-Based Education

Search Result 609, Processing Time 0.024 seconds

Aspects of Children's Rough-and-Tumble Play during the Outdoor Play and Effects of Gender and Social Competence (바깥놀이에서 나타나는 유아의 거친 신체 놀이 양상 및 관련 변인 분석)

  • Kim, Young-Ah;Shin, Hae-Young
    • Korean Journal of Human Ecology
    • /
    • v.16 no.5
    • /
    • pp.945-955
    • /
    • 2007
  • The purpose of this study was to explore the characteristics of the children's rough-and-tumble play, and investigate the differences in rough-and-tumble play according to children's gender and social competence. The subjects were 80 five to six year-old children. The children's behaviors during the outdoor play were observed by a modified version based on the Rough-and-Tumble Play Categories(Humphreys & Smith, 1987). Children's social competence was measured by using the Scale for the Social Competence of Kindergarten(Doh, 1994). The data were analyzed by descriptive statistics, t-test, and ANCOVA. The results were as follows: Firstly, about 25.6% of outdoor play types was rough-and-tumble play behaviors. Specifically, children's rough-and-tumble play was more 'chasing' behaviors than 'mock-fighting' behaviors. Secondly, boys involved in rough-and-tumble play more often than girls did. In general, boys participated more frequently in various rough-and-tumble play categories, whereas girls involved only in chasing behavior more often. Finally, controlled by sex, children with higher social competence participated more frequently in rough-and-tumble play, which showed statistical significance. In conclusion, children's rough-and-tumble play behaviors were related to the gender and the social competence.

Preschool Education Programs In Ulsan Metropolitan City and the Actual Condition of Playroom Spaces (울산시 유치원의 교육 프로그램과 학습놀이공간의 실태 - 구성주의 교육을 중심으로 -)

  • 김정근;이원주
    • Korean Institute of Interior Design Journal
    • /
    • no.39
    • /
    • pp.100-107
    • /
    • 2003
  • The purpose of this study is to help create environments for early childhood education according to the principles of Constructivism. Generally, preschools in Ulsan Metropolitan City were used as samples for this study More particularly, 116 kindergartens were surveyed by telephone to evaluate their education programs. Four kindergartens that completely or partially used Constructivism in their programs were chosen as primary subjects for this study The results of this study were as follows: First, it was discovered that preschool education in Ulsan uses an integrated education model based on activities and Montessorie. Constructivist programs were also present using Project Approach, Reggio Emilia and Piaget. Second, the number of infants per class averaged 29.3. The average infants per playroom was 2.38$m^2$. It seems, therefore, that there is a lack of sufficient space for activities. Playroom furniture is primarily used for storage and it lacks variety and flexibility of use. The interior of preschools in related to materials, color and images also showed little difference among schools. Third, it was found that virtually every play space did not have adequate water playing and sand playing sections. Instead, the space for the large-muscle activities of big groups was used for this purpose. Fourth, kindergartens that use the principles of Constructivism plan to specialize their activities. Those only partially using Constructivism showed conventional tendencies and small play spaces that would be defined as inadequate according to Constructivism. This study, therefore, demonstrates that preschool education based on Constructivism are not being well-implemented in concert with other programs.

A Case Study on the Learner's Engaged Learning Experience in Kinect Game Based Learning (Kinect 게임 활용 수업에서 학습자의 참여적 학습 경험에 대한 사례 연구)

  • Ryoo, EunJin;Kang, Myunghee;Park, Juyeon
    • Journal of The Korean Association of Information Education
    • /
    • v.23 no.4
    • /
    • pp.363-374
    • /
    • 2019
  • Recently, there is an increasing interest in game based learning as a teaching method for digital native learners. This study set kinect game contributes to engaged learning as the competition and cooperation play (achievement goals, interaction), the digital game play (multisensory stimulation, fantasy and curiosity, chance, accurate feedback, control), and the body movement play (embodied cognition, presence). After performing classes using the motion recognition game developed for the elementary school history class, this study conducted semi structured interviews based on engaged learning elements of kinect game based learning for students who were successfully participating in learning. In the result, each element appeared to a successful learner. Based on these results, this study hopes to assist researchers as a basic evidence to introduce kinect game-based learning for engaged learning.

Development of a Documentation Model for the Practice of Early Childhood and Play-oriented Curriculum (유아·놀이 중심 교육과정 실천을 위한 기록작업 모형 개발)

  • Seoyeon Moon;Jinwook Kim
    • Korean Journal of Childcare and Education
    • /
    • v.19 no.2
    • /
    • pp.87-117
    • /
    • 2023
  • Objective: This study aimed to develop a documentation model that can support early chlildhood learning through play and facilitate the implementation of early childhood and play-oriented curriculum. Methods: This study utilized the design and development research methodology to derive components for the model through literature review and investigation research. In addition, the model was gradually improved through the 3rd expert review, and the validity of the model was verified through usability evaluation with 10 early childhood teachers. Results: This study identified 13 components and developed a flexible, selective, repetitive, and cyclic documentation model based on the 2019 revised Nuri curriculum. Model development is embodied and presented as a model-detailed model-detailed content. The model is presented in detail in the study. Conclusion/Implications: The documentation model developed in this study is expected to provide guidance to early childhood teachers and serve as a basis for future research on documentation in early childhood education. It is expected that it will be able to present the practical direction of records for play support for teachers in the field.

Early Childhood Educators' Teacher Self-Efficacy and Play Support by Personality Types (유아교사의 성격유형에 따른 교사 자기 효능감과 놀이지원)

  • Anna Sung;Yeon Ha Kim
    • Korean Journal of Childcare and Education
    • /
    • v.19 no.3
    • /
    • pp.41-57
    • /
    • 2023
  • Objective: The objective of this study is to classify the personality types of early childhood teachers and examine the variations in teacher self-efficacy and play support based on these personality types. Methods: The subjects of this study consisted of 302 early childhood teachers responsible for children aged 3 to 5 years old. The collected data were analyzed using cluster analysis and analysis of covariance. Results: Early childhood teachers were categorized into four types: the "sensitive group" (29%), the "conservative group" (10%), the "passive group" (28%), and the "active group" (34%). Significant differences in mean scores were observed for teacher self-efficacy and play support across these personality types. Notably, the active group demonstrated the highest levels of both teacher self-efficacy and play support. Consequently, the active group emerged as the most effective and functional personality type among early childhood teachers. Conclusion/Implications: This study emphasized the significance of early childhood teachers' personality types in their teaching practices, underscoring the importance of developing in-service and pre-service teacher education programs that take into account these personality types.

A Study on Play Education and Space Design for Developing Creativity of Children -Focusing on domestic childcare facilities and education program analysis- (유아의 창의성 발달을 위한 놀이교육 프로그램 및 공간 기획 연구 - 국내에서 운영중인 유아 보육시설과 프로그램 분석을 중심으로 -)

  • Choi, Kyung Ran;Kim, Myoung
    • Korea Science and Art Forum
    • /
    • v.19
    • /
    • pp.659-668
    • /
    • 2015
  • The Korean education program and environment do not meet the increasing demand of daycare by facility, manpower, and budget deficits although Korea has also been interested in the convergent human resource with integrated ideas by creative education since the introduction of the Nuri curriculum for 5 year old children in 2011. Thus, the purpose of this study is to establish the preschool education program and design the proper space for developing the creativity of children. The procedure of this study is as follows. First, this study proposes the direction for establishing the daycare programs after examining the existing Korean daycare facilities and programs based on documented references about designs for daycare facilities. Second, this study proposes the program plans based on the framework establishment for developing preschool education programs by combination of 5 types of children's behavior on play and 5 types of formative principles for creative education with play. Third, this study proposes the direction of designs and conditions of daycare facilities for effectively managing the programs previously mentioned. As a result of theprocedure, this study comprehensively delineates the education program models and space plans for developing the creativity of Korean children, and suggests the necessity of development model of continuous education program by establishment of frameworks and the significance of space for effectively managing the model.

The Effects of Education Using Case-Based Role Playing in Counseling Theory and Actual Subjects on the Empathy and Communication Ability of Nursing Students (상담이론과 실제 교과목에서 사례기반 역할극을 활용한 교육이 간호대학생의 공감 및 의사소통 능력에 미치는 효과)

  • Kim, Seon-Hee;Gang, Moon-Hee
    • Journal of Korea Entertainment Industry Association
    • /
    • v.15 no.3
    • /
    • pp.221-229
    • /
    • 2021
  • This study used a single group pre and post-experimental design for nursing students to understand the effects of counseling theory and actual subjects on empathy and communication ability by applying traditional lecture-style education and case-based role-playing education. The subjects of this study were 66 students who took counseling theory and actual courses, understood the purpose of the study, and voluntarily agreed to participate in the study among all 2nd grade students enrolled in C nursing college in G area. The curriculum consisted of six weeks of lecture-style education, followed by case-based role-play education for six weeks. Three surveys were conducted before training, after lecture-style training, and after case-based role-play training. The collected data were analyzed using the repeated measurement variance analysis using the SPSS 26.0 program. As a result of this study, when nursing students were selected as 20-29 years old and compared the effectiveness of the program according to gender and time point, there was no significant difference in the empathy ability of the subjects by group or time point. There was no significant difference in communication ability according to the group, but there was a significant difference according to the time point (F=4.20, p=.017). Therefore, it was proved that the application of education using case-based role play to counseling theory and actual subjects has a positive effect on communication ability of nursing students rather than lecture-style education.

Change of Mother-child Interaction and Perceptions After Participating in Parent Counseling Education Combining Physical Contact Play Activities (신체접촉놀이를 통합한 부모상담교육 참여에 따른 어머니-유아 상호작용 및 인식 변화 연구)

  • Shim, Mi Kyung
    • Korean Journal of Child Education & Care
    • /
    • v.18 no.4
    • /
    • pp.91-108
    • /
    • 2018
  • Objective: The main purpose of this study was to investigate the change of mother-child interaction and perceptions of parenting and play after participating in parent counseling education program which is combined physical contact play activities with client-centered counseling technique. Methods: The subjects were 6 mothers and their child who attended more than 7 out of 8 times in the program, which carried out totally 8 sessions, once a week for 90 minutes. Marschak Interaction Method (MIM) and semi-structured questionnaire about parenting and play were used to assess the change. Results: First, mothers' interaction with their child was become more nurturable and mutual engaged, and facilitated their child's challenge simultaneously providing structure. Second, child-directed interaction was increased rather than mother-directed, and the waiting time for their child's attempt became longer. Conclusion/Implications: The parent counseling education program changed the mother-child interaction more positively. This study has the implication in terms of combining play with education and counseling, but there is the limitation of generalization due to qualitative analysis based on limited cases.

The Effect of Infant Massage on Mother-Infant Play Interaction (영아마사지가 유희적 모아상호작용에 미치는 효과)

  • 최소영;김영혜
    • Journal of Korean Academy of Nursing
    • /
    • v.32 no.6
    • /
    • pp.823-831
    • /
    • 2002
  • This study is attempts to clarify the effect of infant massage for the promotion of primipara's mother-infant interaction Method: The term for collecting data for experimental group ranged from April 25, 2001 to June 5, 2001. The infants for this group were sampled among normal mother-infant from one postpartum care center located in J city. The term for collecting data for control group ranged from June 10, 2001 to August 3, 2001. The infants for this group were sampled among normal mothers infant from 1 general hospital, 1 university hospital and 1 postpartum care center located in J city. The experiment was implemented giving primipara education about massage based on protocol for infant massage provided by Johnson & Johnson Korea and they received 10 days of education, 10 minutes a day (from 10 to 11 a.m) In the post test, we videotaped both the control group and the experimental group visiting their homes 4 weeks after delivery to observe mother-infant play interaction. Data analysis was done using SAS and the homogeneity between general properties owned by both control group and experimental group and mother's perception scale for children was verified through -test. Mother-infant play interaction with both control group and experimental group was analyzed through t-test in the experiment. And analysis of mother-infant interaction points based on general properties was made using ANOVA and t-test. Result: Hypothesis that mother-infant play interaction with primipara who gave her infant a massage will be more active than that of the primipara who didn't was verified (t= -4.27, p=.0001). And the points in each item, points in each item were estimated as follows. Mother behavioral items (t=-4.96, p=.0001), infant behavioral item (t=-0.36, p=.71), mother-infant interaction reciprocity (t=-2.64, p=.01). Conclusion: An infant massage program can contribute to promoting the Mother-Infant Play Interaction positively.

Implementation of the Golf Play Advice System with Reasoning Rules Using Mobile Devices

  • Kim, Kapsu;Min, Meekyung
    • International journal of advanced smart convergence
    • /
    • v.7 no.2
    • /
    • pp.47-54
    • /
    • 2018
  • This paper is a study on implementation of the golf play advice system which provides advice to golfers through mobile devices. The system consists of a mobile unit consisting of a GPS receiver, a data transmitter and receiver, and a display unit, and a server unit composed of a database and advice generator. The advice generator that provides advices to the users, generates advices with IF-THEN rule-based reasoning method. The reasoning module utilizes golfer's personal records and various information in the database of the server unit. This system provides the advice to the users who play on the golf course through mobile devices, so that it is possible to provide various information similar to the screen golf using the computer simulating technology in the outdoor golf course.