• 제목/요약/키워드: play interaction

검색결과 883건 처리시간 0.025초

아동의 상징놀이에 관한 이론적 고찰: 인지구조적 발달 이론을 중심으로 (Symbolic Play Theories of Cognitive-Structural Aspects)

  • 조은진
    • 아동학회지
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    • 제18권2호
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    • pp.177-190
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    • 1997
  • The two major theoretical frameworks that have informed research on symbolic play and cognitive development were reviewed. Piaget and Vygotsky had different views of the role of symbolic play in children's development. For Piaget, play is primarily an assimilative activity; that is, in play, children modify reality to fit their existent cognitive schema and desires. In his view, play does not facilitate development, but it is used to consolidate existent concepts. For Vygotsky, play is a precursor to symbolization and is a leading factor in development. Particularly the lack of a sociocultural dimension in Piaget's theory brought about the influence of Vygotsky, for whom this dimension is central. However, the research yielded so far has not fully investigated the wider sociocultural elements that define and inform the play context. This article concludes by suggesting an approach to children's play that is directed by a proper estimation of the interaction between its cognitive, emotional, and sociocultural dimensions.

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어머니 역할지능이 유아의 또래놀이 상호작용 및 또래수용도에 미치는 영향 (The Effects of Mothers' Parental Intelligence on Children's Peer Play Interaction and Peer Acceptance)

  • 배조경;신혜영
    • 한국보육지원학회지
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    • 제8권3호
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    • pp.91-111
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    • 2012
  • 본 연구는 어머니 역할지능이 유아의 또래놀이 상호작용 및 또래수용도에 미치는 영향을 살펴봄으로써 어머니 역할의 영향을 세부적으로 규명하고 부모교육에 필요한 기초 자료를 제공하는데 목적이 있다. 연구대상은 서울과 경기도에 위치한 어린이집 및 유치원 6개소 만 5세 학급의 유아 197명과 그들의 어머니였다. 측정도구는 유아의 놀이장면을 토대로 한 교사평정용 또래놀이 상호작용 척도와 또래평가에 의한 또래수용도 척도를 사용하였고, 어머니의 역할지능은 부모역할지능 척도를 수정, 보완하여 활용하였다. 수집된 자료는 주요 변인들의 상관분석 결과를 바탕으로 연구문제별로 중다회귀와 위계적 회귀분석을 실시하였다. 그 결과, 격려, 증진, 합리적 권위, 수용, 통제, 거부 지양에 대한 어머니 역할지능이 높을수록 유아는 놀이장면에서 또래의 놀이를 방해하거나 놀이로부터 단절되어 있는 부정적 상호작용보다는 긍정적 상호작용을 더 많이 나타냈다. 또한 공감, 격려, 증진, 합리적 권위, 거부 지양에 대한 어머니 역할지능이 높을수록 유아가 또래로부터 수용될 가능성이 높은 것으로 나타났다.

SPACIAL POEM: A New Type of Experimental Visual Interaction in 3D Virtual Environment

  • 최진영
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2008년도 학술대회 2부
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    • pp.405-410
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    • 2008
  • There is always a rhythm in our language and speech. As soon as we speech out, even just simple words and voice we make are edited as various emotions and information. Through this process we succeed or fail in our communication, and it becomes a fun communication or a monotonous delivery. Even with the same music, impression of the play can be different according to each musician' s emotion and their understanding. We 'play' our language in the same way as that. However, I think, people are used to the variety, which is, in fact, the variation of a set format covered with hollow variety. People might have been living loosing or limiting their own creative way to express themselves by that hollow variety. SPACIAL POEM started from this point. This is a new type of 'real-time visual interaction' expressing our own creative narrative as real-time visual by playing a musical instrument which is an emotional human behavior. Producing many kinds of sound by playing musical instruments is the same behavior with which we express our emotions through. There are sensors on each hole on the surface of the musical instrument. When you play it, sensors recognize that you have covered the holes. All sensors are connected to a keyboard, which means your playing behavior becomes a typing action on the keyboard. And I programmed the visual of your words to spread out in a virtual 3D space when you play the musical instrument. The behavior when you blow the instrument, to make sounds, changes into the energy that makes you walk ahead continuously in a virtual space. I used a microphone sensor for this. After all by playing musical instrument, we get back the emotion we forgot so far, and my voice is expressed with my own visual language in virtual space.

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간호대학생들의 상호작용 특징과 대인관계성향의 관계: 사회연결망 분석을 중심으로 (Relationship between the Interpersonal Disposition and Interactive Characteristics of Nursing College Students: A Social Network Analysis)

  • 박미화;강문정;박창승
    • 부모자녀건강학회지
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    • 제19권1호
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    • pp.25-32
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    • 2016
  • Purpose: The purpose of this study was to use the social network analysis to verify the relationship between the interpersonal disposition and interactive characteristics of nursing college students. Five classes, a total of 117 nursing students were included in the study. Methods: The study interaction network centralization, density and in-degree & out-degree centrality were used as indicators for measuring students' study interaction. Also, the students' interpersonal disposition was measured using verified tool. Results: The results indicated that the ordinary type which gave and took the information generally showed the highest proportions in the study interaction network. Also, the empathic-acceptable tendency of social relation domain showed the highest proportions in the interpersonal disposition. Moreover, the students who play the isolate and the carrier role in the study interaction network had no relation with the expression tendency, and the transmitter role play students had no relation with the role tendency. Conclusion: Based on the results, the tutors should consider the students' interpersonal relationship disposition when implementing the instructional strategy in PBL curriculum.

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그룹감각통합치료가 학령전기 지적장애 아동의 소근육 기능, 상호작용 및 놀이에 미치는 영향 (Effect of Sensory Integration Group Therapy on Fine Motor, Social Interaction and Playfulness of Preschool Children With Intellectual Disabilities)

  • 최지현;김희
    • 대한감각통합치료학회지
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    • 제16권1호
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    • pp.25-34
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    • 2018
  • 목적 : 본 연구는 학령전기 지적장애아동에게 제공한 그룹감각통합치료가 소근육 기능, 상호작용 및 놀이에 미치는 영향을 알아보고자 한다. 연구방법 : 지적장애 등록을 한 만3~5세 아동 4명을 대상으로 주 1회 90분씩, 총 12회기 실시하였다. 그룹감각통합치료는 평행놀이와 또래놀이 중심의 대근육 활동과 주제에 맞는 미술활동과 감각놀이로 구성하였다. 결과측정은 Erhardt Developmental Prehension Assessment(EDPA)와 또래놀이 상호작용 평점척도(Penn Interactive Peer Play Scale; PIPPS), 놀이다움(The Test of Playfulness; ToP)를 사용하여 대상자의 사전사후 소근육 기능과 상호작용, 놀이를 평가하였다. 측정 결과는 윌콕슨 순위 검정(Wilcoxon matched-pair signed rank test)을 사용하여 소근육 기능과 상호작용, 놀이의 중재 전후로 차이를 비교하여 분석하였다. 결과 : 그룹감각통합치료 후, 소근육 기능은 통계학적으로 유의한 차이를 보이지 않았으나, 상호작용과 놀이에서는 유의한 차이가 있었다(p<.05). 결론 : 그룹감각통합치료는 상호작용과 놀이능력 향상에 유용한 치료적 접근방법이라는 것을 알 수 있었으며, 지속적인 그룹 활동을 통하여 일상생활에서의 다양한 상황에 대한 일반화가 진행되길 기대한다.

유아의 사회적 능력에 따른 사회적 놀이의 연속적 변화 패턴 (Sequential Transition Patterns of Social Play by Children's Social Competence)

  • 김순정;김희진
    • 아동학회지
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    • 제28권1호
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    • pp.17-35
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    • 2007
  • This study examined whether sequential transition patterns of social play differed by children's social competence. The social competence of sixty 5-year-old children was rated by their teachers using the Social Competence Scale(NICHD Early Child Research Network, 1996). Children's social play was observed during free play and coded by criteria developed by Robinson et al(2003). Results showed differences in children's social play behaviors by social competence and differences in the transition patterns of children's social play level by social competence. Children with higher social competence showed a transition pattern moving toward cooperative-social interaction, whereas children with lower social competence showed a transition pattern moving backward to solitary or onlooker behavior.

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발달장애아동의 놀이치료환경에 관한 공간분석 (An Analytical Study on the Environmental Design of Play Therapy from Children with developmental disability)

  • 리평;이은숙;임경란
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2008년도 춘계학술발표대회 논문집
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    • pp.247-250
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    • 2008
  • As society and culture becomes complicated and diverse, so do the ensuing problems. The symptoms from the stress there was mainly focused on the adult group, however, now, they are shown in children. So the play therapy attracts attention as a way to cure stress. This study is intend to analysis an environment of play therapy space which would play an active role during treatment through the understanding of children's playing behavior. Disable children's playing therapy and pattern should be considered in the playing environmental design, and their feelings also need to be considered. The cozy and relaxed environment is important to children, so that they can have a natural interaction with the environment during the therapies. Output the factor of environment for play therapy and suggest the space of play therapy which fit on it.

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다문화가정 유아의 언어능력과 유아-어머니간 놀이상호작용 - 동남아시아 결혼이민자가정을 중심으로 - (Multi-cultural Children's Language Abilities and Play-Interactions with Their Mothers)

  • 송요현;현온강
    • 아동학회지
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    • 제31권2호
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    • pp.35-52
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    • 2010
  • The purpose of this study is to examine the factors that are associated with a child's development within a multi-cultural family, taking into account the factors that influence the child's language ability and their play interactions with their mothers. First, there was no significant difference in the children's language ability based on the child's gender, or based on the language in which the mother communicated with her children. However there were significant differences depending on the children's age, the mother's native country, and the period of time the mother had lived in Korea. Second, there was no significant difference in the child-mother play interaction based on the children's age, gender, the mother's native country, the period of time the mother has lived in Korea, or the language in which the mother communicated with her children. However, the boys showed a more hostile attitude toward their mothers, in comparison to the girls. In conclusion, it can be said that there is an urgent need for comprehensive social support services and policies for the overall development of multi-cultural children, especially through programs for children and mothers.

MMORPG의 사용자생성콘텐츠에 관한 연구 -게임플레이와 게임디자인 과정을 중심으로- (A Study on User Created Content of MMORPG -Focused on the Process of Game Play and Game Design-)

  • 박나영
    • 한국게임학회 논문지
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    • 제7권3호
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    • pp.49-58
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    • 2007
  • 최근 MMORPG의 사용자생성콘텐츠를 중심으로 MMORPG의 발전방향에 대한 다양한 논의가 이루어지고 있다. 사용자생성콘텐츠는 IC사용자제작콘텐츠, IC사용자창작콘텐츠, OOC사용자제작콘텐츠, OOC사용자창작콘텐츠의 네 가지 유형으로 나뉠 수 있다. 마크르블랑이 제시한 게임디자인과 게임플레이 과정에서의 메커니즘, 다이나믹, 미학은 각 유형에 따라 다르게 나타난다. 따라서 사용자생성콘텐츠의 각 유형은 게임플레이과정에 흐르는 사용자의 각기 다른 욕망을 읽어내는 지표가 될 수 있고 이는 게임디자인과정에서 중요한 요소로 활용될 수 있다. 결국 MMORPG의 사용자생성콘텐츠는 게임디자인과 게임플레이 사이, IC문화와 OOC문화 사이의 상호작용을 이끌어내는 역할을 수행한다.

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A Case Study of a Role-Play Course for Undergraduate Airline Service Students

  • Ra, Mijin
    • 항공우주의학회지
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    • 제30권3호
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    • pp.108-112
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    • 2020
  • This study utilizes the image contents, one of the social interaction activities, in role-play. The one-semester class results were used for analysis to prepare teaching-learning plans for the department of aviation services. This study helped students in the Department of Aviation Services understand the airline cabin organization and examined whether it would help them understand the airline cabin organization and examine whether it would help them communicate with customers. In role-play classes, learners or groups of learners use role-playing dialogues to create role-plays and create communication situations similar to the real world.