• 제목/요약/키워드: value of play

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교육활동의 놀이적 가치 분석을 통한 교육과정의 새로운 의미 탐색 (A Study of a New Meaning of Currere from a Perspective of the Value of Play in Educational Activities)

  • 김재춘
    • 수산해양교육연구
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    • 제19권1호
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    • pp.137-149
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    • 2007
  • This study attempts to explore the possibility of finding a new meaning of currere through an analysis of the value of play in educational activities. It does three different kinds of works for the purpose. First, it tried to clarify the value of play by analyzing the texts written by Kant, Gadamer, and Huizinga, who had approached a play from philosophical and esthetical perspectives. Second, it analyzed curricular theories established by such scholars as Tyler, Peters, and Dewey in order to clarify the meaning of educational values presupposed by those curricular theories. Third, it examined a possibility of finding a new meaning of currere by emphasizing the value of play in educational activities.Through the study, a researcher finds that the value of play lies in the fun the player experienced while playing and that educational value can be defined in the form of the value of play in an educational setting. If the value of play in education is paid enough attention, currere can carry a new meaning. Currere meant traditionally a course horses should follow, which represents a very conservative view of education whereas currere can now mean a trace in which students are learning for the sake of having a fun. Students are encouraged to study for the sake of having a fun.

패션 모바일 놀이의 유형과 경험적 가치 -놀이 이론을 중심으로- (Types and Experiential Value of Fashion Mobile Play -Focusing on Play Theory-)

  • 박신영;이윤경;이미아
    • 한국의류학회지
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    • 제45권1호
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    • pp.73-93
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    • 2021
  • This study typifies fashion mobile plays in a digital environment and explores the experiential value created by them through a case study of a fashion brand mobile app. For the case analysis, mobile plays were divided into four types: intrinsic motivation/active participation, intrinsic motivation/passive participation, external motivation/active participation, and external motivation/passive participation, depending on the mobile players motivation and level of participation. Among the global fashion brand mobile apps released from 2009 to 2019, 16 cases suitable for the analytical framework were used for final analyses. The main results are as follows. First, mobile play value include characteristics such as networkability, immersion, hyper-spatiality, and super-temporality in addition to the attributes of a traditional play such as spontaneity, uncertainty, regularity, and playfulness. Second, the four types of mobile play provide participants with an experiential value such as creative value, emotional value, social value, and exploitative value. This study has academic implications in terms of introducing a new framework that can typify mobile plays and suggest practical implications for what experiential value fashion companies can give consumers through mobile app marketing.

어린이집 교사의 쌓기놀이에 대한 은유 분석 (Metaphor Analysis on Block Play of Day Care Center Teachers)

  • 이진희;임진형
    • 한국산학기술학회논문지
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    • 제21권2호
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    • pp.287-295
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    • 2020
  • 본 연구의 목적은 어린이집 교사들의 쌓기놀이에 대한 은유의 경향과 은유의 의미를 알아보는 것이다. 이를 위해 J지역 대학의 보수교육에 참여한 어린이집 교사 165명을 대상으로 문장 완성형 은유방법을 활용하여 자료를 수집하였다. 수집한 자료는 은유분석에 관한 선행연구와 쌓기놀이의 가치에 관한 선행연구에 기초하여 질적 연구방법을 활용한 범주화의 과정을 거쳐 분석하였다. 연구결과 첫째, 어린이집 교사들의 쌓기놀이 은유의 경향은 2개 범주, 9개의 하위내용으로 분류되었다. 범주에서는 '쌓기놀이의 특성', '쌓기놀이의 가치'의 순서로 빈도가 높게 나타났다. 하위내용에서는 '쌓기놀이의 특성' 중 '구성하기'가 가장 높은 빈도를 나타냈고, '쌓기놀이의 가치' 중 '성장·발달의 근간'이 가장 높은 빈도를 나타냈다. 둘째, 어린이집 교사들의 쌓기놀이 은유의 의미는 '쌓기놀이의 특성' 에서 '구성하기', '표현하기', '상상하기', '즐거움', '자유로움'으로 나타났고, '쌓기놀이의 가치' 에서는 '성장·발달의 근간', '정서발달', '사회성발달' '창의성발달'로 나타났다. 연구결과를 기초로 하여 직전교육과 현직교육에서 유아 쌓기놀이의 가치와 교사역할이 더욱 강조되어야 함을 논의하였다.

Optimum Strategies in Discrete Red & Black

  • Chul H. Ahn;Sok, Yong-U
    • Communications for Statistical Applications and Methods
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    • 제8권1호
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    • pp.147-151
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    • 2001
  • In discrete red and black, you can stake any amount s in your possession, but the value of s takes positive integer value. Suppose your goal is N and your current fortune is f, with 0$\frac{1}{2}$ where the house has the advantage over the player, and with the value of p greater than $\frac{1}{2}$ where the player has the advantage over the house. The optimum strategy at any f when p<$\frac{1}{2}$ is to play boldly, which is to bet as much as you can. The optimum strategy when p>$\frac{1}{2}$ is to bet 1 all the time.

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놀이 (Children's Play)

  • 이종희;조은진;김송이
    • 아동학회지
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    • 제30권6호
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    • pp.309-321
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    • 2009
  • This study examines trends of children's play in Korea, and academic, pragmatic, and policy issues related to it. For the purpose, the researchers reviewed play theories, national and international views of play specialists, and research articles on children's play in selected academic journals published in Korea for the last 30 years. Although Korea has been active academically as well as politically in recognizing the importance of children's play, children's play in Korea seems to have lost its position, the true value of it being often distorted or unidentified. Many specialists worn that the deprivation of play opportunities increasing in modern societies will result in many serious problems. Play research therefore need to strengthen its power by being more accountable and broadening its foci toward solving such predictable problems.

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한국 유아원 아동 어머니의 놀이와 일의 개념-질적인 접근 (Conceptions of Play and Work Held by Mothers of Preschool Children in Korea)

  • 남현숙
    • 아동학회지
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    • 제13권2호
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    • pp.229-240
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    • 1992
  • Although play is a key element in child development, little research has been done on how play is conceptualized by adults directly involved with children on a daily basis. The purpose of the study was to determine meanings of the concept "play" held by mothers of preschool children in Korea. Specifically, the study sought to determine Korean mothers' conceptions of the nature and functions of play, and their conceptions of play in contrast to work. An open-ended/semi-structured interview instrument was constructed to generate research data. Interview questions focused on three content categories: (1) the nature of play, (2) the functions of play, and (3) conceptions of work. Questions in each content category consisted of four distinct types: (1) experience/behavioral, (2) opinion/value, (3) feeling, and (4) knowledge. The instrument was pilot-tested with two subjects, revised, and administered to eleven mothers of preschool children. Interview data were subjected to domain and taxonomic analyses. Analyses yielded two principal themes: (1) Play is viewed as an intrinsically motivated and pleasurable activity; (2) while play and work could be consonant, the values inherent in play and work are generally in opposition.

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5세 도담반의 실내놀이지원을 위한 실행연구 (An Action Research to Support Indoor Free Play in the Dodam Class Consisting of Five-Year-Olds)

  • 심소영;권연희
    • 한국보육지원학회지
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    • 제17권4호
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    • pp.29-47
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    • 2021
  • Objective: The purpose of this study was to understand the teacher's role as play supporter in a carry out play generated curriculum and develop and implement an action plan in order to indoor free play. Methods: Participants were 14 kindergartners (9 boys, 5 girls) and one teacher. Processes of planning-implementation and observation- reflection were repeated in a cyclical procedure and the 3rd action plan was conducted based on strategies to support children's play. Results: Children experienced the following: Continuing and immersive play, play filled with experiments and challenges, play to make together, attitude to enjoy novelty and respect differences, and play of trial and error. And the researcher changed the following: Be sensitive to the child's words and actions, finding the 'real interest' of children in 'waiting', acquiring the perception that 'children are the masters of play', seeing the value of learning in children's expressive play, and gain confidence in play support. Conclusion/Implications: This study suggested the need for teacher to have patience and demonstrate reflective thinking in order to support children's play.

아동 놀이의 국가적 정책화 : 영국의 사례 (Children's Play as a National Policy and Strategy : The Case of the UK)

  • 이종희
    • 아동학회지
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    • 제31권3호
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    • pp.161-181
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    • 2010
  • This study reviews policies related to children's play which are being implemented by the UK at a national level from 2008 to 2020. The Department for Children, Schools, and Families, in cooperations with other central government departments and professional organizations, are developing and implementing the strategy. The purpose of the strategy is to improve play opportunities for all children and young people in England by raising the value and status of play in every community. This study examines the strategy by focusing on firstly, the purpose, vision, and steps to be undertaken; secondly, the methods used and the participating organizations; and thirdly, the legal, social, and academic basis upon which the strategy is founded. By way of conclusion, the researcher argues that we need to consider and learn from the case of the UK to come up with desirable polices for children's education and well-being.

대학생의 외모관리 기대가치와 뷰티관리행동 간의 관계에서 외모자신감의 조절효과 (The Moderating Effect of Confidence in Appearance in the Relationship Between Expected Value of Appearance Management and Beauty Management Behavior of College Students)

  • 유은숙;나윤영
    • 한국의류산업학회지
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    • 제25권3호
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    • pp.358-365
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    • 2023
  • This study aims to investigate the moderating effect of appearance confidence in the relationship between the expected value of appearance management and beauty management behavior of college students. For data collection, 300 questionnaires were distributed among the students of a 4-year university in Gwangju, Republic of Korea from April 12 to 22, 2022; 273 copies were collected, and 259 copies were used as the final sample. SPSS 21.0 was used to analyze the collected data, and the results were as follows. First, the expected value of appearance management had a positive (+) effect on beauty management behavior. Second, the expected value of appearance management had a statistically significant positive (+) effect on beauty management behavior. Taken together, the results of the study show that the higher the level of social internalization, play and sympathy values, and appearance confidence of the expected value of appearance management, the higher the college students' beauty management behavior. Taken together, the results of the study show that the higher the level of social internalization, play conformity value, and appearance confidence of the expected value of appearance management, the higher the college students' beauty management behavior. This was confirmed to act as a reinforcing mechanism.