• Title/Summary/Keyword: 놀이발달

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The Effects of a Child-Centered Play Therapy Internship Program for Novice Play Therapists on the Professional Competence of Play Therapists (초보놀이치료자를 위한 아동중심놀이치료 인턴쉽 프로그램이 놀이치료자의 전문적 역량 강화에 미치는 효과)

  • Yang, Sun Young;Han, You Jin
    • Journal of Families and Better Life
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    • v.35 no.1
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    • pp.83-105
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    • 2017
  • The purpose of this study is to strengthen the professional competence of novice play therapists through training, and to develop a CCPT internship program that encourages them to participate by experiencing play therapy education and cases. The five novice play therapists who participated in this study were currently getting their master's degrees in child psychotherapy. The novice play therapists's CCPT Internship program conducts 20 hours of education and practices, 24 hours of group supervision, 16 sessions of play therapy. The results of the research were as follows. First, the novice play therapist's CCPT internship program gave the play therapists positive effects on the development level. Second, the novice play therapist's CCPT internship program had a positive effect on the therapists' performance ability on play therapy. Third, the change of psychological and emotional reactions of play therapists through self-examination was different depending on the stage in the play therapy.

Adult Readers' Responses to Picturebooks Portraying Play (놀이를 소재로 한 그림책에 대한 성인 독자의 반응)

  • Hyun, Eunja;Lee, Jiun
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.603-614
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    • 2021
  • The purpose of this study is to explore whether reading picturebooks portraying children's play assists adult readers to recall their childhood play memories according to the narrative model of human development. In this study, adult readers recalled their play memories before and after reading a picturebook depicting children's play. Adult readers' responses to the picturebooks were also collected. The types of play from their memories were categorized and the responses were qualitatively analyzed through open coding. The results indicated that first, before reading picturebooks portraying children's play, the type of play that adult readers mostly recalled was games with rules which happened outdoor. Second, after reading a picturebook, adult readers recalled new play memories which contained more detailed elements of narratives. Third, most adult readers responded to picturebooks either emotionally or aesthetically. This study suggests the perspective on picturebooks as a literature and art genre for readers from birth to death. In addition, as an evocative object, a picturebooks could assist adult readers to recall and rediscover their childhood.

Design of an Infant's App using AI for increasing Learning Effect (학습효과 증대를 위한 인공지능을 이용한 영유아 앱 설계)

  • Oh, Sun Jin
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.733-738
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    • 2020
  • It is really hard to find an infant's App, especially for the age under 5, even though there are lots of Apps developed and distributed nowadays. The selection of the proper infant's App is difficult since the infants' App should be useful, safe and helpful for the development of their intelligence. In this research, we design the useful infant's App for the development of their intelligence by applying the AI technology for increasing the learning effect in order to satisfy the characteristics of the infants' needs. A proposed App is the collection of interesting games for infants such as picture puzzle game, coloring shapes game, pasting stickers game, and fake mobile phone feature enables them to play interesting phone game. Furthermore, the proposed App is also designed to collect and analyze the log information generated while they are playing games, share and compare with other infants' log information to increase the learning effect. After then, it figures out and learns their game tendency, intelligibility, workmanship, and apply them to the next game in order to increase their interests and concentration of the game.

A Comparative Analysis on the Effectiveness of Reformatting in Children's Brick Stack through Play Theory (놀이론을 통한 어린이 브릭 쌓기의 매체전환 효과성 비교분석)

  • Lee, Tae-Eun;Lee, Chang-Wook
    • Journal of Digital Convergence
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    • v.18 no.4
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    • pp.419-424
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    • 2020
  • The purpose of this study is to find out whether changed interactions due to reformatting has a significant effect on the play attribute of children's play from an instrumental point of view. Based on the study of Roser Caillois theory of play (Agon, Mimicry, Area, Ilinx) and previous studies, a questionnaire was written and experimental design was carried out through brick stack which are most preferred in the whole development of children. Brick stack were selected from physical and electronic spaces and the survey was conducted with children's experiences by dividing into experimental group and comparative group. Correlation and T-test results, the brick stack by reformating showed significant difference in the play attributes (Agon, Mimicry, Area, Ilinx) of Rose Caillois and we found that the effectiveness of play is doubled in the electronic space. Play properties evenly distributed in electronic space brick stacking suggest that pleasure and fun can double.

The tradition and musical aspect of the Saeteo-gaeulgut-nori(Play) (새터가을굿놀이의 전승과 음악적 양상)

  • Seo, Jeong-Mae
    • (The) Research of the performance art and culture
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    • no.38
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    • pp.111-142
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    • 2019
  • Saeteo-gaeulgut-nori(Play) is derived from the fact that the folk song that was played when harvesting in the Shinhori (aka Satter) in Chongdong, Miryang City was associated with the play and played a sacrificial feast at the end of autumn threshing. Saeteo-gaeulgut-nori(Play) consists largely of three chambers. The first one is the entrance gut, 2) the second one is SeonghwangGosa(城隍告祀), 3) the sound of bench threshing(空床 打作), 4) the harvesting chapter 5) the dry grass threshin, 6) the wooden millstone play, and the third one is 7) Pan-gut. Milyang has developed a sense of agriculture to the extent that both the Sangwon play and the Jungwon play are designated as intangible cultural properties. Especially, since the tradition of the House of Representatives is weak nationwide, the status of Milyang Saeteo-gaeulgut-nori(Play) has a very important value. The overall sound of the autumn good play is that the characteristics of Gyeongsang Folk Song are rooted in the structure of the menaritri, It has the characteristics of folk songs well.

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.

Exploratory Behavior in Early Childhood (아동의 탐색활동)

  • Suh, Young Sook
    • Korean Journal of Child Studies
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    • v.3
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    • pp.17-33
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    • 1982
  • 본 연구는 아동의 탐색활동에 관한 연구에 지침이 되고 자극을 주고자, 또한 실제 지도에 있어 시사점을 발견하고자 이 분야에 관한 주요연구문헌을 고찰하였다. 그리하여 탐색활동을 놀이와 호기심과 비교하여 그 정의를 내리고 탐색활동의 기능과 특징, 그리고 이 활동에 영향을 주는 제 요인을 살펴보았다. 그 결과 아동의 탐색활동에 관한 연구자간의 의견차이를 보이는 것이나 연구공백이 있는 것이 여러부분이 됨이 드러났다. 즉 놀이와 탐색활동과의 구별, 탐색활동과 호기심과의 관계, 탐색활동의 동기, 상황에 따른 탐색활동의 유형변화, 탐색활동을 유발시키는 자극물의 특성-특히 공간적 특성, 탐색활동과 아동의 년령, 성별, 인지적 발달단계와의 관계, 그리고 탐색활동에 있어서의 개인차 등에 관해 더 많은 연구가 요구됨을 알 수 있었다. 특히, 아동의 탐색활동과 지적발달 또는 사회성 발달과의 관계나 아동의 발달과정에 따른 훈련이나 교육을 동한 탐색활동의 증진방안 등은 시사성 있는 중요한 연구테마로 보여진다. 또한 이 탐색활동에 관한 연구에서도 실험실에서 이루어진 연구가 자연적인 상황에 얼마나 일반화 될 수 있는지, 한 번의 관찰이나 실험이 계속적인 의미를 지닐 수 있는지에 대해 연구자들이 더욱 신중해야 할 필요성이 있음이 드러났다. 물론, 한 가지 이론이나 연구로서 탐색활동의 전부를 설명할 수는 없다. 유아교육자들이나 아동학자들은 아동이 그 자신의 환경에 적응하고, 사회적 유능성을 함양시키고, 진정한 의미에서의 지능발달에 중요한 것으로 드러난 이 아동의 탐색활동에 관해 더욱 관심을 가지고 여러 가지 이론과 연구를 빌어 연구나 실제 지도에 필요한 아이디어를 삼아야 할 것이다.

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Play Behaviour and Environment Using User Research (Focused on Air-bounce Space in Theme Museum) (사용자 조사법을 이용한 어린이 놀이행태 및 놀이환경 분석 (테마박물관의 실내 에어바운스 공간을 대상으로))

  • Song, Mi;Yun, Hee Jeong
    • The Journal of the Korea Contents Association
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    • v.16 no.1
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    • pp.274-284
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    • 2016
  • The purpose of this study is to analyze the play behaviour and play environment of children at the Air-bounce space in the theme museum, using user observation and interviewing user behaviour, main methods of user research. Study area is Animation theme museum in Chuncheon City, Kangwon Province, Republic of Korea. Main results show that physical, emotional, cognitive, and social behaviour of playing children in the study area are observed, and this study draws the planning and design related implications of play space such as carrying capacity, waiting room and safety guard and so on. The results of this study can be used in the planning and design process of children's play environment as important guidelines.

A Study on the Aesthetic Characteristics of Korean Pantomimic Mask-dance-drama (한국 무언탈놀이의 연극미학적 특성)

  • Jintae, Park
    • (The) Research of the performance art and culture
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    • no.19
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    • pp.191-220
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    • 2009
  • The aesthetics of Korean pantomimic mask-dance-drama is studied in this thesis. The scripts of the pantomimic mask-dance-drama were recorded generally, explanatorily and interpretively. The emotion and psychology are expressed by the look and body language. The mimic expression of the pantomimic mask-dance-drama was analyzed intensively. The speech drama is richer and deeper than the pantomimic mask-dance-drama at the aspect of the power of expression.

A Meta- Analysis on the Effectiveness Research of Drama Program for the People With Developmental Disabilities in Korea (발달장애인을 위한 연극프로그램의 효과성에 관한 메타분석연구)

  • Shin, Dong-In
    • The Journal of the Korea Contents Association
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    • v.22 no.7
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    • pp.361-369
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    • 2022
  • The purpose of this study was to review the effectiveness of drama program for the people with developmental disabilities in Korea by using method of meta-analysis. At first, master's theses, doctoral dissertations, and journal articles published in Korea up to January, 2022 were reviewed. Resultingly a total of 13 studies were eligible base upon the inclusion criteria. The mean effect sizes and test for homogeneity of effect size (Q-statistic) were analyzed by using Comprehensive Meta-Analysis Software 2.0. The main findings of this study are as follows. First, the average effect sizes for drama program for people with developmental disabilities were ES= 0.8335 for sociality, ES= 0.6512 of self-expression. Second, by analysing the moderate variables of the effect size for drama program for people with developmental disabilities, 'age', 'the number of session' 'the type of drama program', 'the major of drama director' were statistically significant. The research and practice implications of drama programs for people with developmental disabilities in Korea were suggested.