• Title/Summary/Keyword: 놀이성

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A PILOT STUDY FOR STANDARDIZATION OF BERKELEY PUPPET INTERVIEW - SYMPTOMATOLOGY & PARENT-CHILD RELATIONSHIP SCALE (Berkeley Puppet Interview의 표준화를 위한 예비 연구 - 증상 척도와 부모-자녀 관계척도)

  • Shin, Min-Sup;Son, Jung-Woo;Cho, Soo-Churl;Kim, Boong-Nyun;Kim, Soo-Kyoung
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.14 no.1
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    • pp.103-111
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    • 2003
  • Objectives:BPI was developed for assessing young children's perceptions. Using an interactive techniques for interviewing children, the BPI blends structured and clinical interviewing technique. Present study was to evaluate the reliability, validity and the clinical utility of Berkeley Puppet Interview(BPI) for young children aged 4 to 7. Methods:Subjects consisted of 37 children(boy20, girl 17) between the age of 4 and 7 who visited the child-psychiatry outpatient division of children's hospital in Seoul and Chungju. The measures used in this study BPI-S(symptomatology) and BPI-PC(parent-child relationship). BPI was translated into Korean by three clinical psychologists. To examine the reliability, Chonbach's alpha were calculated and to examine the validity, correlation coefficients were calculated on BPI-S & K-CBCL. Results:BPI-PC's Cronbach's alpha was 0.86 and BPI-S's Cronbach's alpha was 0.74. Correlation between the internalizing scale of BPI-S and that of K-CBCL was 0.477 and correlation between the internalizing scale of BPI-S and the externalizing scale of K-CBCL was -0.431, suggesting the validity of BPI-S. Conclusion:These results show that BPI-S & BPI-PC may be useful tool for young children's diagnostic interview.

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The Role of Teachers in the 2019 Revised Nuri Curriculum and exploring the Possibilities as an Emergent Curriculum (2019 개정 누리과정에서 교사의 역할과 발현적 교육과정으로의 가능성 탐구)

  • Kim, Dae-Wook
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.343-351
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    • 2021
  • The aim of this study is to explore the role of teachers in the 2019 revised Nuri curriculum, to suggest the role of appropriate early childhood teachers, and to explore the possibility of developing as an emerging curriculum. It was clarified that the role of teachers in the 2019 revised Nuri curriculum is the applicant, compared to the Nuri curriculum by age 3~5. It could be compared with the role of teachers in the emergent curriculum. Based on the emerging curriculum, the roles of teachers that can be practiced in the 2019 revised Nuri curriculum are teachers who use scaffolding, flexible teachers in curriculum management, and teachers with autonomy and faith in young children. As a conclusion of the study, first, teachers should be experts who can provide optimal play materials to individual young children and multiple young children. Second, teachers must faithfully observe and record so that appropriate scaffolding can be established. Third, teachers must constantly perform questions suitable for development so that they can sustain the interests of young children. Fourth, teachers should operate the 2019 revised Nuri curriculum based on their understanding of the emergent curriculum.

A study on the convergence learning guidance Method for adolescents with disabilities applying the Eurhythmics rhythm element (유리드믹스 리듬요소를 적용한 장애 청소년 융합학습지도방안 연구)

  • Song, Mi Young;Nam, Sang Moon
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.375-382
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    • 2021
  • Adolescents with disabilities have unnatural behavior and language, which makes it difficult to use soft and flexible language and behavior, and lack of learning experience has limitations in not being free in mature behavioral communication. Eurhythmics musical rhythm elements were divided into time and space, power and weight, and balance and fluidity and reflected in teaching and learning so that adolescents with disabilities could have comfortable, creative, and original thoughts that bring about changes in thawing. In order to increase the effectiveness of education in the direction of observing the effect of improving self-esteem, communication, and creativity of adolescents with disabilities, the study guide applying the Eurhythmics rhythm element was fused with music education, art education, and physical education, and interviewed by selecting research participants. Based on the questionnaire, an observation method suitable for the study of adolescents with disabilities was conducted. As a result of the study, it was observed that the educational effect of the disabled youth was improved as a result of conducting the class by applying the Eurhythmics rhythm elements time and space, force and weight, balance and fluidity by integrating music, art, and physical education(line dance, playtime). Therefore, to supplement the limitations in this learning process, various educational methods applicable to the education of youth with disabilities, a support system that can reflect Eurhythmics education through physical play, and a method to properly compose various learning tools do.

The Lost Das Ding and A Posthumous Subject of Lacan's Psychoanalysis - Mugunghwa Flowers Do Not Bloom - (잃어버린 das Ding과 라캉 정신분석의 사후 주체 - 무궁화 꽃은 피지 않는다 -)

  • Lee, Dong Seok
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.127-136
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    • 2022
  • This thesis is a study of "Ethics Seminar VII of Psychoanalysis" that Jacques Lacan (1901~1981) has the most attachment to.A translated version has not yet been released in Korea. The original French and English translations of Lacan Seminar VII were used for the study version. Lacan introduces an important concept in a seminar on the ethics of psychoanalysis. In German, it is 'das Ding'. It is translated as 'big thing' in Korean. Lacan introduces the term in French as 'La Chose'. In English, it is The Thing. "Big things" are also things that my mother gave me when I was young. It can also be interpreted as a loss of childhood that is not completely resolved. Therefore, Lacan' subject refers to develops a lifelong journey to recover the lost object. Lacan presents this point as the starting point of the psychoanalytic ethics. We try to re-examine the issue of ethics by tracing 'das Ding' as a lost place in the main article. First, We will look at the origins of das Ding. Second, through the relationship between love and das Ding, We will discuss who tries to fill Ding's void. Third, We will try to interpret the relationship between American ego psychology and das Ding in Lacan's scheme. Lastly, a posthumous subject will be dealt with through the play 'Mugunghwa has bloomed.'

An analysis of students' engagement in elementary mathematics lessons using open-ended tasks (개방형 과제를 활용하는 초등 수학 수업에서 학생의 참여 분석)

  • Nam, Inhye;Shin, Bomi
    • The Mathematical Education
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    • v.62 no.1
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    • pp.57-78
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    • 2023
  • Students' engagement in lessons not only determines the direction and result of the lessons, but also affects academic achievement and continuity of follow-up learning. In order to provide implications related to teaching strategies for encouraging students' engagement in elementary mathematics lessons, this study implemented lessons for middle-low achieving fifth graders using open-ended tasks and analyzed characteristics of students' engagement in the light of the framework descripors developed based on previous research. As a result of the analysis, the students showed behavioral engagement in voluntarily answering teacher's questions or enduring difficulties and performing tasks until the end, emotional engagement in actively expressing their pleasure by clapping, standing up and the feelings with regard to the topics of lessons and the tasks, cognitive engagement in using real-life examples or their prior knowledge to solve the tasks, and social engagement in helping friends, telling their ideas to others and asking for friends' opinions to create collaborative ideas. This result suggested that lessons using open-ended tasks could encourage elementary students' engagement. In addition, this research presented the potential significance of teacher's support and positive feedback to students' responses, teaching methods of group activities and discussions, strategies of presenting tasks such as the board game while implementing the lessons using open-ended tasks.

Integrating AI Generative Art and Gamification in an Art Education Model to Enhance Creative Thinking (AI 생성예술과 게임화 요소가 통합된 미술 교육 모델 개발 : 창의적 사고 향상)

  • Li Jun;Kim Yoojin
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.425-433
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    • 2023
  • In this study, we developed a virtual artist play lesson model using gamification concepts and AI-generated art programs to foster creative thinking in freshman art majors. Targeting first-year students in the Digital Media Art Department at Sichuan Film & Television University in China, this course aims to alleviate fear of artistic creation and enhance problem-solving abilities. The educational model consists of four stages: persona creation, creative writing, text visualization, and virtual exhibitions. Through persona creation, students established their artist identities, and by introducing game-like elements into writing experiences, they discovered their latent creativity. Using AI-generated art programs for text visualization, students gained confidence in their creations, and in the virtual exhibitions, they were able to enhance their self-esteem as artists by appreciating and evaluating each other's works. This educational model offers a new approach to promoting creative thinking and problem-solving skills while increasing learner engagement and interest. Based on these research findings, we expect that by developing and implementing educational strategies that cultivate creative thinking, more students will grow their artistic capacities and creativity, benefiting not only art majors but also students from various fields.

A Study on the Measure to Maximize the Effects of Functional Games in Relation to the Changes in Visual and Auditory Stimulations (시각 및 청각 자극 변화에 따른 기능성 게임의 효능 극대화 방안 연구)

  • Shin, Jeong-Hoon
    • Journal of the Institute of Convergence Signal Processing
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    • v.14 no.3
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    • pp.147-153
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    • 2013
  • Functional game, which is the combination of play and learning and a futuristic tool, can minimize the dysfunction and maximize the proper functions, and furthermore, has taken root as a new alternative that can change the game industry and game culture. Recently, the focus of game and education markets is shifting to the development of more advanced learning contents, rather than emphasizing the self-control and motivation of users. Along with that, the game market has excluded the socially dysfunctional elements, such as the addiction and learning disabilities, and has witnessed a diversification into the human-friendly entertainment business that emphasizes the mental and physical health and pursues scientific educational effects. In addition, functional games are expanding its reach from the professional sectors - such as medical aide/medical learning, military simulation, health, auxiliary tools, special education and learning tools - to the realm of routine education, mental health, etc., and has seen a steady growth. However, most functional games, which are being currently planned and developed to cope with the special characteristics of the market, have not undergone accurate scientific assessment of their functions and have not proven their effectiveness. An overwhelming proportion of the functional games are being developed based on the intuition and experience of game developers. Moreover, the type of games, which involve the repetition of simple tasks or take the form of simple puzzles, cannot effectively combine the practically interesting factors and the learning effects. Most games incorporate unscientific methods leading to the vague anticipation of improvement in functions, rather than the assessment of human functions. In this paper, a study was conducted to present the measures that could maximize the effects of functional games in relation to the changes in the visual and auditory stimulations in order to maximize the effects of functional games, i,e., the immersion and concentration. To compare the degree of effects arising from the visual stimulation, the functional game contents made in the form of 2D and 3D were utilized. In addition. ultra sound and 3-dimensional functional game contents were utilized to compare the degree of effects resulting from the changes in the auditory stimulation. The brainwave of the users were measured while conducting the experiments related to the response to the changes in visual and auditory stimulations in 3 steps, and the results of the analysis were compared.

The Importance of Kant's 'Sensus Communis' in the Contemporary Practical Philosophy : Focused on the Relation between Autonomy and Solidarity (현대 실천철학에서 칸트 공통감 이론의 중요성 - 자율성과 연대성을 중심으로 -)

  • Kim, Suk-soo
    • Journal of Korean Philosophical Society
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    • v.123
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    • pp.57-86
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    • 2012
  • Many contemporary philosophers argue that modern philosophy is only the philosophy being imprisoned in subject and consciousness without communicating other subjects with language. They criticize that it is solipsistic. Today, those who are taking part in the communication theory, hermeneutics, and de-constructivism are trying to overcome this problem. The practical philosophers, especially those who advocate communintarianism criticize that modern libertarianism is not free from the isolated autonomy and breaks the solidarity of the traditional community with treating formally others. They criticize Kant's philosophy in the same way. But it is unreasonable. Because Kant was not the philosopher who pursued the same philosophy of subjectivity and liberalism as the earlier modern philosophers pursued. He tried to criticize its limits and overcome them. Especially he did not remain within the modern subjectivity, but rather tried to come up with the inter-subjectivity communicating between subjects. He showed this side through the 'sensus communis'. He thought of a judgement of taste as an effect resulting from the free play between imagination and understanding, and postulated the 'sensus communis' as a ground of the universal validity of this judgement. Therefore this 'sensus communis' is the subjective principle of a judgement of taste. Furthermore, he did not treat this 'sensus communis' merely as a self-relation of a subject, but rather developed it into an communicative relation among subjects. This position of Kant enables us to seek the harmony between the aesthetic sphere and social-moral sphere, and to overcome the conflicts between the autonomy of the liberalism and the solidarity of the communitarianism. Especially, his 'sensus communis' can be developed into the 'critical hermeneutics' and the 'relational autonomy'. Therefore his 'sensus communis' has the possibility to overcome the negative points of the traditional community and the modern community, and to overcome the conflicts among the isolated selves occurring in today's society. Hence Kant's 'sensus communis' has still the important values in the contemporary philosophy, especially in the practical philosophy being now discussed over the relation between autonomy and solidarity.

AN EMPIRICAL STUDY ON DREAM, DAYDREAM AND HOPE IN CHILDREN(1):FROM DEVELOPMENTAL PERSPECTIVE (어린이의 꿈, 공상 및 희망에 대한 경험적 연구(1) : 발달학적 관점에서 고찰)

  • Kim, Soo-Jeong;Shin, Min-Sup;Nam, Min;Hong, Kang-E
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.8 no.1
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    • pp.3-21
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    • 1997
  • We examined the developmental characteristics of dream, daydream, and hope of elementary school students in their 1st, 3rd, and 5th grades, and studied the correlation between three variables. We summarized the results of this study as follows. 1) The contents of dream developed with the cognitive development and socialization process. In detail, appearance of animals, family members, and known persons gradually decreased, and appearance of self, same-sex peers, and strangers gradually increased. These results are comparable with the previous studies of dream. 2) Daydream, hope, and current state also developed with age. In detail, frequency of daydream increased, and the contents of daydream and hope changed toward more self-centered and more realistic. The changes of current state are thought to reflect the specific situation of Korea. 3) There are some correlation among dream, daydream, and hope. Especially happy mood and fearful mood had positive correlation with the relevant contents of dream, daydream, and hope. Also the contents of dream showed positive correlation with the same contents of daydream. This study is the first trial which investigate the developmental characteristics of dream, daydream, and hope of normal children in Korea. We verified that dream and daydream are on the continuous line of ‘reality-imitation-play-daydream-dream’ Finally, considering the facts that dream developed with age;responded to meaningful emotional experiences;and had the correlation with daydream, hope, and current state, the results of this study support the psychological meaning of dream.

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An Historical and Cultural Analysis on the Eastern and Western Moat (동·서양 해자(垓字)의 역사와 문화적 해석)

  • Jung, Yong-Jo;Sim, Woo-Kyung
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.29 no.1
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    • pp.105-120
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    • 2011
  • A moat is a pond or waterway paved on the outside of a fortress that is one of the facilities to prevent enemy from approaching the fortress wall or classify it as the boundary space, moats had existed in Europe, Asia and the America from ancient times to medieval times. however it is has been disappeared in modem society. In addition, a moat is a great value in historical and cultural sense such as offering a variety of cultural activities and habitats for animals, but unfortunately there is little consideration of its restoration plan. This research is aimed to investigate historical and cultural meaning and significance of moats which had been existing from ancient times to medieval times in the Eastern and Western. For this purpose, this research analyzed concepts and functions in consideration with times and ideological backgrounds of moats in Korea, China, and Japan. Results were as follows: 1. Moats in Korea existed not only in the castle towns of Goguryeo but also in ancient castle towns of Baekje and Silla. Natural moats and artificial moats existed around castles that were built to prevent and disconnect accessibility of enemies In Goryeo Dynasty and Chosun Dynasty, moats were also used as a defensive function. 2. A moat was generally installed by digging in the ground deep and wide at regular intervals from the ramparts, A moat was installed not only around a castle but also in its interiors. Moats outside castles played an important role in stomping the ground hard besides enhancing its defensive power. In addition, water bodies around a facility often discouraged people's access and walls or fences segregated space physically, but a moat with its open space had an alert and defensive means while pertaining its visual characteristics. 3. The moat found at Nagan Eupseong rumor has it that a village officials' strength was extremely tough due to strong energy of the blue dragon[Dongcheon] in Pungsujiri aspects, so such worries could be eliminated by letting the stream of the blue dragon flow in the form of 'S'. 4. The rampart of the Forbidden City of China is 7.9 meters high, and 3,428 meters long in circumference. It was built with 15 layers of bricks which were tamped down after being mixed with glutinous rice and earth, so it is really solid. The moat of the Forbidden City is 52 meters in width and 6 meters in depth, which surrounds the rampart of the Forbidden City, possibly blocking off enemies' approach. 5. Japan moats functioned as waterways due to their location in cities, further, with the arrangement of leisure facilities nearby, such as boating, fishing from boats, and restaurants, it helped relieve city dwellers' stress and functions as a lively city space. 6. Korean moats are smaller in scale than those of the Forbidden City of China, and Edo, and Osaka castles in Japan, Moats were mostly installed to protect royal palaces or castles in the Eastern Asia whereas moats were installed to protect kings, lords, or properties of wealthy people in the west.