• Title/Summary/Keyword: 놀이유형

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Playfulness of Infants and the Characteristics of Teachers according to Daily Routine Types based on Observation in Infant Classes in Child Care Centers (관찰에 근거한 어린이집 영아반의 일과유형분류 및 일과유형별 영아의 놀이성과 교사 특성)

  • Park, Chan Hwa;Kwon, Yeonhee;Rha, Jong Hay;Choi, Mock Hwa
    • Korean Journal of Childcare and Education
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    • v.9 no.4
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    • pp.185-210
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    • 2013
  • The purpose of the study was to observe and categorize daily routines of infant classes in daycare centers based on quantity of indoor and outdoor free play, group activities and nap/rest and explore differences in infants' play and teacher's behavior according to daily routine types. A team of trained observer observed daily routines and teacher's behavior of 26 infant classes from 7 daycare centers for two days and teachers evaluated 164 infants' playfulness. As a result daily routines of infant classes were categorized into two types: "Indoor & Outdoor Free Play Oriented" and "Group Activities & Rest Oriented". Infants' playfulness of "Indoor & Outdoor Free Play Oriented" groups were higher than that of "Group Activities & Rest Oriented" groups. Teachers from "Indoor & Outdoor Free Play Oriented" groups were found to have more experiences in the field and also they showed more positive and neutral guidance than the others.

A Study on the Relationship between Father's Verbal Control Modes, Children's Self-efficacy, Social Competence, and Interactive Peer Play (아버지 언어통제유형과 유아의 자아효능감, 사회적 유능성 및 상호작용적 또래놀이의 관계)

  • Kwon, Heekyoung
    • Korean Journal of Childcare and Education
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    • v.9 no.5
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    • pp.321-334
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    • 2013
  • The purpose of this study was to examine the relationship of father's verbal control modes, children's self efficacy, social competence and interactive peer play. The subjects were pairs of 195 three, four and five year-old-children and their fathers. Data were analyzed with mean, standard deviation, and bivariate correlation. Results indicated that father's verbal control modes were significantly correlated with children's self efficacy, social competence and interactive peer play. Father's person-oriented control verbal mode was positively related to children's self-recognition, self-emotion, social competence, leadership and interactive peer play while imperative control verbal mode was negatively related to children's instability, interrupted play behavior, and disturbed play behavior.

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.

A study on the Analysis of Board game type in Characteristics of Play and Direction (보드 게임의 놀이적 특성과 방향성에 의한 유형 분석 연구)

  • 권윤영;최인규
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.05b
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    • pp.826-831
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    • 2003
  • 보드 게임은 다양한 주제와 사회성을 바탕으로 발전해 왔으며, 최근에는 보드 카페 등의 활동으로 수많은 계층의 커뮤니티가 형성되고 있다. 그러나 이러한 보드 게임의 특성에 관한 연구는 전혀 이루어지지 않고 있다. 따라서 본 연구에서는 보드 게임의 놀이적 특성과 방향성에 따라 보드 게임을 분석하고 유형을 분류하였다.

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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.

COMPARISON OF COMMUNICATION AND MOTHER-CHILD INTERACTION PATTERNS BETWEEN REACTIVE ATTACHMENT DISORDERED CHILDREN AND NORMAL CHILDREN (반응성 애착 장애아(反應性 愛着 障碍兒)와 정상아의 의사소통 및 모자 상호작용 유형 비교연구)

  • Lee, He-Len;Choi, Young-Rim
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.5 no.1
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    • pp.118-132
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    • 1994
  • The purpose of this study was to compare communication and mother-child interactions of reactive attachment disordered children with normal children. The subjects were 24 children and their mothers participated in this study'12 reactive attachment disordered children and mothers, 12 normal children and mothers. The mother and her child were brought into a p]lay room and the mother was instructed to play with her child as she normally would at home. The play situations were videotaped. Tapes were transcribed and transcribed data was analyzed with 13 mutually exclusive categories encompassing pragmatic functions represented in communication form the early stage of multiword speech in childhood. The tapes were analyzed with 10 behavioral mother-child interaction patterns. As the statistical method, t-test and correlation was calculated. The results of this study were as follows : 1) Reactive attachment disordered children used significantly fewer 'filler', 'information', 'requests', 'describes' and 'disscus self'. 2) Reactive attachment disordered children's mother used significantly fewer 'filler' and 'names'. 3) Reactive attachment disordered children used significantly more 'independent play', fewer 'intiates interaction', 'responsiveness' and 'answer' Reactive attachment disordered children's mother used more 'control play', 'observe' and fewer 'initiates interaction'. 4) Children's communication patterns were related lo mother·'s communication and mother-child interaction types. Children's 'filler', 'information requests', 'describes' and 'disscus self' were consistantly related to mother's 'filler' and 'names', (Children's 'filler', 'information requests', 'describes'. 'disscus self' and mother-child's intiates interaction 'responsivness' were significantly positively correlationed and 'independant play', 'control play', 'observation' were significantly negatively correlationed. The results of reveal that communication and mother-child interaction pattern of reactive attachment disordered group was different from normal group and children's communication pattern were influenced by mother's communication and interaction patterns.

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A Study on Digital Play Types of Virtuality through the Play Theory of Roger Caillois (로제카이와의 놀이론을 통한 가상성의 디지털 놀이 유형 연구)

  • Lee, Tae-Eun;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.16 no.9
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    • pp.383-390
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    • 2018
  • The purpose of this study is to find out how the evolution of digital play in virtualization and digital play tools are combined with and stereotyping the properties of traditional play. Virtualization characteristics and play theory were examined and the case was derived in four types and analyzed in four play properties with Roser Cailliois. In the case of Agon, the targets of mutual competition are expanded to singular and plural, computer and oneself of the future, and Mimicry showed the ambiguity of the segments and boundaries crossing the on-off line boundary, and in the case of Alea, the diversity of accident occurrence by immediacy and simultaneity has been strengthened, and in the case of Ilinx, the maximization of immersion has been developed and experimented with a variety of techniques for the utilization of senses and tools and the virtuality for this. As a result, play is developing due to the tendency to expand and coexist in time and space by various fusion combinations.

Analysis on Preschoolers' Mean Length of Utterance and Type-Token Ratio by their Sex and Play Situation Type (유아의 성별과 놀이상황 유형별 평균발화길이와 어휘다양도)

  • Sung, Mi Young;Chang, Moon Soo
    • Korean Journal of Childcare and Education
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    • v.10 no.6
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    • pp.43-56
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    • 2014
  • The purpose of this study was to analyze the differences of preschoolers' utterance features by their gender and play situation type. For this purpose, a total of 40 5-year-old children participated in this study. Dyad were participated in each play session during 10 minutes. The play session was videotaped and the videotaped data were transcribed by CBS(2014). The collected data were analyzed by using a independent t-test and paired t-test. The main results are as follows. First, girls' MLU-e, MLU-w, MLU-m were longer than that of boys in a familiar play situation. Second, preschoolers' MLU-w was longer in an unfamiliar play situation than in familiar ones and preschoolers' type-token ratio were higher in an unfamiliar play situation than in familiar ones. Implications for the importance of preschoolers' spontaneous speech are discussed.

An analysis on 'Game Activities' in Elementary mathematics Textbooks Based on the 2015 Curriculum (2015 개정 교과서의 '놀이수학'에 대한 실태 분석)

  • Lee, Jae-Gwan;Lee, Jong-hak
    • Journal of the Korean School Mathematics Society
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    • v.21 no.3
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    • pp.267-285
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    • 2018
  • The purpose of this thesis is to analyze and compare 'Game Activities' of elementary mathematics textbooks developed in the national curriculum revised in 2015, and to find suggestions to improve 'Game Activities' of the textbooks based on the results. The main results of this study are as follows. First, as for materials, various types of materials were used in 'Game Activities'. Also, more various materials were included in 2nd grade textbooks and 1st, 2nd grade teacher's guidebooks than 1st grade textbooks. Second, this study analyzed the patterns of organization. The result showed that group and pair activities accounted for the highest rate among other patterns of organizations. Textbooks should include more pattern types of organizations that teachers could use them properly according to numbers of students in classes. For the 'Game Activities', students need to understand basic concepts of the chapter first. Students with lower levels would have difficulty participating in the 'Game Activities'. Thus, there is a need to include activities for students with lower levels in teachers' guidebooks, reflecting a variety of students levels.

A Study on the Playfulness of YouTube: Focused on the Analysis of Play Types (유튜브의 유희성 연구: 놀이 유형의 분석을 중심으로)

  • Oh, Dong-Il
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.349-357
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    • 2022
  • The various types of play structures and environments in which the playful motivation of YouTube users is effectively implemented are the main backgrounds of YouTube development and activation. This study discussed the types of play in YouTube space by dividing them into 'Agon', 'Alea', 'Mimicry', 'Ilinx' categories. And, it was found that the types of play that can be experienced in YouTube spaces are not divided into clear boundaries, but the elements of 'competition', 'luck', 'mimicry' and 'vertigo', which are essential characteritiscs of each category, are fused into various combinations. As such, this study is sufficiently academic in the fact that it is a humanistic approach to YouTube. In addition, it is a practical research result that can be actually used in the process of planning and producing user-centered similar platforms in the future.