• Title/Summary/Keyword: 놀이주도성

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A Study on the Effects of Dramatic Play Activities on Children's initiativeness (연극놀이 활동이 유아의 주도성에 미치는 영향)

  • Choi, Kyoung
    • Korean Journal of Childcare and Education
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    • v.7 no.3
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    • pp.211-238
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    • 2011
  • This study examined the effects of drama play activities on child's initiativeness. The participants were 34 five-year-old children in two classes of a child care center. Before the experiment, the initiativeness test was conducted on the children of the experiment and control groups. initiativeness was categorized into emotional ability, communication skills, and achievement motivation. Drama play activities were directed to the children of the experiment group while the existing program was applied to the control group. After the experiment, both the experiment and control groups took the post-test. Analysis of data was performed by ANCOVA. According to the result of the research, children of the experiment group participated in drama play activities showed more effects in all sub area of initiative including emotional ability, communication skills, and achievement motivation than children of the control group. This result implied that dramatic play activities are effective teaching-learning method for enhancing child's initiativeness.

The Differences in Children's Play Behavior according to the Level of their Playfulness, Leadership and Communicative Ability (유아의 놀이성, 놀이주도성 및 의사소통능력 수준에 따른 놀이행동)

  • Ko, Yoon Ji;Kim, Myoung Soon
    • Korean Journal of Child Studies
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    • v.34 no.1
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    • pp.175-189
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    • 2013
  • The purpose of this study was to investigate the differences in children's play behaviors in terms of their levels of playfulness, leadership and communicative ability. The subjects were 152 children aged between 3 and 4, and their 20 teachers at 10 child care centers in the Seoul and Gyeonggi area. The results of this study suggested that play behaviors were related to the level of playfulness, leadership and communicative ability in 3 and 4 years old children. Among these children, those who scored highly in terms of their playfulness, leadership and communicative ability were involved more frequently in both 'group play' and 'symbolic play' whereas those who achieved lower scores were more frequently involved in 'solitary play' and 'functional play'. However, in case of 'constructive play', significant results were not found in relation to the independent variables named in this study. 'Parallel play' and 'games with rules' were the only categories within which the findings revealed that children's play behaviors have shown different patterns according to the age of the child and to the levels of those three independent variables mentioned above.

Constructing an Interactive Virtual Amusement Land along with 3D characters (3D캐릭터를 이용한 인터렉티브 가상놀이공간 구축)

  • 김보경;조은경;진성아
    • Proceedings of the Korea Contents Association Conference
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    • 2003.05a
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    • pp.111-116
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    • 2003
  • Due to the increase of the Broadband Networks and Internet users culture contents in Virtual Environment such as education entertainment and culture are constantly demanded with respect to usability and effectiveness. Mostly existing virtual amusement land$ tend to retain limitations and shortcomings caused by two dimensional interface. This facts may have users directly search amusement facilities themselves resulting in lots of inconvenience. In the work here, a virtual amusement land led by 3D characters is presented. The interactive contents which users can actively participate in is developed.

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A Study on Pre-service Early Childhood Teachers' Perception of Play-oriented Education through Metaphorical Analysis (은유(metaphor)분석을 통한 예비유아교사들의 놀이중심교육에 대한 인식연구)

  • Kim, Hyeyoon
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.357-362
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    • 2023
  • This study aims to investigate the perception of pre-service early childhood teachers regarding play-oriented education through metaphorical analysis, in order to comprehend its meaning that pre-service early childhood teachers perceive. A questionnaire was used, which asked the participants to express play metaphorically and provide reasons for their choices. The collected data were analyzed using a systematic metaphorical analysis approach. The results revealed that the metaphorical expressions of pre-service early childhood teachers regarding play-oriented education were categorized as instructional methods being the most prominent, followed by environment, enjoyment/happiness, autonomy, growth and development, interactive relationships, child-directedness, the essence of life, interest, creativity, potential, variability, everyday life, ambiguity of beginnings and endings, naturalness, and others. Based on these findings, it is expected that one can attain insights regarding the methods of training pre-service early childhood teachers on how to implement play-centered education in the revised Nuri curriculum.

The Effect of Korean Traditional Play on Young Children's Social Competence and Resilience (전래놀이 활동이 유아의 사회적 능력 및 회복탄력성에 미치는 효과)

  • Kim, Jeong Kyoum;Shin, Hyun Sook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.1
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    • pp.173-181
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    • 2014
  • In order to determine the effect of Korean traditional play on young children's social competence and resilience, 44 children were used in a study in the Korean traditional play program. The program was held 2 times per week for 7 weeks and was divided into control group and experimental group. The study found that there was a significant difference in children's social competence between the experimental group that executed Korean traditional play in comparison to the ordinary outside play group. There was a significant difference statistically in the sub-factors of social abilities of scrupulosity, cooperation and sociability; it found that Korean traditional play had a greater positive influence on children's social skills in contrast to ordinary outside play. Also results showed that there was a significant difference in resilience between the experimental group that executed Korean traditional play and the experimental group that executed ordinary outside play. This shows there is a positive effect in the increase in resilience from Korean traditional play on young children. However this study found that there was a significant difference in only resilience sub-factors of the ability to control emotions and there was no significant difference in the ability to control impulse, optimism, and problem solving ability, empathy skill, efficacy and active participation to challenges. In other words, Korean traditional plays had a positive effect on a sub-factor of young children's social competence and resilience, emotional control.

A Study on the Meaning of Robot Play Experience of 5-Year-Old Children: Focused on free play and structured group activities (만 5세 유아의 로봇 놀이 경험의 의미연구: 자유놀이와 구조적 집단활동을 중심으로)

  • Lee, Hyo Ju;Nam, Ki Won
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.41-48
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    • 2022
  • The purpose of this study is to compare the meaning of the experience of robot play in the free play time of 5-year-old children in daycare centers with the experience of 5-year-old children in the structural group activities of teachers. To this end, a total of 32 children (15 in the experimental group and 17 in the comparative group) aged 5 were conducted for 1 hour three times a week for 10 weeks. Robots were supported as toys in the classroom of the experimental group, and children in the comparative group freely experienced robot exploration and play during free play time, and children in the comparative group learned the robot's functions and performed structural group activities based on the 2019 Revised Nuri Curriculum national-level curriculum. As a result of analyzing the difference between pre-test and post-test, the use of robots in free play showed a significant effect in creativity and fluency of children, and a significant effect in expression of pleasure in playability. These results suggest that robots are meaningful as play materials in early childhood education, which aims for infant-led free play, and that it is worth studying the robot experiences of children in these free situations in the future.

The Influence of Parent's Play Participation and Children's Friendly Play Initiative on Children's Executive Function: Focusing on the Mediating Effect of Children's Play Flow (부모 놀이참여와 유아의 친화적 놀이주도성이 유아의 실행기능에 미치는 영향: 유아 놀이몰입의 매개효과를 중심으로)

  • Sooyoung, Byun;Jiyoung, Lim
    • Korean Journal of Childcare and Education
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    • v.18 no.6
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    • pp.37-57
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    • 2022
  • Objective: The purpose of this study was to investigate whether parent's play participation and children's friendly play initiative affect children's executive function through children's play flow. Methods: The survey was conducted on 376 children between the age of 3 and 5 their parents in Daegu city and Gyeonsang province. Data were collected through the questionnaires and analyzed using descriptive statistics, independent sample t-test, one-way ANOVA, Pearson correlation analysis, and path analysis with SPSS 25.0 and AMOS 23.0 programs. Results: The major results were as follows. First, There were significant differences in parent's play participation, children's friendly play initiative, children's play flow, and executive function according to the children's age and family income. Second, parent's play participation and children's friendly play initiative indirectly affected children's executive function through children's play flow. Conclusion/Implications: This study highlights how children's play affects executive function. Also, the findings of this study will contribute to designing various programs that can promote parent's play participation, children's friendly play initiative, and play flow, which affects the children's executive function.

The Influence of the Peer Play Interaction of Young Children on Peer Competency and Self-Regulation (유아 또래놀이 상호작용이 또래유능성과 자기조절력에 미치는 영향)

  • Choi, Tae-Sun
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.5
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    • pp.185-193
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    • 2019
  • Young children facilitate their social and emotional development by doing a lot of play activities with their peers. As an empirical survey study, this study is aimed at analyzing how the peer play interaction influences peer competency and self-regulation. To achieve that, a questionnaire survey was conducted with 271 young children aged 5 years who were going to the kindergarten in the G district of Seoul. With the data collected in the survey, frequency analysis, descriptive statistics, reliability test, correlation analysis and regression analysis were conducted by SPSS program. The analysis results are presented as follows: firstly, peer play interaction positively influenced young children's sociability, pro-sociality, and leadership as their peer competency factors; secondly, peer play interaction positively influenced their patience, endurance of waiting, and adaptation as their self-regulation factors. This study drew the conclusion that peer play interaction is a critical variable to predict young children's peer competency and self-regulation. Therefore, it will be necessary to continuously develop a variety of play activity programs which young children can join in the inside and outside of kindergarten in order to helps young children improve their peer competency and self-regulation, and to actively connect the programs with Nuri curriculum.

A Role-play base PBL(Problem-Based Learning) for Information Security Learning (정보보호 학습을 위한 롤-플레이 기반 문제중심학습)

  • Lee Byong-Rok;Ji Hong-Il;Shin Dong-Hwa;Cho Yong-Hwan;Lee Jun-Hee
    • The Journal of the Korea Contents Association
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    • v.6 no.3
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    • pp.85-92
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    • 2006
  • Problem-Based Learning(PBL) is one of constructionism's model which is learner-centered learning. In this paper, a role-play base PBL using character is proposed to study importance of information security. It is different from the other PBL models in that it reflects the characteristics of learners, learning task. And it is learning support system which the learners preside their own learning activities using Internet and mobile devices. By experimental result showed that proposed method was more effective than traditional teacher-oriented teaching method about information security in self-directed learning, cooperative learning, contents-making and attraction.

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The Development and Validation of a Children's Play Disposition Scale (아동 놀이성향척도 개발 및 타당화 연구)

  • Sung, Jihyun;Byun, Hye-weon;Nam, Ji-hae
    • The Journal of the Korea Contents Association
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    • v.17 no.4
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    • pp.606-620
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    • 2017
  • The purpose of this study was to develop and validate a Children's Play Disposition Scale(CPDS) which could be used to evaluate children's play patterns and preferences. The participants of this study were parents of 437 5-7-year-old children (age range from 51months to 106months). Preliminary items were developed through a review of relevant research, multiple intelligence theory and scales, confirmation of item adequacy and content validity. After the content validity was confirmed by experts, these items were edited down to a final list of 27 items representing 6 factors identified by exploratory factor analysis. The 6 factors of the scale consists of initiative, linguistic activity, logical-mathematical activity, art and craft, physical activity, and sensitivity respectively. Concurrent validity was established by using correlations between each factor of the CPDS and sub-factors and the total scores of Multiple Intelligence Checklist for preschoolers (Multiple Intelligence Institute Co., Ltd, 2008) and Multiple Intelligence Checklist for elementary schoolers (Multiple Intelligence Institute Co., Ltd, 2007). In addition, the reliability of each factor, as measured by Cronbach's ${\alpha}$, ranged from .53 to .79. The CPDS provides the developmental and educational information for strengthening children's developmental forte and for supporting children's developmental weakness. This scale can be used on developing children's play contents and guiding play methods in the future.