• Title/Summary/Keyword: 놀이활동

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A Study on Serious Game Application of Disabled Sports (장애인스포츠 적용을 위한 기능성 게임에 관한 연구)

  • Kang, Seungae;Kang, Sunyoung;Kim, Hyuncheol
    • Convergence Security Journal
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    • v.13 no.4
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    • pp.61-68
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    • 2013
  • Compared to the past, the number of disabled people in Korea is continuing to increase. As for the scope of the disability, it is expanding as well since it now includes all types of illnesses, car accidents, complications resulting from aging, industrial accidents and others accidents. Attempts are made in terms of applying sports game method that grafts IT technology in order to ensure that the disabled people participate continually in sports. While casting away the notion of play which was the role of a game in the past, new roles and domains were developed. In fact, serious game genre is what leads this change. Because serious game is leading the game industry fast, centered on education, sports, fitness and medical use, its market value can be considered very significant since it can be both fund and effective as it targets the disabled who cannot enjoy sports easily in reality. Accordingly, this research seeks to present the direction for the application of serious game for the disabled people by analyzing the current situation pertaining to the integrated and converged cases applied to the field of sports for the disabled when it comes to the serious game that uses contents based on the IT technology.

A Study on the amusement Experience of Mobile Music Play in the MZ Generation (MZ세대의 모바일 음악재생에 대한 유희적 경험 연구)

  • Lee, Ji-Su;Choe, Jong-Hoon
    • Journal of the Korea Convergence Society
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    • v.12 no.12
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    • pp.177-183
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    • 2021
  • Unlike the value-oriented tendency of the older generation, the MZ generation, which is emerging as a new consumer, values individual happiness and satisfaction by recognizing consumption as a kind of play, and clearly reveals its playful characteristics compared to other generations. Therefore, this study identified users' needs for interaction elements that can give a playful stimulus to the music player UI, a key function of the music streaming app, one of the universal play activities of the MZ generation. Through previous studies, the concept and characteristics of microinteraction and gamification that can be used as play elements and the relationship between play and art as well as playful characteristics of the MZ generation were summarized. In addition, the current status was identified through case analysis of the existing music app's music player UI and user interviews were conducted through contextual inquiry methods. Afterwards, I was able to identify the positive need to apply playful elements to the music player UI through analysis of user behavior patterns, and based on this, I discovered the possibility of providing an immersive music listening experience through playful interaction.

The Effects of Graphics Representation of Trigonometry Modelling on Question Generating and Idea Sharing (삼각함수의 모델링에서 그래픽 과정이 학생들의 질문 생성과 수학적 아이디어 교환에 미치는 효과)

  • Yoon, Jae yeon;Shin, Hyun sung
    • Journal of the Korean School Mathematics Society
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    • v.24 no.2
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    • pp.217-241
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    • 2021
  • The purpose of this study is to qualitatively examine the effects of graphics representation of trigonometry modelling concerning question generating and idea sharing. The experimental setting(Experiment Group) was one class (N=26) at a public high school. The modelling process was designed as a process-oriented conceptualization divided into three steps i.e., (1) game with idea sharing and question generating, (2) graphic representation, and (3) symbolization in the mathematical applied tasks related to trigonometry function. The result indicates that Graphic Representation with Game Activity increases the opportunity of question generating and idea sharing during experimental work. Also, the results show that the introduction of computer graphics enhances the teaching of mathematical quantity in highschool classrooms.

Application and Effectiveness Analysis of Software Education Program for Computational Thinking in Early Childhood (유아의 컴퓨팅 사고력 함양을 위한 소프트웨어 교육 프로그램 적용 및 효과분석)

  • Lee, KyungHee;Koh, Eun-Hyeon;Hong, Chan-Ui;Lee, Youngseok;Moon, Eunkyung;Cho, Jungwon
    • Journal of Convergence for Information Technology
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    • v.10 no.12
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    • pp.100-109
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    • 2020
  • At the beginning of the discussion of early childhood software education, the study was conducted to apply an early childhood software education program based on computational thinking and analyze the effects of early childhood software education programs. In this study, a balanced distribution of software education, content elements and computing thinking elements was applied to achieve the ultimate goal of software education, which is to improve computing thinking. As early as possible, it's a good idea to start teaching to remind themselves how to think through experiences and play activities and to discover problems and find solutions by themselves. In the analysis results, early childhood software education program we applied affected positive impacts on software education effect, computational thinking of early childhood. Based on these results, a program was proposed for systematic early childhood software education that effective develope of computational thinking.

A Case Study on Virtual Reality-based Science Exhibition: Study on Korea, Hong Kong and Japan Science Museums (가상현실 기반의 과학관 전시물 사례 연구 - 한국, 홍콩, 일본 과학관을 중심으로 -)

  • Lee, Juyeon;Jang, Shinho
    • Journal of Creative Information Culture
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    • v.6 no.3
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    • pp.107-128
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    • 2020
  • In this study, the present state and characteristics of VR exhibits currently exhibited in Korea, Hong Kong, and Japan were studied to derive the improvements in the domestic VR exhibits. The previous literatures on VR exhibits at Science Museum were reviewed and online and offline data were collected, analyzed and compared. As the result of the study, VR exhibits at Science Museum in Korea turned out to focus on interest and fun rather than containing scientific content, and exhibits aimed at recreational play and physical activity. The Hong Kong Science Museum VR exhibits are more physically targeted exhibits than the cognitive target exhibits. In addition, at the Japanese Science Museum, there are many exhibits aimed at the physical target exhibits. As the result of classifying VR exhibits into the similar types, it was possible to derive them into four characteristics. The implications for future KOREA VR museum exhibitions were discussed.

Exploring the Educational Effects of K-Sand Art's Lifelong Learning Specialized Instructor Club (K샌드아트 평생학습 전문강사 동아리에 나타난 교육적 효과 탐색)

  • Kim, Young-Ok
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.409-419
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    • 2020
  • The study selected the K Sand Art Lifelong Learning Instructor Circle as an example, focusing on learner interest-inducing factor and educational effects of Sand Art techniques, which are gaining interest in lifelong education. First, the factors that increase the interest-inducing effect of learners are to recognize sand art techniques as sand games, to tell stories and tones, to express them in sandboxes, and to express subjects of interest to learners. Second, in the field of lifelong education, sand art techniques are educationally effective in psychological therapy, improving concentration, improving self-confidence, developing expressiveness and creativity, and developing five senses. Third, sand art techniques are applied to all generations in the field of lifelong education, and sand art techniques can be used in civic participation education, basic literacy education, and culture and arts education among the six classes of lifelong education. Fourth, future tasks will be to support the training of sand art experts, support sand art materials and equipment, and spread sand art programs that visit various targets.

Intensive Treatment Program for Students with Game Addiction based on Multiple Intelligences (다중지능이론 기반의 게임중독치료 프로그램)

  • Jun, SooJin;Kim, SooHwan;Lee, WonGyu;Han, SunGwan
    • Journal of The Korean Association of Information Education
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    • v.18 no.1
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    • pp.13-23
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    • 2014
  • For this paper, we developed a game-addiction therapy program for students with gaming addiction based on multiple intelligences (MI) and verified its effects. The participants were 54 elementary students selected through a game addiction test in Incheon City, Korea. We tested the students' MI to facilitate program development. the students with gaming addiction showed strengths in the Bodily-kinesthetic, Naturalist, and Spatial intelligences whilst showing weaknesses in the Logical-mathematical, Intrapersonal, and Interpersonal intelligences as opposed to normal students who had opposite results. We arranged the program around various gaming and playing activities to engage their stronger intelligences; we added activities to address their weakness (i.e., Logical-mathematical, Intrapersonal, and Interpersonal intelligences). This study has shown that this program lowered the game immersion level of the students and was helpful in turning their attention to other activities. There were significant differences between pretest and posttest game addiction scores (p<0.001). Their weekly gaming time and computer usage decreased rapidly. Satisfaction with the game addiction therapy program based on MI was very high.

Fidelity in Core Principles of Ayres Sensory Integration$^{(R)}$ Intervention: In Clinical Practice (Ayres의 감각통합중재 중심원리에 따른 치료사의 치료수행도 조사)

  • Hong, Eun-Kyoung;Kim, Kyeong-Mi;Chang, Moon-Young
    • The Journal of Korean Academy of Sensory Integration
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    • v.9 no.1
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    • pp.11-20
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    • 2011
  • Purpose : In this study, we tried to know that how the occupational therapists applied the core principles of Ayres's sensory integration(ASI) intervention for clients by using the method of self-assessment. Methods : The study period was from May 2010 to June 2010. The subjects were therapists who use a sensory integration intervention. We letted them to do self-assessment about degree of performing the treatment according to the core principles of ASI by using a questionnaire. Total 66 questionnaires were collected. SPSS for Windows version 15.0 was statistically analyzed. Results : There wasn't anybody without considering the 10 core principles of ASI interventions for children. Therapist's answer(more than 90%) was sometimes, often, always except for the guide self-organization in the 10 core principles of ASI intervention. On the basis of total average score of raw score of 10 core principles of ASI intervention, provide sensory opportunities, provide just-right challenges, collaborate on activity choice, maximize child's success, ensure physical safety, and foster therapeutic alliance showed more than 50 points(T value). The guide self-organization, support optimal arousal, create play context, and arrange room to engage child showed less than 50 points T value. Conclusion : The most effective interventions for sensory integration is the treatment based on the core principles of ASI intervention. According to core principle of ASI intervention, checking the quality of care and increasing the quality of care is needed through performing self-assessment.

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Meaning of instructional materials based on the daily work of class Kaon (가온반의 하루일과를 통해 본 교재·교구의 의미)

  • Kim, Kyung-Chul;Go, Jin-young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.6
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    • pp.642-649
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    • 2016
  • This study examined the meaning of instructional materials by observing the daily work of an infant class in a daycare center to make some suggestions on the accreditation and evaluation of instructional materials for early childhood education and educare. Ethnography was chosen to determine in detail what the instructional materials meant for the selected preschoolers. The activities that belonged to each area of free optional activities and made use of instructional materials were observed, and the eating time, nap time, and outdoor play were all observed. The data were gathered by visiting the selected daycare center. A participant observation and teacher interviews were conducted, and notes were taken on the spot. When their verbal expressions and nonverbal expressions needed to be observed owing to their unique characteristics, a camcorder was used to record their words to have a more profound understanding of them. All the collected data that included this researcher's observation note, the teacher interview data, the standard childcare curriculum manual, the daycare center's yearly, and the daily childcare plans and curriculum evaluation data were classified and categorized by performing an inductive analysis. As a result, the instructional materials had three meanings for the infants. The first was "friends who welcomed them and whom they could play with.' The second was "a cozy nest," and the third was "another teacher." Given the findings of the study, the preparation of standards for instructional materials for infants in childcare facilities is required, and even equipment that is used as instructional materials should be taken into consideration when instructional materials for infants are accredited.

The Online Game World as a Product and the Behavioral Characteristics of Online Game Consumers as Role Player (상품으로서의 온라인 게임 세계와 역할 놀이자로서의 온라인 게임 소비자의 행동특성)

  • 황상민;김지연;임정화
    • Science of Emotion and Sensibility
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    • v.7 no.3
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    • pp.37-50
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    • 2004
  • This study attempted to explore how online game is endowed new meaning and function and changed into totally different product in result by recognition and consuming behavior(game activity) of game users. The subjects of this study are famous Internet based online games called 'Lineage' and 'EverQuest'. These two online games are physically similar games. Both are MMORPG and community-based games. While Lineage became a cyber world as a part of the real world, EverQuest was a game product. This study explored the recognition of garners about game world and different consuming behavior pattern(game activity pattern) in game world made by different recognition of online game. The result from exploring the differences in the recognition of game world showed Lineage garners regarded Lineage world as another living space or a part of real world they can explore and express psychological need and self-identity or self-image and live through diverse activities. But EverQuest garners regarded EverQuest as a product for experience of fantasy world. The result from comparing the game consuming behaviors showed that different recognition of game world made the differences in the game consuming behavior. The results of the present study supported that the recognition of consumers about digital images or content poducts like online game can be different by the value and experience of consumer, and the different recognition make the different consuming behavior of similar or same products. The results supported that the meaning and value of digital images or digital content are endowed by consumers.

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