• Title/Summary/Keyword: 놀이활동

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Effects of Young Children's Temperament, Teacher Efficacy, and Teacher-child Interactions on Peer Play Interactions (유아의 기질과 교사효능감 및 교사-유아상호작용이 유아의 또래놀이상호작용에 미치는 영향)

  • Kim, Sang Lim;Park, Chang Hyun
    • Korean Journal of Childcare and Education
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    • v.11 no.6
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    • pp.37-58
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    • 2015
  • The purpose of the study was to analyze the effects of both young children's gender and temperament and their teachers' teaching efficacy and teacher-child interactions on peer play interactions. For this purpose, the data from the 2012 Panel Study on Korean Children were analyzed using analyses of variances and correlation co-efficiencies. In addition, analyses of hierarchical regression, with young children's temperament and teacher-related factors (teaching efficacy and teacher-child interactions) as the independent variables and three sub-factors of peer play interactions (play interaction, play disruption, play disconnection) as the dependent variables, were conducted. The results showed that young children's temperament, teacher efficacy, teacher-child interactions, and peer play interactions differed by gender and significantly correlated. Young children's temperament and teacher-child interactions significantly affected young children's peer play interactions, and the effect of teacher-child interactions was larger than the effect of temperament by 2~2.5 times. The results proved the importance of early childhood teachers' roles in the development of young children's peer interactions with consideration of differences based on children's gender and temperament. With the results given, implications and suggestions for further research were discussed.

Constructing 3-year-old classroom with role play areas based on field-trips (현장학습을 중심으로 구성해가는 만 3세 교실의 역할 놀이 영역)

  • Suh, Hye Jeong;Han, Ye Hee
    • Korean Journal of Childcare and Education
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    • v.6 no.2
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    • pp.83-115
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    • 2010
  • The purpose of this study is to reveal the insights that teachers has learned through developing preschooler's classroom into field-trip-oriented ones with role play areas. The data of this study was collected from participatory observation and in-depth interviews, which included videos, photos, teachers' journal, descriptive questionnaire, and interview records. The whole process of organizing role-play oriented class was composed of four steps: activities before the trip, activities on-the-spot, activities after the trip, and its evaluation. Firstly, activities before the trip were making the lists of questions, deciding children who ask the questions, making rules on the trip, understanding the purpose of the trip. Secondly, on-the-spot activities included having a tour of the place and asking the questions. Thirdly, activities after the trip was constructing the classroom into small real world with various sections. This required the teachers to reflect the field trips, make plans how to construct, prepare for the data, and furnish the classroom with role-play areas. In the process of furnishing the classroom with small real world, the field trips played a big role as the learning opportunities for language development, and keeping public rules.

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.

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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The Effects of Game Play Activities on the EEG, Social Skills and the Self-control of the Children with Intellectual Disabilities in ICT era (ICT 시대에서 게임놀이활동이 학령기 지적장애아동의 뇌파와 사회적 기술, 자기 통제력에 미치는 영향)

  • Bae, Seon-Young;Cho, Hwa-Young;Choi, Sue-Hee;Oh, Myong-Hwa
    • The Journal of the Korea institute of electronic communication sciences
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    • v.11 no.8
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    • pp.807-816
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    • 2016
  • The purpose of this study was to investigate the effects of game play activities on EEG, social skills and self-control in the children with intellectual disabilities. Subjects with intellectual disabilties were divided by control group(n=3) and the experimental group(n=3). In a period of 6 weeks, they took game play activities for 50 minutes 2 times a week. As a result, in EEG(${\alpha}$-wave, ${\beta}$-wave), social skills and self-control before and after intervention, there were significant difference in experimental group(p<.05). And in ${\alpha}$-wave, social skills and self-control, there were significant difference in between group(p<.05). But, in ${\beta}$-wave there was no significant difference in between group(p>.05). These findings indicate that game play activities on the children with intellectual disabilities could improve EEG, social skills and self-control. Accordingly, game play activities are judged to be used for the children with intellectual disabilities to prevent problem and to intervention.

An Experimental Analysis on the Unplugged Sorting Activity for Computer Science Education (컴퓨터과학 교육용 정렬 놀이를 위한 실험적 분석)

  • Park, Youngki
    • Journal of The Korean Association of Information Education
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    • v.22 no.6
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    • pp.671-679
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    • 2018
  • Sorting algorithms are the basic building blocks that computer science students need to learn. In recent years, sorting algorithms also have begun to be taught in K-12 classrooms using "the educational sorting game" described in CSUnplugged. However, although the educational sorting game was developed for students aged 8 and up, it is hard for K-12 teachers to play with their students because it is difficult for teachers to understand all of the algorithms and some popular algorithms do not work well in the educational sorting game. In this paper, we discuss what teachers should know, and experimentally analyze the performance of the existing algorithms when applied to the educational sorting game.

An Analysis of Young Children's Play Behavior by the Characteristics of Environment in the Forest Experience Center for Children (유아숲체험장의 환경특성에 따른 유아놀이 행태분석)

  • Kang, Taesun;Lee, Myungwoo;Jeong, Moonsun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.44 no.6
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    • pp.162-176
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    • 2016
  • The experience and play activities in forest spaces have played an effective role in children's growth and development, therefore, many studies and projects related to forest activity space have progressed actively. However, the focus of previous research has been merely on the effectiveness of forest activity but little on providing the basis for the spatial design of these types of forest activity spaces. Thus, this study aims to identify the relationship between children's developmental play activity and the physical characteristics of forest activity spaces for evidence-based design. First of all, indicators for Cognitive-Social play(CSP) was selected and forest spaces were categorize into play facility spaces and forest spaces. More detailed environmental characteristics of each space were 'play area' and 'paving materials' for play facilities and 'density of tree and shrub', 'slope', 'paving materials' and 'fixing and type of natural loose parts' for forest space. Through environmental inventory and behavior observation, the types of play behaviors and the occurrence frequency of children aged four to five were collected and analyzed. The results were as follows: 1) In play facility spaces, play behaviors occurred at a high frequency at the facility playground with play facilities and sand area. In terms of CSP, functional-solitary and functional-parallel plays occurred predominantly. 2) In forest spaces, various play behaviors occurred at high frequency in the environment with low density planting and various natural loose parts. For CSP, functional-group and symbolic-group plays occurred at a high frequency. 3) Symbolic-group play appeared to be highly affected by environmental characteristics like tree area of scatter density or less, 10~20 degree slope, and the presence of fixed large stumps. In conclusion, this study provides standards of physical environmental characteristics for forest activity space design through direct observation and analysis of children's play behaviors.

A Study on Effects of Infant Temperament for Happniess -The mediation of Playfulness and Self-regulation- (유아기질이 유아행복감에 미치는 영향 -놀이성 및 자기 조절력의 매개효과-)

  • Ae-Suk Kim;Jae-Hyi Yeo
    • Industry Promotion Research
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    • v.9 no.2
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    • pp.85-93
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    • 2024
  • This study examines the direct effects of infant temperament, infant happiness, playfulness, and self-regulation and the mediating effect of playfulness and self-regulation in the relationship between infant temperament and infant happiness, and examines the relationship of influence on infant happiness according to infant temperament. The purpose is to provide theoretical and practical information for promotion. The main results of this study are as follows. First, the activity of infant temperament was found to have a positive effect on infant happiness. Second, the adaptability, activity, and approach-avoidance of children's temperament were found to have a positive effect on playability. Third, the physiological regularity of infant temperament was found to have a positive effect on self-regulation. Fourth, playfulness and self-regulation were found to have a positive effect on children's happiness. Fifth, playfulness was found to play a mediating role between infant temperament adaptability, activity, approach avoidance, and happiness. Sixth, self-regulation was found to play a mediating role between the physiological regularity of infant temperament and infant happiness. In conclusion, this study can improve children's happiness by analyzing the direct effects on children's happiness, playfulness, and self-regulation according to the sub-factors of children's temperament, and the indirect influence of the mediating variables, playability and self-regulation, on children's happiness. It is meaningful in providing theoretical and practical basic data for early childhood care and education by understanding what direction there is.

The Effects of Play Activities in Forest on the Emotional Vocabulary Change of Children (숲놀이 활동이 유아의 감정어휘 변화에 미치는 영향)

  • Jandg, Hyun Hee;Kim, Mi Jin;Yun, Suk Yonng;Choi, Byung Jin
    • Journal of the Korean Society of Floral Art and Design
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    • no.41
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    • pp.3-12
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    • 2019
  • The purpose of this study was to investigate the effect of forest play activities on children's emotional vocabulary change. Forest play activities were conducted for 498 children aged 4 to 5 years old who visited the environmental training in G city for forest play activity for 1 hour. As a result, positive vocabulary was significantly improved from 0.95±0.78 before forest play to 1.15±1.21 after forest play(p=.003) and negative vocabulary was significantly decreased from 1.27±1.58 to 0.41±1.10(p=.000). In the case of male children, positive vocabulary was increased significantly from 0.96±0.82 to 1.36±1.24(p=.000), in the case of negative vocabulary, it decreased significantly from 1.42±1.74 to 0.55±1.30(p=.000). In the case of female children, negative vocabulary was significantly decreased from 1.12±1.37 to 0.26±0.26(p=.000), but the positive vocabulary increase was not significant(p=.851). As a result of age, for a 4-year-old children, positive vocabulary did not show significant difference between before and after forest play(p=.471), and negative vocabulary was significantly increased from 1.04 ± 1.42 before forest play to 0.41±1.16 after forest play(p=.000). For a 5-year-old children, positive vocabulary was increased significantly from 0.96±0.85 to 1.23±1.21(p=.001) and negative vocabulary was decreased significantly from 1.41±1.65 to 0.41±1.06(p=.000). As a result of this study, it was found that play activities using various natural objects in the forest were directly related to nature, resulting in positive vocabulary increase and negative vocabulary decrease.

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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