• 제목/요약/키워드: 놀이활동

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Influence of Method Using Analogy on Students' Concept Learning (과학 수업에서 비유의 사용 방식이 학생들의 개념학습에 미치는 영향)

  • Yang, Chan-Ho;Kim, Kyung-Sun;Noh, Tae-Hee
    • Journal of The Korean Association For Science Education
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    • v.30 no.8
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    • pp.1044-1059
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    • 2010
  • In this study, we investigated the influences of the method of using analogy on concept understanding, mapping understanding, and mapping error by analogical reasoning ability level. We also investigated students' perception of a role-playing analogy activity. Seventh graders (N=152) at a middle school were assigned to the comparison and the experimental groups. The students of the experimental group were taught about 'the relation between pressure and volume of gas' with experience-based role-playing analogy, while those of the comparison group were taught with explanation-centered analogy. Analyses of the results revealed that the instruction using roleplaying analogy was more effective in concept understanding and retention of mapping understanding than explanation-centered analogy instruction, regardless of analogical reasoning ability level. It was also found that the students of the experimental group had fewer mapping errors than those of the comparison group. However, there was little difference in t pes of mapping errors by the method of using analogy. The students of the experimental group answered that they did not have difficulties in performing the role-playing analogy activity and they actively engaged in the activity. They perceived that the role-playing analogy activity was interesting. Educational implication of these findings are discussed.

A Study on the Spatial Organization of Special Classes in Elementary and Middle Schools(1) (특수학급(特殊學級) 공간구성(空間構成)에 관한 건축계획적(建築計劃的) 연구(硏究)(1) - 특수학급 학생들의 학습활동을 중심으로 -)

  • Choi, Byung-Kwan;Rieu, Ho-Seoup
    • Journal of the Korean Institute of Educational Facilities
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    • v.12 no.4
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    • pp.17-29
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    • 2005
  • The purpose of this study is to establish fundamental standards of architectural planning concerning special class facilities in order to offer the basic information on the appropriate spatial organization of the special classroom by looking at the relationship between learning activities and living activities and the existing spatial organization. At present, there are no proper architectural standards which correspond to special class children's handicap and it's various characteristics. The special classes are just using ordinary classrooms without a considerations of the children with manifold handicap. In this sense, this study deals with appropriate special class facilities corresponding to the various characteristics of children's handicap, the contacting activities of special children with ordinary children and finally proper environment for the mainstreaming education which special education pursues.

The Effect of Rope Play through Forest Experience on Children's Self-Confidence (숲체험 놀이에서 밧줄 놀이가 유아 자신감에 미치는 효과)

  • Kang, Young-Sik
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.4
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    • pp.255-262
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    • 2021
  • This study examined the effect of rope play through forest experience on children's self-confidence. Empirical analysis through the experimental design was carried out on an experimental group of 15 (seven male and eight female children) and a control group of 15 (nine male and six female children). Analysis of covariance (ANCOVA) for the effect between the experimental and control groups after the experimental treatment showed that the mean of the experimental group was significantly higher than that of the control group (F=357.350, p<.001). Rope play through forest experience has a statistically significant effect on the children's self-confidence. Consequently, rope play through forest experience between peers is a beneficial experience that helps improve children's self-confidence. Furthermore, it is a positive play activity to help them with a passive character boost to their self-confidence through cooperation between peers.

The behavior of mentally retarded children through play activities of body movement changes (정신지체아동들의 동작놀이를 통한 신체움직임 변화 연구)

  • Kim, Mi-Joo
    • Proceedings of the Korea Contents Association Conference
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    • 2012.05a
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    • pp.239-240
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    • 2012
  • This study is purposed to examine the effect of motion play on the change of the body movement of a mental disabled child. The motion play program was performed by 5times, 1 hour/week for 6 mental disabled children in a special school. As the result of study, there was difference in learning capacity and learning attitude depending on the degree of the disability but it was noted that the capacity of play, behavior and motility of the physical areas was developed, and the capacity related with expression depending on self-emotion, positive aspects of the self and expression activity was improved among social areas.

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Accident analysis and prevention measures for children's play facilities (어린이 놀이시설 사고분석 및 예방방안)

  • Hwang, Woosuk;Kim, Yoo Jung;Pyo, Kyungsoo
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2020.07a
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    • pp.219-220
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    • 2020
  • 본 연구는 119구조구급활동 시스템의 데이터를 활용하여 어린이 놀이시설에서 발생한 사고에 대해 분석하였다. 어린이 놀이시설사고는 7~9세, 봄과 가을, 하교시간 이후인 15~18세, 미끄럼틀, 그네, 트램펄린 등에서 사고 발생이 많은 것을 확인 할 수 있었다. 향후 사고 예방을 위해서 취약시간과 놀이기구에 대한 관리 강화 및 픽토그램과 QR코드, 키오스크 형태의 위험안내를 통한 사고예방 및 개선방안을 제시한다.

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Exploration of the Revised Nuri Curriculum Education Experience and Perceptions of Childcare Center Teachers (어린이집 교사의 개정 누리과정 교육 경험과 인식에 관한 탐색)

  • Kim, Hyeon-Yeong;Lee, Myung-Sook
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.519-534
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    • 2022
  • This study attempted to prepare a realistic support policy for the early childhood education field by specifically grasping the reality and perception of the 2019 revised Nuri curriculum play-based Education experience of the childcare center teacher. To this end, individual in-depth interviews were conducted with childcare center teachers in Seoul and Gyeonggi-do, who had the current Nuri curriculum education experience. For the collected data, implications were derived using Hatch's(2002) pattern analysis and interpretative analysis, and Seidman's(2006) interview data analysis. As a result of this study, first, kindergarten and childcare center teacher apply the same integrated revised Nuri curriculum, but childcare center aims for education that considers childcare perspectives and safety more. Second, childcare center teachers had difficulties in educational matching in the process of linking self-directed open play activities in which infants were the main subjects. Third, childcare center teachers' educational understanding of play activities and ability to grasp values contribute to infant interaction and bond growth. In conclusion, there is an urgent need for a national policy plan for teacher education, exchange support, and infant ratio adjustment for effective education implementation of the current Nuri curriculum.

Search for the Direction of the Digital Cultural Psychology through Environmental Changes in Plays (놀이환경 변화를 통해 본 디지털문화심리학의 방향 모색)

  • Jang Ju Lee
    • Korean Journal of Culture and Social Issue
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    • v.17 no.1
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    • pp.131-154
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    • 2011
  • Rapid social changes due to digitization have created new psychological challenges of adapting and coping. Plays are in the center of these changes. Plays used to be collateral activities of labor in the traditional society and industrial society, but they have become key activities embracing economy, society, culture in a digital society that has been maximized productivity and efficiency. Still, the theoretical approach of plays is based on the industrial societies. Analyzing these points, the psychological impacts of players using multimedia, social networking, and digital games utilizing both of them was dealt in this article. I dealt with multimedia, social networking, and digital games as key characteristic of digital culture. The difference between traditional psychology and Digital Cultural Psychology was dealt in the perspective of self-concept, information processing, and sex role. Then the conclusion on the future directions of Digital Cultural Psychology and its limitations will be followed.

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A Case Study of a Play-oriented Block Coding Class (놀이 중심의 블록 코딩 수업 사례 연구)

  • Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.619-624
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    • 2023
  • As the importance of digital competency education is highlighted, this study is a case study on block coding classes for elementary school students during vacation for the purpose of bridging the information education gap among students. The purpose of this study is to design and operate a play-centered block coding class program and find out if it is effective in improving students' interest. As a result of completing the teaching plan through the second consultation and revision, running the class, and analyzing the change in learning interest of the students through the t-test, the play-oriented block coding class designed in this study was effective in improving students' interest. In addition, it was possible to discover interesting elements such as student-led learning process and immersion through realistic play activities, friendship, collaboration, and communication through group activities. This study is significant in suggesting a plan to increase learning interest for students who are new to coding.

Analysis of the Playful Characteristic of Virtual Reality(VR) Games - Focusing on Huizinga and Caillois's Play Theory (VR(Virtual Reality) 게임의 놀이적 특성 분석 - 하위징아와 카이저의 놀이 이론을 중심으로)

  • Park, Man Su;Jin, Qian Xiong;Han, Dong Sub
    • The Journal of the Korea Contents Association
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    • v.18 no.8
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    • pp.148-156
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    • 2018
  • This study focuses on the play aspect of the existing digital games and VR games as part of a basic research for facilitating discussion on VR games. As a method for this research, the play aspect of digital games was classified based on the play theory by Johan Huizinga and Roger Caillois, followed by examination on the play characteristics of VR games according to the established classification. As a result, VR games share a significant portion of play characteristics with digital games. Nevertheless, in VR games the player is allowed unimpeded physical activity while having the HMD on and complete disconnection from the real world via new input/output devices. In the end, the transformation of play environment results in various sensory stimulation, and in turn influences the player's experiences in areas such as presence, immersion, emotional enjoyment and satisfaction. This study is expected to serve as an important indicator for studies on the characteristics of VR contents which is certain to develop in a wide range of directions in the future.