• Title/Summary/Keyword: 놀이 기술

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The Effects of Reading and Story Sharing through Fairy Tales on Young Children's Character Development in Their Role Play Using Natural Materials (자연물 역할놀이에서의 동화를 활용한 독서와 이야기 나누기가 유아의 인성함양에 미치는 영향)

  • Kang, Young-Sik
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.7
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    • pp.529-538
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    • 2017
  • This study examines the effects of reading and story sharing through fairy tales on young children's character development in their role play using natural materials. To achieve this, 40 5-year-old children at early childhood educational institutes in Daejeon were tested 16 times for 8 weeks. The results were as follows. First, their role plays using natural objects through reading and talking had a positive effect on their personality cultivation. Second, there was no experimental difference in their prudence and filial piety of basic behavioral items, but their cleanliness and patience were proven effective in the experiment. Third, all their justice, conscience and service indicating their sociality-related friendship, kindness, gentleness and morality were proven effective in the experiment, which their role plays using natural objects through reading and story sharing through fairy tales had an educational effect on improving their sociality and morality through peer interaction. This suggests that their mind to improve social virtues with an exchange of emotions, particularly, treat natural role play in a friendly way, their public promises to cherish life, and their ethical virtues to obey the rules in the process of consideration, appreciation, understanding and help through mutual communication and cooperation in forest experience activities are very effective from an educational perspective.

A Study on the Planning of In-Between Space Considering the Site Planning Characteristics of Elementary Schools -Focused on Newly-Built Elementary Schools in Sejong City- (초등학교 배치특성을 고려한 사이공간 계획방향에 관한 연구 -세종시 신설초등학교를 중심으로-)

  • Song, Byung-Ha
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.2
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    • pp.105-116
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    • 2018
  • This study started by examining 24 newly-built elementary schools in Sejong City with regard to their present conditions of in-between space. After categorizing the space according to its spatial composition, 5 schools were selected and analyzed in relation to the current status and frequency of use of their in-between space. Among the (other schools, the analysis gave the following results: 1) There was much higher usage of the in-between space for rest/play than for learning, which suggested that more rest/play area and apparatus should be provided. 2) Piloti areas were preferred, and a greater number of activities took place in these places than in the adjoining open areas. 3) When the in-between space was combined with a passage (as in the case of E2 and E3), a separation must be provided in order not to interfere with the rest/play activities. 4) In planning the in-between space, priority should be given to activities over landscape purposes. 5) Diverse and easy access to the space must be planned, particularly as the main entrance is not directly connected to the space. Entry at the end of an adjacent building could be a possible solution.

The Effect of Pan Play Counseling in the Midst of COVID-19 on the Reduction of Anxiety in College Students (COVID-19 상황에 판놀이 상담이 대학생의 불안 감소에 미치는 효과)

  • Kim, Kyung Hee
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.2
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    • pp.317-324
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    • 2021
  • The purpose of this study was to conduct pan play counseling that contains Korean cultural characteristics to see if it affects college students' anxiety reduction in coronavirus situations. Counseling was conducted for 40 minutes once a week. The associations of participants were recorded for each session. The score of anxiety test decreased in the participants' pre-and post-anxiety tests. The effectiveness of pan play counseling was verified. Case analysis applied phenomenological research method. Structural decisions through case analysis were in the order of regression, expression, differentiation, and integration. In the results of case analysis, participants feel confused through encounters in the early stages and regress unconsciously. Emotions of negativity that could not be erupted in the expression structure appear as consciousness, and the participants awaken. Participants expressed emotions such as fear, anxiety, loneliness, anger, and irritation. Consciousness of the unconscious causes a transformation of ego. The ego gains discernment as the great drama emerges from the differentiated structure. In other words, it builds confidence. The goal of counseling is to reinforce the ego, realizing the potential to overcome anxiety. In the last integration's structure, a wedding, a baby, and a old wise man appeared, showing that a transformation took place. In the results of this study, it was verified that pan play counseling has a healing effect. This study is expected to serve as an opportunity to develop Korean counseling techniques that incorporate Korean culture.

Design of Edutainment Contents Using Motion Recognition for Enhancing Sociability and Visual Perception of Children (유아의 시지각 및 사회성 향상을 위한 동작 인식 기반 에듀테인먼트 콘텐츠 개발)

  • Park, Yoon;Yang, Janghoon
    • The Journal of the Korea Contents Association
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    • v.15 no.7
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    • pp.170-180
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    • 2015
  • With progress in emerging new media technology and associated device, there is growing interest in a new type of contents in the filed of children education. In this research, we developed a edutainment content for enhancing sociability and visual perception of children exploiting kinect. Recreating what is visually perceived with physical movement is adopted to develop visual perception. It is also designed such that one's sociability can be enhanced through experiencing natural physical contact and collaboration while interacting with the developed content. The prototype of the content was created through development of character to boost interest, a short animation for storytelling, and interactive programming. In the second pilot test which was done with the content improved through the first pilot test, it was observed that children easily played with it and actively participated in experiencing it. From this observation, it is expected that the developed content may work as a promising edutainment content which fosters children to enhance visual perception and sociability through natural interaction.

A Study on Environmental Pollution Issues in Fireworks Display (불꽃놀이의 환경오염 측면에 관한 연구)

  • Ahn, Myung-Seog;Lee, Jin-Ho;Shin, Chang-Young
    • Explosives and Blasting
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    • v.26 no.2
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    • pp.45-51
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    • 2008
  • Fireworks display is called as younwha in korean, pokjuk in chinese, hanabi in japanese and fireworks display in English. Fireworks is a kind of art calling as engineering art program that presents its artistic sense by making up light, sound, heat, form, smoke, smoke screen, time delay and kinetic energy etc. which are made by combustion and deflagrations of explosives. Korea's fireworks skill is world class. In 1980s, we already developed the skills. After 2010 year, It would develop as Nano-biotechnology considering its environmental safety passing by 1990s' grow fully step. After pleasant fireworks, it requires a environmental pollution control measure, ability of emergency state control, management of storing place, a blind shell and waste disposal and citizenship elevation etc. This paper indicated around fireworks the present conditions, environmental pollution buzz, direction of development and plan.

Development of Theme Park Management Automation System Using RFID (RFID를 이용한 공원관리 자동화 시스템 개발 연구)

  • Lee, Yang-Weon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.9 no.4
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    • pp.871-876
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    • 2005
  • Theme park automation system is developed by using the RFID sensor reader, IIS web server, ASP.NET and MSSQL database in this paper. Its operation is that park entrance people checked automatically when he who possessed the ta8 passed the reader acquisition bound and its tag information is sent to the host computer through the RS-232 data acquisition system. Tag information and time data will be stored in the RFID database tables and reused to extract and distribute the entrance people for the purpose of each arrangement of each entertainment devices. First of all, we developed interface program between host and reader and then, programmed the related web site and database connection function using ASP.NET with $C\#$ and MSSQ. We also design and make an production of external Ant. to extend the acquisition range up to $30\~40$ cm using copper PCB plate. We confirmed the performance through the RFID test bed site.

Design and Implementation of Free Choice Activity Management System based on Smart Education (스마트교육 기반 자유선택활동 운영시스템 설계 및 구현)

  • Kim, Kyung-Min;Park, Hyun-Sook
    • The Journal of Korean Association of Computer Education
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    • v.22 no.3
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    • pp.123-133
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    • 2019
  • The purpose of this study is to establish Smart Education Environment for children's personalized learning based on the data are accumulated by Smart Device which is one of element on Smart Education. In this study, we propose the operational improvement plan for the free choice activity in the 5-year-old kindergarten and also implement the Free Choice Activity(FCA) management system for children to select and to evaluate the play plans for themselves. Children participating in this study have fun the whole time for the process of self-planning, the playing activities and the self-assessment of playing. As a result, it is confirmed that children participate actively in decision-making of interesting areas through the smart device than the traditional education environment before. A single teacher using FCA management system with smart device in this study can get useful information without difficulty of individual child's interests, learning and the statistics of children in the classroom.

The effects of the playing exercise program for 10 weeks on body composition and physical fitness in the mentally handicapped (지적장애인에 대한 10주간 놀이운동처치가 신체구성과 건강관련체력에 미치는 효과)

  • Son, Won-Il;Jo, Seng-Hak
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.3
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    • pp.1548-1556
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    • 2014
  • The study was conducted to analyze the effect of Playing Exercise Program on body composition and physical fitness on mentally handicapped. The subjects participated research were 12 male and 7 female who were mentally handicapped. P.E.P. was applied once a week for 120 minutes in total for 10 weeks. Pre-Post test for body composition (weight, body fat percentage, body fat mass, muscle mass, cell mass) and Physical Fitness (muscular endurance, strength; hand strength, back strength, flexibility; trunk flexion forward) were conducted to analyze the effects. For obtaining the statistics, SPSS 18.0 was used and mean and standard deviation were calculated. T-test was performed to differentiate performance ability and to compare the effect of P.E.P. on body composition and physical fitness for 10 weeks and the statistical level of significance was set to p<.05. The result obtained showed significant difference for only muscle mass in body composition variable. Moreover when analyzing physical fitness variable, there were significant differences in back strength, grasping left and right hand, trunk flexion forward and muscular endurance. Therefore, it can be concluded that the P.E.P. was effective for mentally handicapped. And the program can be utilized as effective energy consumption program and can contribute to preventing adult diseases.

Current Trend in Use of Occupational Therapy Assessment Tool by Pediatric Occupational Therapist (국내 아동 작업치료사의 평가도구 사용 동향)

  • Lee, Sun-Hee;Hong, Cho-Rong;Park, Hae Yean
    • The Journal of Korean Academy of Sensory Integration
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    • v.16 no.3
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    • pp.23-33
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    • 2018
  • Objective : The purpose of this study is to investigate trend in use of occupational therapy assessment tools used by pediatric occupational therapist. Methods : Survey questionnaire developed for this study were used to for data collection. The questionnaires are divided into 10 area: occupational performance, activities of daily living, education, play, sensory-perceptual, motor and praxis, cognition, social interaction skills, development, and physical examination. Total 105 responses were analyzed using descriptive statistics analysis and frequency analysis. Results : For the general process of evaluation in pediatric occupational therapy, major response on the initial evaluation time was 30~60minutes (41.9%), and major response on the re-evaluation period was 3~6months (41.0%). The major assessment tool for each area Canadian Occupation Performance Measure (55.2%) for occupational performance assessments, Wee Functional Independence Measure (57.1%) for activities of daily living assessments, School Function Assessment (2.5%) for education assessments, Knox Preschool Play Scale (28.6%) for play assessments, Developmental Test of Visual Perception (94.3%) for sensory-perceptual assessments, Bruininks-Oseretsky Test of Motor Proficiency (42.9%) for motor and praxis assessments, Evaluation of Social Interaction (6.1%) for social interaction skills assessments, Denver Developmental Screening Test (92.4%) for development assessments, Clinical Observation (89.5%) for physical examination assessments. Conclusion : The study identified the most assessment tools used for specific area by pediatric occupational therapists. The results can be used as a basic data to educate about pediatric occupational therapy evaluation, as well as to develop new assessment tools in pediatric setting in future.

Design and Implementation of Sandcastle Play Guide Application using Artificial Intelligence and Augmented Reality (인공지능과 증강현실 기술을 이용한 모래성 놀이 가이드 애플리케이션 설계 및 구현)

  • Ryu, Jeeseung;Jang, Seungwoo;Mun, Yujeong;Lee, Jungjin
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.3
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    • pp.79-89
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    • 2022
  • With the popularity and the advanced graphics hardware technology of mobile devices, various mobile applications that help children with physical activities have been studied. This paper presents SandUp, a mobile application that guides the play of building sand castles using artificial intelligence and augmented reality(AR) technology. In the process of building the sandcastle, children can interactively explore the target virtual sandcastle through the smartphone display using AR technology. In addition, to help children complete the sandcastle, SandUp informs the sand shape and task required step by step and provides visual and auditory feedback while recognizing progress in real-time using the phone's camera and deep learning classification. We prototyped our SandUp app using Flutter and TensorFlow Lite. To evaluate the usability and effectiveness of the proposed SandUp, we conducted a questionnaire survey on 50 adults and a user study on 20 children aged 4~7 years. The survey results showed that SandUp effectively helps build the sandcastle with proper interactive guidance. Based on the results from the user study on children and feedback from their parents, we also derived usability issues that can be further improved and suggested future research directions.