• Title/Summary/Keyword: 놀이 기술

Search Result 340, Processing Time 0.024 seconds

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
    • /
    • v.11 no.8
    • /
    • pp.807-816
    • /
    • 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.

A study on the development of the Creative Games using programing element (프로그래밍 요소를 소재로 한 창의력 놀이 개발)

  • Kim, Jung-Ah;Kim, Jong-Hoon
    • 한국정보교육학회:학술대회논문집
    • /
    • 2008.01a
    • /
    • pp.109-114
    • /
    • 2008
  • 과학 기술과 정보가 많은 부분을 차지하고 있는 현대사회에서 컴퓨터 교육은 갈수록 중요성을 더해가고 있다. 게다가 현재 우리나라는 전 세계적으로 IT강국으로 인정받고 있다. 그러나 반면, 컴퓨터 교육에서 소프트웨어 중심의 기능 위주의 교육을 강조한 결과 문제해결력과 창의력 증진에 대한 교육 부분은 소홀한 실정이다. 따라서 본 연구에서는 컴퓨터 프로그래밍 요소를 추출하여 그 원리를 이용한 창의력 놀이를 개발하고 이를 적용함으로써 창의성 신장에 미치는 영향을 규명해 보고자 한다.

  • PDF

A Study on the Design of Children's Play Space for Coding Education - Focusing on preschoolers - (코딩교육을 위한 어린이 놀이 공간 디자인 연구 - 미취학 아동을 중심으로 -)

  • Kim, Seung-In;Lee, Kaha
    • Journal of Digital Convergence
    • /
    • v.18 no.4
    • /
    • pp.397-402
    • /
    • 2020
  • The purpose of this study is to identify the current state of coding education for children and to propose a new 'play-oriented' educational content to keep up with the problems of education in line with the revision process of the 4th Industrial Revolution. As a research method, we investigated and analyzed the case of the Korean early childhood coding education program, and then suggested the direction of the future infant coding education and suggested a new play area for children. Case analysis shows that current coding education places many restrictions on children's activities. So we propose a coding education space as a 'playing space' where children can actively play. Because the space is used, emotional education is possible because it can stimulate senses such as vision, touch and smell. In addition, this study is expected to cultivate not only spatial comprehension, but also imagination, creativity and cooperation. In future research, we will study the characteristics and technical process of children in-depth to help develop early childhood education.

Design and Implementation of Psychological Diagnosis Expert System based on the SandTray (모래 상자 놀이 기반 심리 진단 전문가 시스템 설계 및 구현)

  • Son, Se-Jin;Lee, Kang-Hee
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.7 no.11
    • /
    • pp.235-244
    • /
    • 2017
  • This paper aims to design a system for psychological diagnosis in sandbox play by applying rule based expert system. Sandbox play is one of play therapy and it is a technique that can be combined with psychological diagnosis and treatment using sand and various kinds of figures. In this technique, we focus on psychological diagnostic factors and try to implement a system that automatically diagnoses psychological types when input values are given. Therefore, six kinds of language objects are set and the rules are created according to the types of figures, arrangement of figures, and production time in the sand box used as a reference element in the diagnosis method. In this system, it is assumed that the client recognizes the finished sandbox as a sensor device. Then, when the recognized state enters the input value, the rules based on the language object are ignited in order. Through this, the client is diagnosed with one of 26 types of psychology. As a result, the diagnostic process is simplified and automated. Accordingly, a more detailed psychological diagnosis and treatments are provided.

The Effects of Robot Play linked to Environmental Picture Books on the Environmentally Friendly Attitudes of 5-Year-Old Children (환경그림책 연계 로봇 놀이가 만 5세 유아의 환경친화적 태도에 미치는 영향)

  • Choi Eun Na;An ji Su;Nam Ki Won
    • The Journal of the Convergence on Culture Technology
    • /
    • v.10 no.2
    • /
    • pp.133-139
    • /
    • 2024
  • The purpose of this study was to investigate the effects of robot play linked to environmental picture books on the Environmentally Friendly attitudes of 5-year-old children. For this purpose, 24 5-year-old children from Seoul Y Kindergarten and 20 5-year-old children from E Kindergarten were selected as comparison subjects. In order to examine the differences between the groups, the experimental group performed 'Robot Play Linked to Environmental Picture Books' and the comparative group performed 'Free Play After Appreciating Environmental Picture Books'. The collected data were analyzed through independent sample t-test, which compares the average between the two groups using SPSS 29.0 statistical program. As a result of the study, there was a significant difference in all sub-areas of children's environment-friendly attitude(nature-friendly attitude, environmental preservation attitude), and these findings are meaningful as a basis for the direction of new environmental education of play-centered early childhood environmental education based on the value of new play media support called robot.

A Study on the Improvement of Laws Related to the Safety Management of Children's Play Facilities (어린이놀이시설 안전관리법규의 개선방향)

  • Lee, Sang-Suk
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.37 no.2
    • /
    • pp.47-61
    • /
    • 2009
  • The purpose of this study was to understand the laws related to the safety management of children's play facilities(LRSMCPF) including the "Safety Supervision Law of Children's Play Facilities(SSLCPF)" and the "Quality Management and Industrial Products Safety Management Law(QMIPSAL)", in order to analyze the problems by 4 phases-development of products, landscape design, landscape construction and maintenance considering landscape project procedure-and to propose a revision of the laws. The results are as follows: 1. The various LRSMCPF, SSLCPF and QMIPSAL, as basic laws for the safety management of children's play facilities, were insufficient regarding the features of children's play facilities and play spaces, which are both comparatively varied and complex. 2. In development of products, the one-year duration of safety certification based on QMIPSAL was too short and the procedure for safety certification were redundant in both products and plants inspection, and export and import product inspection. 3. The field inspection of construction sites based on SSLCPF was repeated with quality control and a consultation of rules based on "Construction Technology Management Law". 4. There are not enough safety inspection organizations regarding children's play facilities to meet the demand of safety certification, safety inspection, and safety education in the near future. 5. For children's play safety, the establishment of a general safety management system for children's play connected with the phases is needed to ensure safe play equipment, to construct safe playgrounds, and to manage play facilities. The criteria, regulations, and procedure regarding safety certification and safety inspection of play facilities must be revised efficiently and standardized to a global level as well. To improve the system and contents of safety certification and inspection, authorization of safety inspection organizations based on landscape architecture is needed. Further study will be required to concretely analyze in detail the laws, enforcement decrees and rules, and ordinances that consider the practical experience of professional landscape architects, inspectors, and lawyers.

A Study on Game Structure by User-Centered Narrative and Play (유저 중심의 서사와 놀이에 의한 게임 구조에 대한 고찰)

  • CHO, Il-hyun
    • Journal of Digital Convergence
    • /
    • v.17 no.8
    • /
    • pp.401-406
    • /
    • 2019
  • Recently, as multi-platform game environments become common, many games of convergence genre have been produced, and the boundaries of genre division by existing platforms have become blurred. The game genre is convergence content consisting of user-centered 'narrative and play'. In this paper, we propose a game genre classification according to the user 's behavior type based on the essential recognition that the subject of the game is the user. The user's actions are done in different genres and goals and rules, and the interaction is an important act for immersion. Therefore, the user's behavioral classification and perception by the game genre are important and expected to help redefine the game structure.

Three Types of Alea Appearing in Digital Games (디지털게임에 나타나는 알레아의 세 층위)

  • Lim, Hae-Ryang;Lee, Dong-Eun
    • Journal of Korea Game Society
    • /
    • v.19 no.4
    • /
    • pp.65-76
    • /
    • 2019
  • In Korea, studies of Alea are limited to the discourse of gambling, and the chance itself is getting overlooked. This makes Alea subordinated to the concept of gambling, which causes the contingency itself to be devalued. Therefore, this study analyzes the meaning and function of 'chance' and 'play' according to the genealogy of Alea, dividing the subdivision of Alea into three categories: magical Alea, systematic Alea, and heroic Alea, and applied it to the digital case, CCG Hearthstone.

COMPARISON OF COMMUNICATION AND MOTHER-CHILD INTERACTION PATTERNS BETWEEN REACTIVE ATTACHMENT DISORDERED CHILDREN AND NORMAL CHILDREN (반응성 애착 장애아(反應性 愛着 障碍兒)와 정상아의 의사소통 및 모자 상호작용 유형 비교연구)

  • Lee, He-Len;Choi, Young-Rim
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
    • /
    • v.5 no.1
    • /
    • pp.118-132
    • /
    • 1994
  • The purpose of this study was to compare communication and mother-child interactions of reactive attachment disordered children with normal children. The subjects were 24 children and their mothers participated in this study'12 reactive attachment disordered children and mothers, 12 normal children and mothers. The mother and her child were brought into a p]lay room and the mother was instructed to play with her child as she normally would at home. The play situations were videotaped. Tapes were transcribed and transcribed data was analyzed with 13 mutually exclusive categories encompassing pragmatic functions represented in communication form the early stage of multiword speech in childhood. The tapes were analyzed with 10 behavioral mother-child interaction patterns. As the statistical method, t-test and correlation was calculated. The results of this study were as follows : 1) Reactive attachment disordered children used significantly fewer 'filler', 'information', 'requests', 'describes' and 'disscus self'. 2) Reactive attachment disordered children's mother used significantly fewer 'filler' and 'names'. 3) Reactive attachment disordered children used significantly more 'independent play', fewer 'intiates interaction', 'responsiveness' and 'answer' Reactive attachment disordered children's mother used more 'control play', 'observe' and fewer 'initiates interaction'. 4) Children's communication patterns were related lo mother·'s communication and mother-child interaction types. Children's 'filler', 'information requests', 'describes' and 'disscus self' were consistantly related to mother's 'filler' and 'names', (Children's 'filler', 'information requests', 'describes'. 'disscus self' and mother-child's intiates interaction 'responsivness' were significantly positively correlationed and 'independant play', 'control play', 'observation' were significantly negatively correlationed. The results of reveal that communication and mother-child interaction pattern of reactive attachment disordered group was different from normal group and children's communication pattern were influenced by mother's communication and interaction patterns.

  • PDF