• Title/Summary/Keyword: 놀이 상호작용

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A Study on the Creation List of Game Scenarios (게임시나리오 창작 리스트 연구)

  • Lee, Jae Hong
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.61-70
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    • 2017
  • The fusion of virtual and reality and the revolution of gamification are beginning in human culture. As the quaternary industrial revolution enters the era, major developments of convergence main content games are expected as human-made play products. Now that we need a diverse game IP, we need a methodology that makes it easy to approach game scenario creation. The creation of the game scenario has a very large difference due to interactivity with the general video scenario. Therefore, without interactive knowledge, it is difficult to challenge game scenario creation. In this paper, 'Game Scenario Creation List' was created in order to lower the barriers to entering game scenario creation. I hope that this paper will be even a little positive for the development of game contents.

Clusters of Preschoolers' Play Behaviors (유아의 실내놀이행동 군집에 따른 예측변인 연구)

  • Shin, Nary;Lee, Hyungmin
    • Korean Journal of Child Studies
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    • v.37 no.2
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    • pp.79-94
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    • 2016
  • Objective: This study aimed to examine the predictors of indoor play behaviors using cluster analyses. Methods: Data from 963 children (age 4 years) who participated in the $5^{th}$ phase of the Panel Study of Korean Children, their parents, and their teachers were analyzed using K-means clustering analyses, F-tests and multinomial logistic regression analyses. Results: The clustering analyses revealed three distinctive profiles: positive-theme oriented, general-exploratory/manipulative, and negative-exploratory/manipulative groups. Child characteristics, including cognition, language, and social level, and teachers' age were significantly associated with the groups in a different way; the clusters were partially different in the gender and creativity of children, interaction level of teachers' interaction, classroom environment, and program types that children attended. Conclusion: Findings revealed three clusters of play behaviors and highlighted the importance of the ecological variables that determined the clusters.

A Study on Possible Interaction between Nicotine-specific Nitrosamines and Nucleic Acid Bases by Molecular Orbital Theory (I) N'-nitrosonornicotine and Its Metabolic Intermediates (분자궤도 함수이론에 의한 니코틴 특이 니트로사민과 핵산염기와의 가능한 상호작용에 관한 연구(I) 니트로소놀니코틴과 그 대사중간물질)

  • 이종달
    • YAKHAK HOEJI
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    • v.26 no.3
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    • pp.175-180
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    • 1982
  • The intermediate of N'-nitrosonornicotine may bind to the guanine moiety of a G-C base pair. The hydrogen bond of the base pair may be broken and a new hydrogen bond can form between the intermediate and the guanine. It results in the "short" type of DNA repair.NA repair.

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The Effects of Mobile Home Shopping's Characteristics and Personal Characteristics on Flow (모바일홈쇼핑의 특성과 개인성향이 소비자의 플로우에 미치는 영향)

  • Ju, Seon-Hee
    • Journal of the Korea Convergence Society
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    • v.12 no.5
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    • pp.197-205
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    • 2021
  • TV home shopping companies are not limited to TV channels and phone-ordering channels, but are making efforts to expand their channels through mobile phones. Beyond its interaction and ubiquity using the web, it is expanding its contact point with consumers through mobile live broadcasting. Interacting, ordering, doing their own broadcasts within mobile App, and interacting and enjoying them are likely to differ depending on consumers' personality, such as playfulness and impulsivity. In this study, the effects of Two-way communication, Synchronicity and Ubiquity, which are the characteristics of mobile home shopping, on consumers' flow, and the effect on consumers' flow on mobile home shopping will vary depending on individual preferences. Interacting, ordering, doing their own broadcasts within mobile devices, and interacting and enjoying them are likely to differ depending on consumers' personal preferences, such as play and impulsive tendencies. As a result of the study, Two-way communication was found to have not significant on flow, and Synchronicity was also found to have no significant effect on flow. It was found that ubiquity had a significant effect on flow. Among the individuality, people with high playfulness have a positive effect on flow, and people with high impulsivity also have a significant effect on flow. Flow has been shown to have a positive effect on the intention to using mobile home shopping.

The Effects of Group Sensory Integrative Intervention on the Sensory Integration Dysfunction Children's Social Interaction With Peer and Therapist (그룹감각통합치료가 감각통합장애아동의 또래 및 치료사와의 상호작용에 미치는 영향)

  • Kim, Eun-Young;Noh, Sol;Namgung, Young;Kim, Kyeong-Mi
    • The Journal of Korean Academy of Sensory Integration
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    • v.10 no.1
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    • pp.1-10
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    • 2012
  • Objective : The purpose of this study was to investigate the effects of group sensory integrative intervention on the sensory integration dysfunction children's social interaction with peer and therapist Methods : The subjects were three children aged between 3 and 5 with sensory integration disorder. Each Child participated in 15 sessions of group sensory integrative intervention. The based on the observation list of the children's social interaction behavior, the children's interactions with the peers and therapist are measured. One group pretest-posttest design was used to verify the effect of group sensory integrative intervention. The difference between before and after the sensory integration group program in the observation list of the children's social interaction behavior were tested by the Wilcoxon matched-pair signed rank test. Results : The average scores of the observation list of the children's social interaction behavior was increased after the group sensory integrative intervention. However, there is no significant difference in the social interactions between data of pre-intervention and the one of post-intervention. Conclusion : The results suggest a possibility of that the group sensory integrative intervention may affect social interactions. Future research should supplement limitations of this study regarding the short period of the experiment and there must be several evaluation standard to show norm data.

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Moderating Effect of Playfulness and Fun Leadership on the Relationship between Job Stress and Burnout among Hospital Employees (병원 근로자의 직무스트레스와 소진의 관계에 미치는 펀 리더십과 근로자 놀이성의 조절 효과)

  • Park, Hee-Tae;Bae, Sung-Yoon;Ji, Jae-Hoon;Lee, Key-Hyo
    • The Korean Journal of Health Service Management
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    • v.5 no.3
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    • pp.25-39
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    • 2011
  • 본 연구는 병원 근로자들의 직무스트레스와 소진의 관계에 미치는 펀 리더십과 근로자 놀이성의 조절효과를 규명함으로써 향후 병원조직의 효과적인 인적자원관리에 필요한 기초자료를 제공하고자 하였다. 연구자료는 부산지역 2개 병원에 근무하는 근로자(의사 제외)를 대상으로 구조화된 자기기입식 설문지를 통하여 수집하였으며 총 230부의 설문지를 배부하여 이 중 207부의 설문을 회수하였다. 설문 문항에는 응답자의 일반적 특성, 직무스트레스 특성, 펀 리더십, 근로자 놀이성, 소진 등을 측정하는 항목들이 포함되었다. 자료 분석을 위해 SPSS WIN 18.0을 이용하여 빈도분석, 신뢰도분석, 상관관계분석과 조절회귀분석 등을 수행하였다. 주요 결과를 요약하면 다음과 같다. 첫째, 직무스트레스와 소진의 관계에서 펀 리더십은 직접 효과는 물론 조절효과도 유의하게 나타나지 않았다. 둘째, 직무스트레스와 소진의 관계에서 근로자 놀이성은 소진에 직접적인 효과를 주는 변수임과 동시에, 낮은 유의수준(p=0.053)에서지만 직무스트레스와의 상호작용을 통해 소진을 감소시키는 조절효과가 있는 것으로 나타났다. 본 연구는 병원 근로자의 업무 수행과 관련해 비교적 관심을 받지 못했던 펀 리더십이나 근로자 놀이성 등과 같은 성격적 특성이 소진을 감소시키는 유효한 조절변수가 될 수 있음을 검증해 보았다는 점에 그 의의가 있으며, 다만 후속 연구를 통해 추가적인 검증이 필요할 것으로 판단된다.

A study on Strategies for enhancement of Effective Children-Teacher Interaction and Teacher's Teaching Capacity through Recognition Comparison between Nursery Teachers and Early Childhood Teachers (영아교사와 유아교사 간의 인식 비교를 통한 효율적인 상호작용과 수업역량 강화에 대한 방안 연구)

  • Park, Ji-Young;Han, Sang-Kil;Seo, Eui-Jung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.3
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    • pp.1785-1794
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    • 2015
  • The purpose of this study is to examine differences between nursery teachers and kindergarten teachers in their perception on key elements of effective interactions and enhanced teaching competence. The subject of the study were 143 early childhood teachers in the Y region of Gyeonggi-do. The collected data was processed through frequency and percentage. For difference test, ${\chi}^2$ tests were conducted. The results of this study can be summarized as follows. First, both nursery teachers and kindergarten teachers perceived that listening and playing were the most important factors in effective interactions between young children and teachers. However, nursery teachers perceived the interaction through skin-ship and complimenting to be more important whereas kindergarten teachers perceived questioning and complimenting as necessary. For the teaching criteria, nursery teachers put more weights on playing while kindergarten teachers focus more on explaining and coorperating. In addition, about evaluation methods, nursery teachers perceived self-evaluation as important, whereas kindergarten teachers perceived observation notes as important. Second, about the elements to strengthen teaching competence, nursery teachers perceived that observation records should be utilized for understanding interest or desire. They also believe that development analysis and teaching methods should be improved through systematical teaching plan and evaluation and that enhancement of teaching material and education are necessary. In contrast, kindergarten teachers perceived that observation records should be utilized for teaching plan and development analysis and teaching methods should be improved through participating in the meetings related to career and education. They believe that providing a prize money through supervising evaluation is necessary.

A Case Study of User-Centered Design Process for Developing Mobile Contents - Focused on Occupation Simulation Game Contents for Children on the Wireless Internet (사용자 중심 디자인 프로세스를 적용한 모바일 컨텐츠 개발 사례 - 어린이를 위한 무선인터넷 기반의 직업 시뮬레이션 게임 컨텐츠 개발을 중심으로)

  • 최수의;김현정
    • Archives of design research
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    • v.17 no.1
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    • pp.309-318
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    • 2004
  • As the mobile market has been expanded and segmented, a mobile market for kids could be possibly appeared sooner or later. Then, it is necessary to develop a new contents for the new media - a mobile game hardware for kids. These days, kids are most interested in computer games, and they do not have enough time to play with peers. Therefore, in this paper, edutainment game contents based on the wireless internet, are developed. The game could supply kids' learning, fun and especially, peer interaction. In order to develop a game contents through user centered design process, the state of art in mobile hardware and contents was examined, a secondary research and interviews and survey was conducted to understand users. Then, when ideas for game contents has suggested, behavior prototype test was done to verify and modify contents. The suggested game contents in this study, is a occupation simulation game, in which kids simulate their own future career and learn related knowledge in a unintentional way. The result of the study suggests the new direction of edutainment game contents and platform. Also, this study shows the representation of user-centered contents developing process for kids, which could be helpful for the following studies.

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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.

A Study on Pre-service Early Childhood Teachers' Perception of Play-oriented Education through Metaphorical Analysis (은유(metaphor)분석을 통한 예비유아교사들의 놀이중심교육에 대한 인식연구)

  • Kim, Hyeyoon
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.357-362
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    • 2023
  • This study aims to investigate the perception of pre-service early childhood teachers regarding play-oriented education through metaphorical analysis, in order to comprehend its meaning that pre-service early childhood teachers perceive. A questionnaire was used, which asked the participants to express play metaphorically and provide reasons for their choices. The collected data were analyzed using a systematic metaphorical analysis approach. The results revealed that the metaphorical expressions of pre-service early childhood teachers regarding play-oriented education were categorized as instructional methods being the most prominent, followed by environment, enjoyment/happiness, autonomy, growth and development, interactive relationships, child-directedness, the essence of life, interest, creativity, potential, variability, everyday life, ambiguity of beginnings and endings, naturalness, and others. Based on these findings, it is expected that one can attain insights regarding the methods of training pre-service early childhood teachers on how to implement play-centered education in the revised Nuri curriculum.