• Title/Summary/Keyword: 놀이 상호작용

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A Delphi study on the Needs for the Development of a Customized Support Program based on Augmented Reality for Preterm infants and their Families (미숙아와 가족을 위한 증강현실(AR) 기반 맞춤형지지 프로그램 개발 요구분석을 위한 델파이 연구)

  • Sin, Jae Eun;Kim, Ah Rim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.49-51
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    • 2022
  • 본 논문에서는 신생아집중치료실에 입원한 미숙아와 가족 대상의 증강현실(Augmented Reality [AR])기반 맞춤형지지 케어 프로그램 개발에 필요한 관련 전문가 합의를 도출한 델파이 조사 연구이다. 3D 콘텐츠를 적용한 프로그램 개발에 필요한 핵심 구성요소 혹은 교육 콘텐츠를 발굴하여 개발의 방향성을 제안하기 위한 델파이 분석에, 미숙아 및 전문가 집단 14명(1차)과 113명(2차)이 본 연구에 참여하였다. 각 델파이 집단에서 수집된 반응들의 분석 결과, 4개의 하위영역(AR 프로그램의 필요성 및 가치(장점), AR 기반 프로그램 도입과 적용 시 고려할 점, AR 기반 전인적 e케어 프로그램 도입 시 요구와 전략적 방안, 입원 초기부터 퇴원 전 단계별 지지케어 위한 3D 콘텐츠 개발 우선순위)이 분류되었으며, 총 57문항이 도출되었다. 입원 초기부터 퇴원 전 단계별 지지케어 위한 3D 콘텐츠 개발 요구도와 우선순위에 있어서는, 부모 경우 신생아 케어의 반복적 체험 훈련 통한 부모 교육, 아기 본연의 독특하고 고유한 캐릭터나 습관 및 특성 관련 정보 공유, 발달을 돕는 양육 또는 놀이 교육, 가족 요구 기반 특수 간호 기술 훈련 등의 항목의 우선순위가 높았다. 한편, 전문가의 경우 건강한 부모역할로의 이행을 돕기 위한 심리사회적지지, 부모-아기 간 단절 최소화, 미숙아 발달 관련 정보 및 양육 또는 놀이 정보 공유, 부모-아기 상호작용 기회 제공 등으로 요구도의 우선순위가 높았다. 본 연구에서 개발된 델파이 평가문항의 내적일관성 신뢰도를 분석한 결과, Cronbach's α .89~.94로 높았고, 타당도와 문항 구성이 적절한 것으로 나타났다. 본 연구의 결과들을 바탕으로, 미숙아와 가족을 위한 AR 기반 맞춤형지지 케어 프로그램 개발의 적합성이 검증되었고, 프로그램의 임상적, 기술적, 사용적 가치에 있어서 고려할 사항과 교수매체로서 부모와 전문가 집단이 요구하는 3D 콘텐츠 우선순위를 바탕으로 효과적인 기획 및 설계의 근거를 확보했다는 점에서 의의가 있다.

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A Research for Possibility of Interactive Cartoon as Edutainment Contents (에듀테인먼트 콘텐츠로서 인터랙티브 만화의 가능성 탐색)

  • Song, Su-Mi;Ahn, Seong-Hye
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.190-194
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    • 2006
  • Recently, the education is trying to increase educational effect in self-directed teaming to attract learners' interest and concentration. For that reason, as interaction which makes learners step into lessons spontaneously than a simple convey of knowledge is getting more important, edutainment contents that introduce entertainment for education is being in the limelight. Especially, it needs how to design interaction in which the factors of pleasure and entertainment are emphasized for learners' immersion regarding with edutainment contents based on digital mediums. So, I'm going to present a method of curriculum design on educational factors and how to design interaction on enjoyment factors of interactive cartoon in order to increase educational effect. Through this research, I wish to provide the groundwork which makes interactive cartoon that carries infinite possibility become a new part of edutainment contents.

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The Influence of Musical Activities on Social and Emotional Behavior of Infants (음악활동이 영아의 사회·정서적 행동에 미치는 영향 - 만 2세(25-36개월) 영아를 중심으로)

  • Nam, Ok Seon
    • Journal of Music and Human Behavior
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    • v.4 no.2
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    • pp.18-40
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    • 2007
  • The purpose of this study was to verify the influence of musical activities on social and emotional behavior of infants, through providing musical activities to the infants who were cared in a nursery and observing the interactions between peer group, or a therapist and an infant derived during them. The subject is 24 infants who are under 2 years of age(25~36months) at two nurseries located in Bundang area, and 13 infants among them are randomly assigned as study group and 11 infants as control group. Pretest and posttest about social and emotional behavior are performed, and ITSEA developed by Brggs-Gowan and Carter(2001) and amended by Shin Ji Yeon(2004) was used as an evaluation tool. Infants' changes of interaction behaviors during musical play were also analyzed quantitatively and qualitatively, and for the analysis, infant's social play behavior examination tool developed by Holloway and Reichhart-Erickson(1988) was adopted. Based on time sampling method, each item of this tool was evaluated. Each session was performed for 15 minutes, and 60 times of analysis about interactions per session was conducted at every 15 seconds. The analysis result was showed with a table and a graph, and described qualitatively about behavior changes. When compared social and emotional positive behavior average figures and negative behavior average figures between study group and control group, this study showed that the positive behavior figure of study group was increased and the negative behavior figure was decreased. While concentration and empathy among positive behaviors increased meaningfully, aggression, defiance, separation anxiety and rejection to new things among negative activities also decreased meaningfully. The conclusion of this study is as follows. First, interactions with peers or a therapist based on music and musical experience make an effect on strengthening positive behavior among social and emotional behavior and decreasing negative behavior. Second, music has influence on negative behaviors more than positive behaviors of an infant, and produces a good effect on sub behaviors of negative behaviors specially.

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The Effect of Teacher's Teaching-Efficacy and Classroom Environment on Peer-Play Interaction: Mediation Effect of Teacher-Child Interaction (유아교육기관 교사의 교수효능감과 교실환경이 유아의 또래놀이 상호작용에 미치는 영향: 교사-유아 상호작용의 매개효과)

  • Seo, Seok-weon;Park, Ji-sun
    • Human Ecology Research
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    • v.54 no.3
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    • pp.293-305
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    • 2016
  • This study examines the mediation effect of teacher-child interactions in the process of the impact of teacher's teaching-efficacy on childhood education institutions and classroom environment on peer-play interactions. We used data from 970 children aged between 49 and 55 months and 970 homeroom teachers from the fifth Korean Child Panel (2012) of the Korea Institute of Child Care and Education. The model fitness was excellent after data were statistically analyzed with model of structure to testify the relationship and effect among teaching efficacy, classroom environment, teacher-child interactions, and peer-play interactions. First, the analysis also showed that the teacher's teaching efficacy did not influence peer-play interactions directly, but gave an indirect effect on the peer-play interactions with the mediation of the teacher-child interactions. Second, the classroom environment directly and indirectly influenced the peer-play interactions with the mediation of the teacher-child interactions. Third, the variable of teacher-child interactions was fully effective as a mediating variable in the process of the teaching efficacy and classroom environment influence on teacher-child interactions. Teaching efficacy and classroom environment influenced the peer-play interactions through the mediation of the teacher-child interactions. The significance of mediation effect of the teacher-child interactions was verified through a bootstrapping method.

The Development of Parent Education Program Enhancing Positive Interactions Between Mother and Toddler in Play Class (걸음마기 모(母)-아(兒) 놀이에서의 긍정적 상호작용 증진을 위한 부모교육 프로그램의 개발 및 효과)

  • Kim, Young-Ok;Park, Seong-Yeon
    • Korean Journal of Child Studies
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    • v.32 no.1
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    • pp.71-85
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    • 2011
  • The purpose of this study was to develop a parent education program enhancing mother's positive interactions in the context of mother-toddler play and to examine the effects of the program. Participants were 47 pairs of toddlers and their mothers who were randomly assigned to either a treatment or a control group. Both treatment and control groups participated in the 8 sessions of the play class. Only treatment groups received the parent education program during the sessions. Data were analysed by t-tests using SPSS 15.0. Results showed that (1) the mothers' positive interactions have been increased; (2) the mothers' parenting efficacy and pleasure have also been increased, whereas the parenting stresses were decreased in the treatment groups. In conclusion, this parent education program in the play session was effective in helping the mothers' positive interactions and perceptions on parenting toddlers.

Affect and Cognition Interface in Aesthetic Experiences of Landscapes (경관의 미학적 경험에 있어서 감정과 인지의 상호작용)

  • 이영경
    • Journal of the Korean Institute of Landscape Architecture
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    • v.20 no.3
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    • pp.11-20
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    • 1992
  • 본 논문에서는 사람이 환경을 통해 경험하는 미학적 경험(aesthetic experience)을 체계화시킨 이론적 모델(a conceptual model of affect and cognition interface in aesthetic experiences of landscapes)이 간단히 소개 되며, 이 모델을 검증하기 위한 연구가 중점적으로 다루어진다. 제시된 모 델은 경관의 미학적 경험을 감정(affect)과 인지(cognition)와의 상호작용 (interface)으로 설명하고 있으며, 세 가지 요소(사람이 환경에 대하여 갖고 있는 목적 : tasks, 사람의 모든 과거경험에 근거한 지식일체 : schematic knowledge, 환경의 독특한 상황 : environmental situation)를 미학적 경험 의 주요인자로 제시한다. 이 모델을 검증하기 위한 연구에서는 앞에서 소 개된 미학적 경험의 세 가지 요소(사람의 목적, 지식, 환경상황)를 과학적 이고 계량적이고 처리할 수 있도록 세부요소로 분류정의 (operationalization)하였다. 구체적으로, 사람의 목적은 환경을 평가하는 세 가지 목적, 즉 경치평가(scenic beauty judgment), 들놀이 목적으로서의 평가(picnic preference judgment), 주거목적으로서의 평가(living preference judgment)로 분류되었고, 이 세 가지 환경평가는 미학적 경험의 지표로 사용되었다. 사람의 지식은 국적에 근거한 문화적인 지식(cultural schema : 한국인과 텍사스인)과 직업에 근거한 사회적인 지식(social schema : 농부, 비농부, 조경학과 학생)으로 분류되었으며, 환경상황은 환 경의 아름다움(beauty : 아름다운 경관과 아름답지않은 경관)과 환경의 의 미(meaning : 긍정적인 의미가 있는 한국경관, 긍정적인 의미가 없는 한국 경관, 긍정적인 의미가 있는 미국 텍사스경관)로 분류되었다. 연구결과를 보면, 이론적 모델에서 소개된 세 가지 요소들 (사람의 목적, 지식, 환경상 황) 모두가 경관의 미학적 경험에(경치평가, 들놀이 선호도, 주거지 선호 도) 중요한 역할을 하는 것으로 밝혀졌으며, 이 연구결과는 제시된 이론적 모델을 뒷받침하고 있다. 특히, 가장 흥미로운 연구결과를 요약하면 첫째, 사람의 문화적인 지식은 단독으로 미학적 경험에 영향을 주는 것이 아니라 다른 요소들(특히 사회적인 지식과 목적)과의 상호작용을 통해 미학적 경 험을 형성한다는 것으로 밝혀졌다. 둘째, 환경의 아름다움은 다른 세부요소 들(환경의 의미, 사람의 목적과 지식)보다 미학적 경험에 주는 영향이 큰 것으로 나타났으며, 모든 사람들에게 비슷한 미학적 경험을 발생시키는 것 이 밝혀졌다. 다시 말하면 모든 사람들은 그들의 문화적인 국적과 사회적 인 직업의 차이, 목적의 차이, 또한 환경의 의미의 차이에 상관없이 아름다 운 경관(High-beauty landscape)을 주거지나 나들이 장소로서 선호했으며, 아름답다고 평가했다. 반면에, 사람들이 갖고 있는 문화의 차이, 직업의 차 이, 목적의 차이, 그리고 환경의 의미의 차이에 따라 경관의 미학적 평가가 달라진 것으로 나타났다.

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Exploring the Meaning of Outdoor Play Spaces Perceived by Young Children and Early Childhood Teachers (유아와 교사가 인식하는 유아교육기관 바깥놀이 공간의 의미 탐색)

  • Kwon, Sun-Young;Jung, Ji-Hyun;Park, Sun-Mi
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.1
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    • pp.85-94
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    • 2017
  • This study researched the meaning of the outdoor play spaces used by young children, as perceived by them and their teachers. For this purpose, indirect observation, nonformal interviews during the activity of young children and in-depth interviews with teachers were conducted in 3 kindergartens and 1 day care center which operate various programs. As a result, outdoor play spaces were recognized as a psychological space, expanded space and sequential space for the relationships of young children. Meanwhile, early childhood teachers perceived them as a functional space, expanded space and restricted space of the children's daily lives. It was recognized that outdoor play spaces provided the children with good and unstructured environments to reorganize their own daily pattern through expanded play and the chance to naturally form peer relationships. This suggests that the space configuration which is most suitable for child centered development is one that is formed within and by their daily lives, rather than the standardized configuration of outdoor play spaces.

A Study on the Structure and Characteristics of Social Games (소셜 게임의 구조와 특징에 대한 연구)

  • Jeon, Gyong-Ran
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.13-22
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    • 2011
  • In the digital media environment, the convergence is in the progress creating the new service and contents by users and developing the new needs of users by the service and contents as well. Social games are actualizing the new meaning of convergence. shows not only a new situation blurring the boundary of work and leisure, labor and playing and private and public sector, but how meaningful it is to make connection of social interactions and social assets a solid network. As the most popular social game text, reveals how the personal connections and personal networks constructs the social capital by making the ritual communication more interesting and flexible to the social gamers.

Research of 3D graphic nursery contents for humanity education developed by mobile AR technology (모바일 기반 증강현실 기술을 활용한 창의인성교육 3D전래동화 콘텐츠 연구)

  • Park, Young-sook;Park, Dea-woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.337-339
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    • 2016
  • In this paper, we researched the excellency of 3D graphic nursery contents for humanity and creativity education which is developed by mobile AR technology. AR technology has currentlypeople's attention because of the potential of future core contents. We allpied AR technology for kid's education of language, humanity and creativity. Well known nursery tales reconstructed by ICT technology give absorbing interest to kids, lead the curiosity of leading edge technology and friendly accept it as a part of daily life.

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The Effect of Teacher-Infant Interaction and the Multiple Mediation of Classroom Environment on the Effect of Infant Teacher Expertise, Teaching Creativity, and Play Beliefs on Play Teaching Efficacy (영유아 교사의 전문성, 교수창의성, 놀이신념이 놀이교수효능감에 미치는 영향에 있어 교사-영유아 상호작용과 교실환경의 다중매개효과)

  • Lee, Misun;Hwang, Hye Jung
    • Human Ecology Research
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    • v.60 no.1
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    • pp.87-98
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    • 2022
  • This study examined the relationships between teacher variables that improve the efficacy of the play teaching of infants and toddlers following a play-oriented curriculum. The participants were 287 infant teachers. The results were as follows. First, the independent variables had a significant effect on the efficacy of play teaching, teacher-infant interaction, and classroom environment. Second, the mediating effects of teacher-infant interaction and classroom environment on the effect of independent variables on the efficacy of play teaching were as follows. The interaction mediating effect between professionalism and play belief was significant, but teaching creativity was found to be significant. In the mediating effect of the classroom environment, expertise, play belief, and teaching creativity were found to be significant. Third, both teacher-infant interaction and the multimedia effect of the classroom environment were statistically significant in mediating the effect of independent variables on the efficacy of play teaching. These results provide basic data on the necessity for teacher education to explore ways to improve teachers' sense of efficacy in teaching play and their teaching skills.