• Title/Summary/Keyword: 놀이 상호작용

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The Effects of the Theraplay on the Affection Improvement between Mothers and their Infants : Around Low-income Families (모-아 상호작용증진을 위한 치료놀이 효과 : 저소득 가정을 중심으로)

  • Kim, Kyung Sin;Yee, Young Hwan
    • Korean Journal of Childcare and Education
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    • v.9 no.1
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    • pp.5-23
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    • 2013
  • The purpose of this study was to verify the effects of a group theraplay program on the affection improvement between mothers and their children to prevent the factors dangerous to the development of the infants in the low-income families by organizing and carrying out the program. In this way, the study investigated the changes in the interaction between mothers and their infants, and in the mothers' efficacy in rearing. First, the results from the analysis of preliminary and post tests showed significant differences in 4 aspects such as structure, challenge, intervention and rearing. Especially, the results from the analysis of MIM showed that the interaction between mothers and their infants increased more in post tests than preliminary tests. Second, for the rearing efficacy, there were significant changes in general rearing efficacy, communication ability and teaching ability. These results showed that the theraplay for the affection improvement of mothers and their infants had effects on their interaction improvement.

Mother-Toddler Physical Interaction in Traditional Play (전통놀이에 나타난 어머니-영아간 신체적 상호작용)

  • Lee, Heang Suk;Han, Eu Gene
    • Korean Journal of Child Studies
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    • v.29 no.3
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    • pp.253-272
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    • 2008
  • This study compared mother-toddler physical interaction by play type (traditional play, free play, block play), and child's sex and age. Subjects were 10 boys and 10 girls ranging in age from 25- to 36-months and their mothers. An observer videotaped the children and their mothers at play in their homes. Results showed that (1) mothers' physical interaction was not distinguished by play type or by child's sex or age. (2) Mothers expressed more positive emotion in traditional than in block play. (3) Younger children's play interactions were more nonverbal. (4) Children expressed more positive emotions in traditional play. This study provides groundwork for mother-toddler traditional play programs with potential for improving positive expression of emotion and attachment.

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The Development of Robot and Augmented Reality Based Contents and Instructional Model Supporting Childrens' Dramatic Play (로봇과 증강현실 기반의 유아 극놀이 콘텐츠 및 교수.학습 모형 개발)

  • Jo, Miheon;Han, Jeonghye;Hyun, Eunja
    • Journal of The Korean Association of Information Education
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    • v.17 no.4
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    • pp.421-432
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    • 2013
  • The purpose of this study is to develop contents and an instructional model that support children's dramatic play by integrating the robot and augmented reality technology. In order to support the dramatic play, the robot shows various facial expressions and actions, serves as a narrator and a sound manager, supports the simultaneous interaction by using the camera and recognizing the markers and children's motions, records children's activities as a photo and a video that can be used for further activities. The robot also uses a projector to allow children to directly interact with the video object. On the other hand, augmented reality offers a variety of character changes and props, and allows various effects of background and foreground. Also it allows natural interaction between the contents and children through the real-type interface, and provides the opportunities for the interaction between actors and audiences. Along with these, augmented reality provides an experience-based learning environment that induces a sensory immersion by allowing children to manipulate or choose the learning situation and experience the results. In addition, the instructional model supporting dramatic play consists of 4 stages(i.e., teachers' preparation, introducing and understanding a story, action plan and play, evaluation and wrapping up). At each stage, detailed activities to decide or proceed are suggested.

Mother-Toddler Verbal Interaction Comparative Study in Traditional, Free and Block Play (어머니-영아간 전통놀이, 자유놀이, 블록놀이의 언어적 상호작용 비교)

  • Lee, Heang-Suk;Han, Eu-Gene
    • Journal of Families and Better Life
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    • v.27 no.1
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    • pp.181-196
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    • 2009
  • This study compared mother-toddler verbal interaction by play type (traditional play, free play, block play), and child's sex and age. Subjects were 10 boys and 10 girls ranging in age from 25- to 36-months and their mothers. An observer videotaped the children and their mothers at play in their homes. Results showed that (1) Mothers attempted more positive verbal interaction in traditional than in block play. (2) Mothers expressed more positive emotion in free than in traditional and block play. (3) Mothers more answer 'reflection' in traditional than in free play (4) Toddlers attempted more positive verbal interaction in block than in traditional and free play. (5) Toddler's positive emotion express was not distinguished by play type or by child's sex or age. (6) From 31- to 36-months's boys expressed more play situation than from 25- to 30-months' girls. This study provides groundwork for mother-toddler traditional play programs with potential for improving positive expression of emotion and language development.

Relationship among Parenting Style, Mother-Child Interaction, Young Children's Interactive Peer Play and Problem Behaviors by Mother's Employment Status (어머니의 취업여부에 따른 양육태도, 모-자녀상호작용, 유아의 또래놀이 상호작용 및 문제행동 간의 관계)

  • Choi, Hea-Ran;Yoo, Ji-A;Kim, Seon-Mi
    • The Journal of the Korea Contents Association
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    • v.17 no.3
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    • pp.15-30
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    • 2017
  • This study tried to look into influences to parenting style, mother-child interaction, child interactive peer play, and problem behaviors according to employment status by objecting 1,614 mothers having young child and also using Korea Child Panel 6th Year data (2013) having been provided from Korea Institute of Child Care and Education. Regarding collected data, hierarchical regression analysis was carried out by using SPSS 18.0 program. The results of this study were as follows. First, as much as warmth parenting style of mothers and child peer play interaction were high regardless of mothers' employment status, child internalizing and externalizing problem behaviors appeared to be decreased. Second, there were differences between employed mothers and unemployed ones because mother-child interaction did not affect significant influences to child internalizing, externalizing problem behaviors in case of employed mothers, but child internalizing, externalizing problem behaviors were turned up to be increased as much as mother-child interaction was larger by affecting significant influences in case of unemployed mothers. Based on above finding, this study has a meaning in that it provides a basic data which could be actually utilized to parent education program in order to prevent various problem behaviors of children or child & family counseling field.

Development of a Play-Learning Model in Science Museum (과학관 놀이-학습 모형 개발)

  • Kwon, Yi-Young;Jeong, Eunyoung
    • Journal of The Korean Association For Science Education
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    • v.36 no.2
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    • pp.191-202
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    • 2016
  • In this study, a science museum teaching-learning model was developed with emphasis on play. In order to do this, the models of factor-centered museum education and process-centered museum education were reviewed and characteristics of science museum education were considered. The model developed in this study is called 'Play-Learning Model in Science Museum', and 'play' is defined as activities to achieve the mission in accordance with methods and rules set by individuals or small groups including scaffolding and play is divided into competition, simulation, and chance. 'Play-Learning Model in Science Museum' emphasizes learning using the articles on exhibition, scaffolding and interaction in small groups, and play. The model consists of four steps: 'Preparation', 'Exploring the exhibits', 'Experience', and 'Summary of learning content'. In the 'Preparation' step, the students form related knowledge and are ready to play. The 'Exploring the exhibits' step is the core step of this model, and entails the students solving problems in the mission by interacting with members of the small group. When they cannot find resolution, they get help. In the 'Experience' step, hands-on activities related to the prior step are included. In the 'Summary of learning content' step, the students summarize what they learned while playing. As science museum education is implemented in a variety of forms, continuous research about the science museum learning model and development of various programs are needed.

The Development and Effectiveness of a Filial Therapy Program to Improve Sibling Relationships (형제관계 개선을 위한 부모-자녀 놀이치료 프로그램 효과 연구)

  • Lee, Eun Ha;Chung, Kai Sook
    • Korean Journal of Child Studies
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    • v.27 no.1
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    • pp.45-65
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    • 2006
  • This study was conducted with the aim of improving sibling relationships of children based on a filial therapy program. Three pairs of young children with problematic behavior regarding sibling relationships participated in this study along with their mothers. The program consisted of four main courses : an instructional course for the mother, a play therapy course, a feedback course, and an evaluation course. The program was conducted in ten weekly 2-hour sessions. Results showed positive changes in mother-child and sibling interactions in all three cases. It was concluded that the program was effective in developing proper sibling relationships through enhancing mother-child interactions.

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Research Trends of Young Children's Play Using the Semantic Network Analysis (언어네트워크분석을 통한 유아놀이 관련 연구동향 탐색)

  • Kim, Jong-Hoon;Park, Sun-Mi
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.2
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    • pp.296-303
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    • 2020
  • The purpose of this study was to examine the keywords of studies related to young children's play in the selected registered and candidate academic journals and the network of the keywords by conducting a semantic network analysis. The selected journals were published over the past decade in diverse fields of study that included social sciences and life sciences such as education and early childhood education. The findings of the study were as follows: First, there was a great increase in the studies related to early childhood play over the last five years in comparison with the first term(2009-2013). As a result of analyzing how many studies were included in the journals by field, the largest numbers of the studies were published in the field of education, followed by early childhood education, and life sciences. Second, when the network of the keywords was analyzed, the major keywords in the first term were playfulness, role play, young children, creativity, play, and peer play interaction. In the second term(2014-2018), playfulness was also the most frequently exhibited keyword, followed by young children, play, and peer play behavior. Keywords such as teacher-child interaction, language skills, happiness, cognitive ability, early childhood education newly appeared.

Design and Implementation of the ChamCham and WordChain Play Robot for Reduction of Symptoms of Depressive Disorder Patient (우울증 진단 환자의 증상 완화를 위한 참참참, 끝말잇기 놀이 로봇 설계 및 구현)

  • Eom, Hyun-Young;Seo, Dong-Yoon;Lee, Gyeong-Min;Lee, Seong-Ung;Choi, Ji-Hwan;Lee, Kang-Hee
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.2
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    • pp.561-566
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    • 2020
  • We propose to design and to implement a recreational and end - of - play robot for symptom relief in patients with depression. The main symptom of depression is the loss of interest and interest in life. The depression diagnosis patient confirms the emotional analysis revealed by his / her robot through the robot, and performs the greeting or ending play. After analyzing the emotions in the expressions after the play, the function of the embodying robot is confirmed by receiving the report. A simple play can not completely cure a patient with a diagnosis of depression, but it can contribute to symptom relief through gradual use. The design of the play-by-play robot is using Q.bo One, an open-source robot that can interact with Thecorpora. Q.bo One's system captures a user's face, takes a picture, passes the value to the Azure server, and checks the emotional analysis before and after the play with the accumulated data.Play is implemented in Rasubian, the OS of Q.bo One, using the programming language Python and interacting with external sensors. The purpose of this paper is to help the symptom relief of depressive patients in a relatively short time with a play robot.