• Title/Summary/Keyword: 놀이 상호작용

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Effects of Infants' Free Play in Forests on the Development of Their Sociality (숲에서의 자유놀이가 유아의 사회성 발달에 미치는 영향)

  • Boo, Eun-Soon;Oh, Chang-Hong;Cheong, Donguk;Park, Jung-Hwan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.10
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    • pp.4855-4864
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    • 2013
  • The purpose of this research is to examine the effects of infants' free play in forests on the development of their sociality. The 24 infants of a kindergarten in Jeju city, who is four years old, participated in the research. Participants freely played in forests for two hours at each time according to their own interests and demands, and this play performed twice every week for total 12 weeks. The results are as followed. Firstly, the free play activities in forests improved the infants' sociality. Secondly, the activities improved every sub-factors of the sociality such as cooperativeness, the acceptance of view, the free will, and the interaction. The results indicate that forests provide rich natural objects for infants to create various and new play by themselves. In addition, the free play activities in forests could build good inter-personal relationship through active interaction among the infants and lead positive impact on the development of their sociality.

A Study on the Development of Interaction Scale between Teachers and Children for Childcare Teachers (보육교사의 교사-유아 상호작용 평가 척도 개발 연구)

  • Kim, Hyoun Ji
    • Korean Journal of Childcare and Education
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    • v.1 no.1
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    • pp.1-19
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    • 2005
  • Interaction Scale between Teachers and Children for childcare teachers (ISTC) was constructed based on the research data completed by the Ministry of Gender Equality and Family with a participation of childcare teachers and early childhood educators. The results of this study were; First, the study found that the 42 items of the ISTC were categorized into eight factors by 205 childcare teachers: a positive language and behaviors of teachers, encouragement of positive interactions among peers, offering a nap time, toilet use, emotional intervention, free play participation, an equal care of children, and meals and snack time. Second, these factors exhibited a high correlation interactively. Third, the ISTC showed a high correlation with teachers' performance scale.

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Effect of the Brotherhood Group Sensory Integration Intervention to Social Interaction of the Children With Pervasive Developmental Disorders (형제그룹 감각통합치료가 전반적 발달장애 아동의 사회적 상호작용에 미치는 효과)

  • Park, Ji-Hoon;Kim, Su-Kyeong
    • The Journal of Korean Academy of Sensory Integration
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    • v.10 no.1
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    • pp.21-31
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    • 2012
  • Objective : This study aims to examine the Effect of the Brotherhood Group Sensory Integration intervention to Social Interaction of the Children with Pervasive Developmental Disorders. Methods : The Group Sensory Integration intervention was implemented for 8 weeks period from July to September 2011 targeting 2 children of 7~8 ages diagnosed Pervasive Developmental Disorders. For the study A-B-A' design among Single subject research design was used, while baseline A 3 phases, intervention B 16 phases, baseline A' 3 phases in total 22 phases were applied. The Quality of Social Interaction was measured through ESI(Evaluation Social interaction) during the baseline between A and A' period, and the Frequency of Social Interaction was measured under the condition that non-availability of intervention during baseline period, while during intervention period, it was measured by utilizing Interval recording method upon filming by video of 10 minutes free-play after every intervention. Results : The Quality of Social interaction indicated a statistical significance by all targeted children after intervention. Also a statistical significance was indicated in the Frequency of Social interaction as there appeared consecutively more than two of the values of baseline A average and Standard deviation band from all targeted children at the free-play implemented after each intervention of every phase. Conclusion : It could be verified that Brotherhood Group Sensory integration intervention has a positive effect to Social interaction of the Children with Pervasive Developmental Disorders. Therefore, the Brotherhood Group Sensory integration intervention can be effectively applicable as being a therapy to improve Social interaction toward Children with Pervasive Developmental Disorders at the clinic.

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Patterns of Fazther-Infant Play Interaction : A Pilot Study (아버지와 영아의 놀이 상호작용 양상에 관한 연구)

  • Kim Young Hee
    • Child Health Nursing Research
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    • v.4 no.1
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    • pp.31-44
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    • 1998
  • In our time the parent's role is changing from sexually differentiated to androgynous pattern. Mother's interction with infant includes caring and father's interaction especially have play. Father and mother share the caring and play because they have complementary nature. Infants have a tendency to show more positive responses to their fathers than mothers in play situations. For that reason we can help the promotion of father's interaction with his infant through ascertaining patterns of father-infant play interaction. This study was to find out patterns of father-infant play interaction in order to improve the Interaction between father and infant. Data was video-taped from 6 fathers and infants who were healthy and first-timed and 7-11 weeks old in their houses. I used Father-Infant Play Interaction Scale that was applied to father instead of mother as a care-giver. The scale was checked up by experts in this field for content validity and the reliability was 0.95 in this study. The results were as follows : 1. Father's play behaviors were the patterns of responses about infant's cue. The mean score was 33.16(SD, 9.11), This means they come up to the standard level of responses about infant's cue. 2. Infant's play behaviors were the patterns of responses about father's cue. The mean score was 7.00(SD,3.10). This means they get the higher level of responses about father's cue. 3. The patterns of simultaneous responses occured together between father and infant. The mean score was 9.58 (SD, 3.96). This means they reach the standard level of simultaneous responses between father and infant. 4. The patterns of interactional behaviors occured interpersonally between father and infant. The mean score was 49.75(SD, 15.80). This means they interact on the standard level of play interaction. In view of the results father's play interaction seems to reveal an average level and play patterns are similar to mother's. In order to ascertain definitely patterns of father-infant play interaction we need further research which has more subjects and variables to have important effects.

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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
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    • v.17 no.8
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    • pp.401-406
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    • 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.

A Development of Amusement park Game using Virtual Reality (가상현실을 이용한 놀이공원 게임 개발)

  • Lee, Jeong Min;Park, So Ri;Yoon, Dong Won;Lee, Jong Moo;Kim, Sung Soo;Suh, Dong hee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.555-556
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    • 2014
  • ICT 기술이 발전하면서 놀이동산 같은 체험이 필요한 것들까지도 디지털화 하는 것이 가능하게 되었다. 최근에는 가상현실 기술을 이용하여 컴퓨터 시뮬레이션으로 창출된 3차원 가상공간에서 사용자의 오감 경험을 확장하고 공유함으로서, 기존의 놀이동산 게임에서 느낄 수 없는 3차원 현실세계와 유사한 경험을 추구할 수 있게 되었다. 따라서 본 논문에서는 가상현실을 이용하여 유저와 상호작용하고, 사용자에게 현실과 유사한 즐거움을 줄 수 있는 놀이동산 테마파크 게임을 개발하였다. 본 연구의 놀이동산 테마파크 게임은 Eon Studio 개발툴과 JavaScript를 이용하여 구현되었으며, Eon I-CUBE안에서 1인칭 주인공 시점으로 게임을 진행하도록 하였다. 또한 유저가 선택한 스토리 중심으로 놀이동산 테마파크를 구현하였다.

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Development and Effectiveness of Education Programs using STEAM-based Smart Apps that support Children's Free play (유아의 자유놀이를 지원하는 STEAM 기반 스마트 앱 활용 교육 프로그램 개발 및 효과)

  • Moon, Myunghwa
    • Journal of Convergence for Information Technology
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    • v.11 no.6
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    • pp.120-130
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    • 2021
  • This study was conducted for the purpose of developing an education program using smart apps that supports free play of children based on STEAM education and verifying its effectiveness. In order to achieve the purpose of the study, contents for using smart apps based on STEAM education for children's free play were derived through literature and data collection and field surveys in related fields, and a program was developed based on this. This program is a teaching strategy in which teachers and children interact at the start, middle, and end of free play using the 'Free Play' app installed on a smartphone. An experimental study was conducted to verify the effectiveness of the program using smart apps that support children's free play. As a result of the study, it was confirmed that the application of this program improves the self-regulation of children. This study is a teaching strategy to support both teachers and children during free play time, the core of early childhood education, and developed and applied the program with the idea of convergence of engineering and education, and hopes that it will be a starting point for revitalizing education using smart apps in the future education field.

A Study of Relationship between the Young Children's Playfulness, Creativity and Behavioral Problems (유아의 놀이성 및 창의적 성격특성과 문제행동간의 관계)

  • Park, Sung Sun;Seo, Hyun Ah
    • Korean Journal of Childcare and Education
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    • v.10 no.4
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    • pp.119-132
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    • 2014
  • The purpose of this study is to see how young children's playfulness and ability to creatively problem solve can affect their behavior. young children's playfulness in creases with in creasing creativity and personality traits and behavioral problems decrease with increasing of playfulness. Young children's behavioral problems increase with increasing of creative personality traits. In addition, young children's playfulness and creative personality characteristics affect their behavioral problems. The impact on the behavioral problems with variables for playfulness and creative personality traits has a negative correlation with creative curiosity, a sense of humor and expression of fun. The cognitive and physical spontaneity of the playfulness are correlated positively to young children's behavioral problems.

Implementation of an interactive globe for infants (상호작용성이 있는 유아용 지구본의 구현)

  • Park, Myeong-Chul;Im, Hye-Jin;Kim, Tae-Hyeong;Jung, In-Gi
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.281-282
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    • 2018
  • 본 과제는 지구본에 비행기를 융합한 놀이 및 학습 도구이다. 기존의 지구본은 낮은 연령대의 아이들에게 교육적 효과를 줄 수 있으며, 유아에게 호기심 유발이 적고 국한된 정보를 제공한다는 문제점을 가지고 있었다. 본 과제에서는 유아에게 더 많은 호기심 자극과 정보를 제공할 수 있게 상호작용적 기능이 내장된 스마트 지구본을 제안한다. 본 연구의 결과는 유아 및 아동들에게 교육적 효과를 줄 수 있고, 스마트폰 어플리케이션 연동으로 인한 간단한 거리뷰 및 지도를 나타냄으로써 다양한 목적을 가지고 활용할 수 있을 것으로 기대된다.

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AR Gardening system with an interactive learning companion (AR Gardening : 상호작용형 증강 에이전트 기반 증강 원예 체험 시스템)

  • Oh, Se-Jin;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.168-173
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    • 2008
  • Recently, many researchers have studied on agent-based edutainment systems to improve students' learning experience. In this paper, we present AR Gardening which makes users experience interactive flower gardening with a bluebird, a learning companion agent, squatting in an augmented picture. The proposed system augments the animated bluebird to support interactive edutainment experiences. The bluebird perceives users' actions as well as environmental situations. It then appraises situational information to provide participants with problem-solving guidelines. Moreover, the bluebird responds like a companion than an instructor through anthropomorphic expression. To demonstrate our work, we exhibited the implemented AR Gardening and reviewed participants' responses to the system. In this exhibition, we could find that the learning companion-like bluebird helped users experience how to properly grow the flower in our educational setting. Ultimately, we expect that an augmented peer learning agent is one of the key factors for developing effective edutainment applications.

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