• Title/Summary/Keyword: 놀이 이론

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Children's Play (놀이)

  • Lee, Jong-Hee;Cho, Eun-Jin;Kim, Song-Yee
    • Korean Journal of Child Studies
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    • v.30 no.6
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    • pp.309-321
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    • 2009
  • This study examines trends of children's play in Korea, and academic, pragmatic, and policy issues related to it. For the purpose, the researchers reviewed play theories, national and international views of play specialists, and research articles on children's play in selected academic journals published in Korea for the last 30 years. Although Korea has been active academically as well as politically in recognizing the importance of children's play, children's play in Korea seems to have lost its position, the true value of it being often distorted or unidentified. Many specialists worn that the deprivation of play opportunities increasing in modern societies will result in many serious problems. Play research therefore need to strengthen its power by being more accountable and broadening its foci toward solving such predictable problems.

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A Study about the Effect of Edutainment Product on Corporate Image (에듀테인먼트 제품이 기업이미지에 미치는 효과 연구)

  • 김은정;최인규
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.05b
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    • pp.817-820
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    • 2003
  • 멀티미디어 기술 발전으로 인하여 최근 에듀테인먼트에 관하여 많은 연구가 이루어지고 있다. 에듀테인먼트(edutainment)는 교육(education)과 놀이(entertainment)의 합성어로 교육용 소프트웨어에 놀이를 가미하여 게임 하듯이 즐기면서 학습하는 방법이나 프로그램을 말한다. 본 연구에서는 교육과 놀이의 관계를 통한 에듀테인먼트에 대한 문헌연구와 그 제품에 대한 소비자의 기업이미지 파악을 위한 실증연구를 하여 에듀테인먼트의 과학적 개발과정의 이론적 토대를 마련하는 것을 제안한다.

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The Effect of the Playfulness on Outdoor Recreation Decision-making Process of Audiences : Applying Extended Theory of Planned Behavior (리얼리티 프로그램 시청자의 놀이성이 아웃도어레크리에이션 의사결정과정에 미치는 영향)

  • Han, Seung-Hoon;Kim, Jin-OK;Lee, Sang-Ho
    • The Journal of the Korea Contents Association
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    • v.15 no.10
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    • pp.547-560
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    • 2015
  • The outdoor recreation fever that is drastically increasing in Korea could be the result of the interaction between mass media and popular culture as well as increase of leisure time and disposable income. Thus, the purpose of this study is to specify how the exposure of outdoor recreation through mass media influences potential outdoor recreationists. In order to specify this decision-making process, playfulness, which is the intrinsic characteristic of adults' fun and play, was added to the theory of planned behavior, which has high explanation power regarding human behavior. As a result of the study, it turned out that playfulness significantly influences attitude, subjective norm, and perceived behavioral control, and that attitude, subjective norm, and perceived behavioral control also significantly influence behavioral intention. These results specify that playfulness is a factor that has a great effect on outdoor recreation that seeks deviant behavior.

Children's Social Behavior in a Korean Preschool (한국 취학전 어린이들의 사회적 행동에 관한 연구)

  • 지혜련
    • Journal of the Korean Home Economics Association
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    • v.17 no.3
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    • pp.71-83
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    • 1979
  • 한국 유아 교육기관에서 3,4,5세 어린이 63 명을 대상으로 시간에 따라 표집을 하여 관찰한 결과 변량분석하였다. 그 결과 , 이 세 연령의 어린이에게서 병행놀이가 다른 어느 형태의 놀이보다도 가장 많이 나타났으며, 나이가 많아짐에 따라 증가하는 것으로 나타났다.두번째로 많이 나타난 안하는 상태의 행동은 연령의 증가에 따라서 줄어드는 경향을 보였고, 3세에서 여섯 번째로 나타났던 협동놀이가 5세에서는 세 번째로 많이 나타나 증가의경향을 보였다. 손으로 다루는 장난감과 바퀴달린 장난감의 사용은 연령증가에 따라 감소하는 경향을 나타냈으나 미술 공예 자료와 책의 사용은 증가하였다. 장난감 사용에 있어 남녀의 차이를 나타냈는데, 즉 남아들은 여아들 보다 손으로 다루는 장난감, 나무토막, 바퀴달린 장난감들을 많이 사용하고 여아들은 소꼽놀이와 미술 공예 자료를 더 많이 갖고 노는 것으로 나타났다. 또 오전 오후반으로 나뉘어진 4세에서는 오후반 남아들이 오전반 남아들에 비해 소꼽놀이 미술공예자료를 더 많이 사용하였고, 여아들은 오후반이 오전반보다 미술 공예 자료를 더 많이 사용하였다. 또 오전반은 4세 여아들은 같은 성 같은 연령이 어린이와 가장 오랫동안 노는 경향을 나타냈다. 본 연구결과와 Patern의 연구결과에 대한 설명을 Parten의 놀이이론과는 다른 입장에서 설명하였다.

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PLAY PSYCHOTHERAPY (놀이정신치료)

  • Kwack, Young-Sook
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.11 no.2
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    • pp.161-178
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    • 2000
  • The author reviewed history and development of variable approaches of play psychotherapy. To understand basic concepts and practical factors of play, the functions of play behavior and it's clinical application were summarized. As major therapeutic approaches, both theoretical concepts and practical techniques of psychoanalytic approach and those of nondirective approach were presented. For clinician it is important to know developmental theories which can be applied to various therapeutic technics and to apply these theories to play therapy situations. So, to know the developmental approach in play psychotherapy, play as a developmental process, its' therapeutic application, play in the perspective of cognitive development and the therapeutic process of play psychotherapy were reviewed. With the knowledge of developmental concept therapists can increase their abilities to prescribe an appropriate type of play therapy.

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Qualitative Case Study on Theraplay Application of Children with Eating Disorder : Focusing on Polyvagal Theory (섭식장애아동의 치료놀이 적용에 대한 질적 사례 연구 : Polyvagal 이론을 중심으로)

  • Kim, Seyoung;Yoo, Meesook
    • The Journal of the Korea Contents Association
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    • v.18 no.4
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    • pp.601-612
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    • 2018
  • This study is a clinical single case study of the application of Theraplay approach for the treatment of children with eating disorder based on Polyvagal Theory. The first research question is how children with eating disorder change through Theraplay. The second research question is to analyze what the therapeutic factors are for changes in children with eating disorder. To do this, I used a qualitative case study method that explores a small number of cases closely and reveals the case deeply. As a result, the client has a sense of security in Theraplay session, expands the window of tolerance and develops a social engagement system. Through these, client become increasingly adaptable and overcome eating disorder. The results of this study can contribute to neuroscience validation of the counseling effect.

Children's Theory of Mind in Pretend Play and Story-Making (가작화 놀이와 이야기 만들기에서 나타나는 유아의 마음 다루기)

  • Song, Young-Joo
    • Korean Journal of Child Studies
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    • v.33 no.3
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    • pp.99-117
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    • 2012
  • The purpose of this study was to investigate children's theory of mind in pretend play and story-making, from a qualitative perspective. Three-to-five year old children participated in group play and individual story-making activities. Children's narratives undertaken in two tasks were video-taped, transcribed, analyzed and reorganized into three key propositions, in consideration of the field notes that the researcher had taken. The children started their pretend play and story-making activities by 'forming connections among minds' of participants or story components. They continued to engage in pretend play and story making by 'dealing minds constructively and consistently' to keep their themes. Finally they resolved discordances in play and story-making by 'settings different mind windows and moving among them flexibly'.

Review of Six Stages Theory of Learning Mathematics Suggested by Zoltan Dienes (Zoltan Dienes의 수학학습 6단계 이론의 재음미)

  • Kim, Soo-Mi
    • School Mathematics
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    • v.10 no.3
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    • pp.339-355
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    • 2008
  • This article tried to review the meaning and implication of six stages theory of learning mathematics suggested by Zoltan Dienes in "Building up Mathematics" in 1971. It was not much concretely known to Korean mathematics education society. In particular, there is no mathematical example which could cover all the stages to know what the theory tells. So this article focused on the example which Dienes developed for learning integers in 2000 to dig the theory. As a result, some critical aspects and problems of six stages theory were found. And finally educational implication was described.

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Play Theory Comparative study with Amusement of Figure based on Image Contents and Roger Caillois (영상콘텐츠 기반 피규어의 유희성과 로제카이와의 놀이이론 비교)

  • Sohn, Jong-Nam;Chung, Jean-Hun
    • The Journal of the Korea Contents Association
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    • v.10 no.4
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    • pp.157-164
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    • 2010
  • Figure that make image contents of movie, animation, game etc. by base is one of representative industry of OSMU (One Source Multi Use). Figure that is culturally continuous as industrial while is growing scientific study that is lacking in many way consider. With amusement to the center as a preceding study about this and offered preceding research about theories that several scholars advocate, and divide into commerce, industry, imagination and amusement about characteristics of figure based on image contents and investigated. Investigated amusement characteristics of figure that is center of this study because do comparative analysis with insistence of Roger Caillois- Agon, Alea, Mimicry, Ilinks that classify to meaning that is four amusement characteristics competitions, fortune, conspiracy, dizziness - that is representative scholar of play theory and France's thinker. According to this study, we can know that there is close connection with amusement characteristics of four plays that Roger Caillois advocates in amusements of figure.

Die Ansichtsverschiedenheit zwischen Abendland und Morgenland über Spielbegriff ('놀이' 개념에 대한 동, 서양의 시각차에 관하여 - '몰입' 놀이와 '거리두기' 놀이 -)

  • Choi, Go-won
    • Journal of Korean Philosophical Society
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    • v.117
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    • pp.373-397
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    • 2011
  • Nicht nur in Philosophie sondern auch im Bereich der meinsten Geisteswissenschaften $best{\ddot{a}}rkt$ sich die Gewichtigkeit des Spielbegriffs immer mehr. Aus diesem Grund wird 'Spiel' in den $vielf{\ddot{a}}ltigen$ Wissenschaftsbereichen, in $vielf{\ddot{a}}ltiger$ Weise definiert, und diese Definitionen sind im Gebrauch auch in $vielf{\ddot{a}}ltiger$ Weise. Aber trotz dieser mit Spiel $zusammenh{\ddot{a}}ngenden$ '$Vielf{\ddot{a}}ltigkeiten$' liegt immer eine identische Voraussetzung am Boden der Definitionen oder Theorien des Spiels, und das ist nichts anderes als, dass Spiel ausnahmslos eine Vertieftsein-$T{\ddot{a}}tigkeit$ ist. Anders gesagt, dass es kein Spiel gibt, in dem man sich nicht $v{\ddot{o}}llig$ aufgeht. Aber diese Ansicht ist vorwiegend nur im Abendland in Geltung, und deswegen ist es sehr bedenklich, ob man das auch auf dem Morgenland gleichfalls zutreffen $k{\ddot{o}}nnte$. Grund $daf{\ddot{u}}r$ ist, dass, weil das traditionelle $Lebensgef{\ddot{u}}hl$ nicht in einem Tage gebildet worden ist, $l{\ddot{a}}sst$ sich es nicht vermeiden, dass dieses $Lebensgef{\ddot{u}}hl$ auf alles, was mit dem Leben Zusammenhang steht, einen unmittelbaren Einfluss $aus{\ddot{u}}bt$. Dann kann man sagen, dass das sich $nat{\ddot{u}}rlich$ in der Ansicht zum Spiel widerspiegelt. Aus diesem Urteil wird man in dieser Arbeit den Vertieftseinsbegriff und den Verfremdungsbegriff gegeneinander stellen, und folglich, wenn man die 'Verfremdung' $f{\ddot{u}}r$ einen sonstigen Charakter des Spiels erachten kann, muss man sie auch in Rechnung ziehen, falls man Spielbegriff studieren will.