• Title/Summary/Keyword: 놀이 전문가

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Job Analysis of Early Childhood Special Education Teachers Using DACUM Technique (DACUM 기법을 활용한 유치원 특수학급 교사의 직무분석)

  • Kim, Kyoung-Min
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.305-316
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    • 2022
  • This study attempted to analyze the jobs of early childhood special education teachers working in kindergarten's special classes using the DACUM technique. To this end, the DACUM Committee was formed with six early childhood special education teachers with extensive field experience. A total of six DACUM workshops were conducted to derive job definition, job descriptions, and job specifications. As a result, the job description of early childhood special education teachers consisted of 9 duties and 53 tasks, and the job specification consisted of 80 knowledge, 98 skills, and 22 attitudes. Early childhood special education teachers working in kindergarten's special classes were tasks differentiated from special education teachers working in elementary and secondary school including home-linked guidance, health and safety management, elementary school transfer guidance, environmental composition according to play topics, and indoor and outdoor play activities guidance. In the case of knowledge, the Special Education Act on the Disabled, etc. and knowledge on behavioral modification took precedence. Skill showed high frequency of observation-record, parental interviews and parental education skills. Attitudes as experts and administrators took priority. The results of this job analysis can help organize a curriculum to train early childhood special education teachers with high job competency in universities.

A Development Study on New Hand Rehabilitation Training Tool Using Cat's Cradle Game (실뜨기 놀이를 활용한 새로운 수부재활훈련도구 개발 연구)

  • Lee, Yu Sol;Chung, Do Sung
    • Design Convergence Study
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    • v.17 no.3
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    • pp.1-19
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    • 2018
  • Hand rehabilitation training tools are used in hospitals and at home for patients and users who require recovery of disabled hands and improvement in overall hand function. However, existing training tools are not organized into a progressive system, and they lead to repeatability operations over a period of time. As a result, patients feel free and cannot be motivated by rehabilitation, and continuous rehabilitation training is difficult. Based on this argument, the study combines one of the elements of the game called the "Cat's cradle" to enable the user to feel achievement through play and to achieve natural rehabilitation through unconsciousness. After examining the characteristics of the tool, the user's environment, the relevance of the Cat's cradle game to the training tool and to the patient's continued rehabilitation was established. And design elements were derived through professional interviews. Later, design guidelines and prototypes have been created to complement the problems associated with guidelines and prototypes by conducting usability testing and design element assessment.

Development of Web Application Based on N-screen for Play Activities of Children with Developmental Disorder (발달장애 아동의 놀이 활동을 위한 N-스크린 기반의 웹앱 개발)

  • Kang, Jung Bae;Kim, Jin Hee;Kim, Chang Geol;Song, Beong Seop
    • Journal of Korea Society of Industrial Information Systems
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    • v.18 no.4
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    • pp.1-8
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    • 2013
  • In the modern society, instructional methods using diverse media have appeared thanks to the development of Information & Communication Technology, and applicability of such instructional methods has been fully corroborated. However, customized contents allowing for disabled children's environment are still insufficient. Hence, this study produced educational contents of play activities for children with developmental disability, through applying N-screen technology, IT technology that can provide the same contents via a variety of digital media. The produced contents allow programs to be set up according to a child's individual characteristics and be carried out anywhere and anytime via an Internet-enabled digital device. Further, the developed contents were produced so that they could be accessed from a child's various environment (home, school, etc.) via a PC, a smart phone, a portable from a child's various environment (home, school, etc.) via a PC, a smart phone, a portable device, etc. and that the same educational program could be conducted in linkage at home, school, etc. Three children with Intellectual disability and autism spectrum disorder were applied to the manufactured content. As a result, Content interaction between interaction between teachers and students in play training could use as a medium.In addition, the children's ability to select the appropriate components and reinforcements, special education professionals have used the content of the interviews are helpful in mediation than the existing content.

Metaphorical Analysis on Role Playing of Day Care Center Teachers (역할놀이에 대한 어린이집 교사의 은유분석)

  • Lim, Jin-Hyung;Lee, Jin-Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.2
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    • pp.524-531
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    • 2017
  • Summary The purpose of this study was to understand the tendency and the meaning of day care center teachers regarding role playing through metaphorical analysis. The data were collected from 166 day care center teachers who participated in A-city university supplement education using the sentence completion metaphorical method. The collected data were categorized and analyzed through a qualitative research method conducted by 2 early childhood education specialists. The results are as follows. First, the tendency of role playing metaphorical expression was divided into 3 categories, 8 contents and the frequency of 'sociality development' was the highest followed by 'emotional development', 'development'. Second, the meaning of role playing metaphorical expression was recognized as 'social skills', 'role experience', 'imitation', and 'understanding of society' in the 'sociality development' category; as 'imagination', 'purification function', and 'means of expression' in the 'emotional development' category; and as 'essential factor of development' in the 'development' category. Based on the research result, it was suggested that the roles of education and teachers for the value and effective operation of role playing in early childhood education institutes should be reconsidered.

Post Occupancy Evaluation of the Forest Experience Centers for Children (유아숲체험장의 이용후 평가)

  • Kang, Tae-Sun;Lee, Myung-Woo;Jeong, Moon-Sun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.45 no.2
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    • pp.109-123
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    • 2017
  • Due to the positive effect of forest space for child development, the creation and operation of forest activity space of various organizations is increasing in quantity; however, the research on practical space design and management program is insufficient. Therefore, the purpose of this study is to evaluate the space and management programs of the forest experience centers through the post-occupancy evaluation of teachers and preschoolers participating in forest activities. To do this, we analyzed the selected twelve sites through field survey, class observation, and interviews with forest education specialists, and then surveyed 115 forest education experts and childcare teachers for importance, performance, overall satisfaction, and space preference. In addition, we accessed overall satisfaction and space preference of twenty-nine preschoolers through interviews, photo-simulation, and questionnaires. As a result, the importance and performance of management program area was rated higher than the spatial characteristics area. In terms of group comparison, the group with active structured program rated two areas higher than the groups with free play. Preschoolers with structured programs preferred facility space, but preschoolers with free play preferred nature. Two preschooler groups rated forest activity as satisfactory. Based on the analysis results: 1) The composition of the forest activity space should ensure accessibility, safety, diversity of diversity, water space, connect to the forest road, and secure various terrains, trees, and natural materials; 2) The management program should ensure that forest activity programs have the proportional balance of structural programs and free play; also. management programs should plan for sufficient free playtime and a high share of play in the forest; and 3) Ensure the role and expertise of forestry specialists and run a program to increase the autonomy of preschoolers.

A Review of Studies on the Educational Influence of Drama and Theatre in South Korea (국내학술논문을 통해 살펴 본 연극의 교육성관련 연구 동향)

  • Kim, Su-youn
    • (The) Research of the performance art and culture
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    • no.36
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    • pp.649-691
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    • 2018
  • A number of studies on the educational influence of drama and theatre have increased since the 1990s in South Korea. These days, more Korean researchers seem to have recognised the educational influence of drama and theatre than before. At this time, it is meaningful to look into how the domestic trend of studies has changed and developed over the past thirty years. This paper especially adopted a bibliometric method to analyse the trend by time of studies from the late 1990s to 2017. In addition, target age, research topic and research approach of each study were investigated. Some of terminologies particularly used in South Korea were also defined to help young researchers' understanding in this paper. In detail, the total number of studies for the last thirty years is 225 and the first domestic study on the educational power of drama and theatre was published in 1994. In the 2000s, there was quantitative expansion in terms of the number of studies and topics. Eventually pragmatic and integrated features of the studies were found in the 2010s. It is anticipated that the pragmatic and integrated features of the studies will be stimulated to fit into the need of the time. Until now, the most fevered research target age was mainly primary school students. However, it would be possible to widen a target age range in the future. It should be considered having collaboration among researchers who have different expertises for conducting higher quality studies.

Spot The Difference Generation System Using Generative Adversarial Networks (생성적 적대 신경망을 활용한 다른 그림 찾기 생성 시스템)

  • Song, Seongheon;Moon, Mikyeong;Choi, Bongjun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.673-674
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    • 2021
  • 본 논문은 집중력 향상 놀이인 다른 그림 찾기를 자신이 좋아하는 주제를 배경으로 쉽게 생성할 수 있는 시스템을 제안한다. 아동기에 주로 진단이 되고 성인기까지 이어질 수 있는 주의력 결핍 과다활동 증후군(ADHD)을 조기에 예방하기 위해 본 논문에서는 선택한 그림의 일부분을 가지고 생성적 적대 신경망을 활용하여 새로운 물체를 생성해 낸 뒤 자연스럽게 원본 그림에 융화될 수 있도록 하는 것이 목표이다. 하나의 다른 그림 찾기 콘텐츠를 만드는 것은 포토샵과 같이 전문성을 가진 툴을 전문가가 오랜 시간 작업해야 하는 내용이다. 전문적인 기술이 필요한 작업 과정을 본 연구를 통해 일반인도 쉽게 작업할 수 있도록 하는 것을 최종 목표로 한다.

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Analysis of Implementing a Multicultural Experiential Learning Program in Philippines based on APEC Edutainment Exchange (APEC 에듀테인먼트 교류 기반의 필리핀 다문화 체험학습 프로그램 적용 분석)

  • Jun, Young-cook
    • The Journal of the Korea Contents Association
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    • v.16 no.5
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    • pp.561-574
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    • 2016
  • The purpose of this study is to enhance the quality of APEC Edutainment Exchange Program (AEEP) that was developed for Korean multicultural students and implemented in Philippines. Based on literature review and data analysis, we designed and developed edutainment-based contents for their team projects. The participants of the AEEP which was carried out between Aug 12th and 19th in 2012 were 34 elementary and secondary school students with program coordinators. Data collection included survey, video, interview, report and episodes. The data analysis of AEEP activities revealed the features of global experiential learning and edutainment in the K-pop and cooking projects where the Korean-Philippino students exchanged their cultural activities with joyful cooperation. The data also confirmed the Korean students' positive changes toward multi-cultural understandings and attitudes.

The study on the consumer behavior pattern in digital environment (디지털 환경에서의 소비자 유형 구분과 그 특성에 대한 탐색 -디지털 라이프스타일에 대한 코드의 발견-)

  • Whang, Sang-Min;Kim, Jee-Yeon;Ryu, Ki-Tae
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.624-628
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    • 2008
  • The purpose of this study is to investigate the "map of mind" or subjectivity regarding consumption behaviors of consumers in the digital environment. This study investigated the values and psychological and behavioral characteristics that motivate consumption for each types of consumers in digital environment. 76 Statements were selected from literature review and popular press articles that introduced consumption related phenomena. A total of 33 participants included experts on digital consumption and lay person, The results indicated that there are 6 groups representing Korean consumption patterns in digital environment: Digital Modernist, Digital Boomer, Digital Chic, Digital Ludens, Digital Conservative, and Digital Renaissance. This research is meaningful in that it provides a framework to view the diverse consumption behaviors in a more holistic rather than independent perspective, considering psychological aspects such as personal values and lifestyles.

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Development of Artificial Intelligence Education System for K-12 Based on 4P (4P기반의 K-12 대상 인공지능 교육을 위한 교육체계 개발)

  • Ryu, Hyein;Cho, Jungwon
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.141-149
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    • 2021
  • Due to the rapid rise of artificial intelligence technology around the world, SW education conducted in elementary and secondary schools is expanding including AI education. Therefore, this study aims to present an AI education system based on 4P(Play, Problem Solving, Product Making, Project) that can be applied from kindergarten to high school. The AI education system presented in this study is designed to be applied in 4P-based Play, Problem Solving, Product Making, and Project 4 stages so that it can be applied by school age and step by step. The level was presented by dividing it into two areas: AI literacy and AI development. In order to verify the validity of the developed AI education system, the Delphi method was applied to 15 experts who had experience in SW education or AI education. The AI education system derived as a result of the verification will be able to contribute to the development of a content system for AI education at each school level in the future.