• Title/Summary/Keyword: 놀이 주제

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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 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.

A Study of the Wanpan-changgeuk(完板唱劇) directed by Hur Gyu : Focusing on Changgeuk Dramaturgy (허규 연출 완판창극의 창극술 연구 - <흥보전>(1982)과 <흥보가>(1984)를 중심으로 -)

  • Kim, Hyang
    • (The) Research of the performance art and culture
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    • no.34
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    • pp.73-109
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    • 2017
  • This article studies Hur Gyu's Wanpan-Changgeuk Heungbojeon (1982) and Heungboga (1984), with a specific focus on the dramaturgy of Changgeuk and its meaning as transformed from Pansori Heungboga. The dramaturgy of Wanpan-Changgeuk Heungbojeon and Heungboga served to express criticism toward selling oneself. Beyond their former classical theme of brotherly affection, these productions elicited sorrow at the sight of poverty through a dramaturgy integrating modern theatricality with the Korean dramatic style. The theme of grief for poverty in these Changgeuk plays simultaneously aroused spectators' sympathy and critical thinking about economic aspects. Moreover, the Korean drama style and humor were not used simply as a tool but to exhilarate an emotional response to a life of coexistence. This paper found that Hur Gyu's Wanpan-Changgeuk Heungbojeon and Heungboga recreated a new Changgeuk dramaturgy based on the director's integration of western thinking and Korean traditional culture on stage. Through this, Hur Gyu tried to expand spectators' sympathy and to achieve artistic and popular success. Thus, these value of Hur Gyu's Wanpan-Changgeuk lay not only in its long running-time, but in its dramaturgy of integrating thinking for his Minjokgeuk (nationalist theater).

A Study on the Development of Board Games in 'Nonsan, Finding Lost Treasure' ('논산, 잃어버린 보물을 찾아서' 보드게임 개발 연구)

  • Lim, Ji-Won;Hwang Bo, Hyung-Ho;Lee, Gi-Yeon;Song, A-Reum;Kim, Kyu-Rim;Kim, Byung-Kuk
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.8
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    • pp.457-464
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    • 2021
  • This study is a study on the development of board games using local cultural contents. As a prior study related to this study, basic research on board game development, research on cultural products based on cultural heritage, and storytelling development research using local cultural and tourism resources were considered. Among them, for the main purpose of board games and development process, discussions were conducted on the research methodology of Lee Dae-woong and Oh Seung-taek (2004). As a result, it was possible to successfully proceed with planning meetings, proposal preparation, board game design, board game 3D graphic production process, and prototype development. What is peculiar is that characters (dried persimmons, strawberries, jujube, and salted seafood) containing Nonsan's unique regional characteristics were searched and utilized. In addition, major cultural heritages such as Donamseowon Confucian Academy and Gwanchoksa Temple, designated as Nonsan-si cultural properties, were combined with important treasure hunt contents of board games to enhance interest and education at the same time. The theme of this paper, Nonsan, Finding Lost Treasure, is a new educational alternative that can solve the problems of computer games, and has the advantage of having the nature of community leisure play, not individual play. Based on this board game development research in the future, we intend to expect the results of game production using cultural elements from other regions.

A case on the moving as an aesthetic expression form in product design based on the perception of Maurice Merleau Ponty (제품디자인에서 미적 표현형식으로서 움직임의 사례 -모리스 메를로 풍티의 지각에 근거하여-)

  • Lee, Sungho
    • Smart Media Journal
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    • v.3 no.3
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    • pp.36-45
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    • 2014
  • Based on the perception of Maurice Merleau Ponty, This study defines that Moving is a form lively to experience meaning, pleasure as the aesthetic attribute structured to a product, expression and value are synthesized into. The purpose of study is to argue that Wearable, Ubiquitous, Interaction, Play, D, I, Y, Universal, Ecology are the forms, modalities that the moving is variously subjected to the product design. Above This is the result reasoned according to analogical form as below between the moving and all design forms. First, The moving as the aesthetic expression and value are synthesized into is the intrinsic, general proposition, maxim for the value judgement. Second, All design forms are the cases which the values based on the aesthetic expression system are subjected to Third, Thus All design forms are the modalities of the aesthetic expression based on the values. The certainty of this judgement, reasoning is the proof that the correspondence between the moving as the aesthetic expression and design form is the fact. That is to say, It is the proof that Users lively experience the aesthetic meaning, pleasure in fact as the aesthetic values are subjected to all design forms. The lived experience of each user in their daily life itself is the only method or assurance for this. The moving integrates the existence of a product and what should be of users into the aesthetic dimension and at the same time, is realized based on this. The emphasized theme in all cases of this study is not the product but the moving. So, The product design is changed into the action which structures the moving like above to a product.

A Basic Study on the Development of Artificial Intelligence Education Content Based on Nuri Curriculum (누리교육과정 기반 인공지능교육 콘텐츠 개발에 관한 기초연구)

  • Pyun, Youngshin;Han, Jungsoo
    • Journal of Internet of Things and Convergence
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    • v.8 no.5
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    • pp.71-76
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    • 2022
  • The innovative development of the 4th industry and the COVID-19 pandemic caused a great change in the education, eventually requiring elementary, middle and high schools, including kindergartens, to implement artificial intelligence(AI) education. However, since early childhood AI education is conducted in the form of results-oriented and special activities, the need for research on what early childhood AI education is and how to apply it to the Nuri curriculum has been raised. Accordingly, this study defined early childhood AI education through literature research, identified the contents of AI education, and organized and operated it in the Nuri curriculum. As a results, AI education for children should be conducted for the purpose of cultivating digital capabilities based on computing thinking skills, and computers, the Internet, and programs were extracted as sub-elements of child AI education contents. Two approaches were proposed to incorporate this into the Nuri curriculum. The first is to set each of the three AI education contents as a life theme, select sub-factors accordingly, and plan and implement activities suitable for each sub-factors. The second is to develop and operate AI education contents at the level of sub-educational activities in accordance with the life theme of the existing Nuri curriculum. It is hoped that this study will consider the characteristics of early childhood education and be organized in the Nuri curriculum to realize the true meaning of early childhood AI education, and more research on AI play education programs according to the five areas of the Nuri curriculum.

Children's Perceptions on Multi-culturalism and their Playfulness with Peers according to the Multi-culturalism Understanding Program by Marital Migrant Women (결혼이주여성교사에 의한 다문화 이해 프로그램과 유아의 다문화에 대한 인식 및 또래와의 놀이성)

  • Park, Jae Ok;Lee, Wanjeong
    • Korean Journal of Childcare and Education
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    • v.8 no.1
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    • pp.45-64
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    • 2012
  • This research is about how infants' multi-cultural recognition and their sphere of activity can be changed when married immigrant women and infants' homeroom teachers were put together in the infants' multi-cultural teaching program. The subjects(children under 5) were selected in "S" city of Gyeonggi-do, South Korea. And they were divided into experimental group 1, experimental group 2, and the control group. And this research did a pretest and post-test for the 60 children. The result of this research can be summarized into three parts. Therefore, it is possible to suggest that the improvement of infants' diversity recognition is affected by a certain kind of teacher and that he/ she can improve the infants' play ability. Experimental group 1 is proceeded by both married immigrant woman and the infants's homeroom teacher. Experimental group 2 was managed by only the homeroom teacher who was going through the same program as the teachers above. The control group was managed by a general nurturing program. This research did do a pretest and post-test for this experiment. -by Chun-Ok. Lee was used for infant's multi-cultural measurement. Mee-sook. Kim's measurement was used for measurement of playfulness between same age children. Meaningful differences was exposed in experimental group 1, experimental group 2, and the control group in sequence. The two experimental groups who had experienced a multi-cultural program seemed to have higher playfulness.

Development of self-esteem enhancement program and effective evaluation through instructional sand box play -Focusing on Multicultural Family Children- (지시적 개별모래상자놀이를 통한 자아존중감 향상 프로그램개발 및 효과성 검증 -해체 다문화가족 아동을 중심으로-)

  • Lee, Ok-Ja
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.3
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    • pp.353-365
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    • 2019
  • The purpose of this research is to guide the development of the program for the Directive Individual Sand Box Play for the improvement of the self-esteem of children of the dissolved multicultural families. For quantitative analysis data, the scores from before and after the program were compared. The SPSS 18.0 Package was used for statistical analysis. For the qualitative analysis, the linguistic changes in B children during the session were collected and analyzed using the self-expression scale. The research period lasted for around 3 months from February 2017 to May 2017, for a total of 12 sessions which included individual activities, 1 session of group activities, and 1 night and 2 days of family camp activities featuring a total of 6 children. The main results of this research include quantitatively through the program of the Directive Individual Sand Box Play in relation to the social self-esteem capability at z=-2,200 on the level of p<.05, the significant difference was shown. Qualitatively, positive expression increased as sessions proceeded and negative expression reduced regarding the linguistic expressions by session of children B. This means that the method of the Directive Individual Sand Box which presents the topic and in addition, the process of visiting the house of a child which is the most secure environment had shown the effectiveness that increases the improvement of the self-esteem of the children of the dissolved multi-cultural families. According to the diverse special characteristics of clients, a preliminary basic framework for the mobile individual sand box program through the directive approach method will be prepared.

A Study on job experience using virtual worlds (가상세계를 이용한 직업체험 구축모델에 관한 연구)

  • Kim, Seung-Han;Kim, Sung-Dong;Park, Woo-Chool;Seo, Hae-Moon;Lee, Jin-Kyu
    • Proceedings of the Korea Information Processing Society Conference
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    • 2012.11a
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    • pp.1194-1197
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    • 2012
  • 본 논문에서는 가상세계를 이용한 직업체험 콘텐츠를 통해 사용자가 직업에 대한 이해와 관련 업무의 지식 및 프로세스의 습득, 작성 및 흥미도 검사 등 직업에 대한 전반적인 정보 제공 및 시뮬레이션을 통한 학습의 몰입감 실제감 있는 교육 환경으로 기능적 목적 충족은 물론 재미적 요소를 가미하여 더욱 흥미있고 효과적인 직업체험을 할 수 있도록 콘텐츠를 구축하였다. 본 논문에서는 영어를 주로 사용하는 직업을 선정하여 직업 수행을 주제로 역할놀이(Role play)를 통해 직업 체험을 이용할 수 있도록 영어 강사 직업 체험 콘텐츠, 공항직원/승무원 직업 체험콘텐츠, 레스토랑 종업원 직업 체험 콘텐츠, 호텔 종업원 직업 체험 콘텐츠로 총 4개의 콘텐츠 서비스를 구성하였다.

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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