• Title/Summary/Keyword: 놀이 틀

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Examining Children's Peer - relationship Strategies of Free Play in a Child-care Center (어린이집의 자유놀이에서 놀이 틀 유지와 변화를 위한 유아의 또래관계 전략들)

  • Jeon, Ga Il;Yi, Soon Hyung
    • Korean Journal of Childcare and Education
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    • v.9 no.5
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    • pp.407-436
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    • 2013
  • This study, based on understanding the play features of the participants, explores early children's peer-relation strategies of maintaining and altering play frame and understanding the meaning of the strategies. Free play of 5-year-old children's was observed. The child-care center was visited 1 or 2 days a week, from March to October, 2012. The data collected were based from field notes, interviews with participants, their workbooks and more. The participants used strategies such as 'refusing', 'incapacitating', 'interpreting in a way to sympathize', and 'changing the rules of play' to maintain the play, whilst 'tell-on', 'being on the same side', 'accepting 3rd party' features were used to alter play frame. Participants using these various play-frame strategies experienced life implications of 'dialectic of exclusion and selection' and 'quiver of boundary'. This study, specifying efforts of the children to maintain and alter the play frame, will provide an understanding of perception of "social exclusion" to children, which has been viewed negatively in the past. It will also benefit on-site teachers in helping them understand peer-relationship within children and provide a more in-depth intervention for peer-relationship issues.

A Study on Conceptions of Play in Greek Myth and Pre-socratic Philosophy (희랍신화와 고대 자연철학에 나타난 놀이 개념 연구)

  • Lee, Sang-bong
    • Journal of Korean Philosophical Society
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    • v.124
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    • pp.295-320
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    • 2012
  • Greek myth is a play of imagination. It represents world with magic eye. The Greek myth of Homer and Hesiod is the story of gods. But it is the world of imagination which was produced to understand the origins and the causes of natural phenomena with the symbolic factors. It is the frame with which we understand the destiny of human beings. As a world of imagination, Myth is not a total fiction but a symbolically revived world with magic eye. Myth is a play which represents the world with imagination. And it is a play which projects new world yet not exists. Myth is the world of free play with reproduction and imagination. Heraclitus elucidated the structure and change of world with the metaphor of play. He tried to define the meaning of being with play. The play is the clue of elucidating the meaning of being. On play the whole world is reflected. He expressed the world has no ultimate end and is changing endlessly. Philosophical speculation understands the world with the metaphor of play. Metaphor is correlated with the philosophical eye which view the world totally. The human beings are happy when they concentrate upon play. The rule of real world doesn't go in the world of play. They have their own rule which goes in the world of play. Ancient mythologists and pre-socratic philosophers dreamed the life free from the restriction of the nature.

Toddlers' Experience World through Play in the Nature-Friendly Outdoor Environment (자연친화적 실외 환경 놀이에서의 영아의 경험 세계)

  • Son, Won Kyoung;Jeon, Ju Young
    • Korean Journal of Childcare and Education
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    • v.7 no.3
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    • pp.143-164
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    • 2011
  • The purpose of this study was to examine toddlers' experienced world, which was shown in a play of the nature-friendly outdoor environment. Through this, the aim was to offer an opportunity of trying to seek a plan for activation in the nature-friendly outdoor play as for toddlers. This study targeted 9 toddlers between 22 months and 33 months who are attending S child care center where is located in Busan Metropolitan City, and was progressed with qualitative research method available for examining the in-depth significance of the phenomenon. A method of data collection was carried out the participatory observation and the in-depth interview. As a result of the study, the toddlers play experience in nature friendly outdoor environment provided special and various experience that can be limited in indoor at daycare center. First, toddlers were experiencing 'exploratory world of making a sense awakened.' Second, toddlers were experiencing 'communicative world of making emotion awakened.' Finally, on the early childhood education and the child-care education, a plan of offering enough time will need to be pursued now that toddlers can experience a play by being deeply immersed in nature, which is the space of free communication and the living sensational space, with escaping from the existing frame.

A Study on the Internal Characters of Gambling Games (사행성게임의 내재적 특성에 관한 고찰)

  • Park, Tae-Soon
    • Journal of Korea Game Society
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    • v.7 no.3
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    • pp.1-12
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    • 2007
  • This paper attempts to pursue the internal characters of gambling games. After examining the concepts of gambling and arranging related theories, we found that gambling games have 3 factors of technical intervention, betting and ratio of payment. The betting is subdivided 3 factors of existence of betting, unit speed of betting and extendibility of betting. These factors may be used to a framework of conceptual analysis to gambling games. If social and cultural factors can be added to these factors, gambling games can be comprehensively and empirically analyzed.

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Reconsideration of the Spatial Composition of the Korean Traditional Village (한국 전통마을의 공간구성 재론(再論))

  • KIM, Kiduk
    • Journal of Korean Historical Folklife
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    • no.57
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    • pp.197-228
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    • 2019
  • This study was conducted under the judgement that there was a need to make several mentions by reference to studies about the spatial composition of the traditional village. The judgement was not about the dimension that there was a problem about the spatial composition of the existing village but that it would be effective to make a fresh reorganization of it in a little more detail. As a result, this study presented seven spaces in the spatial composition of the traditional village. It attempted to analyze it by dividing it into four spaces such as ① natural space, ② residential space and work space, ③ moving space and boundary space and ④ play space and ritual space to fit its basic nature. First of all, it made a pictorial presentation of the basic form of the spatial composition of the traditional farming village in the late Joseon Dynasty which was most general and whose form has been handed down up to the present. And it described the composition of each space accordingly. It was not intended for a specific village. So it presented the historical change, the behavior of the members surrounding the village and a difference according to the nature of the village, which were judged to be very important in explaining the items of the composition of each space. As a result, it was found that the spatial composition of the traditiona Korean village well embodied the framework of their life in terms of their view of nature, lifestyle and worldview. The view of nature acted on the spatial composition of the village as a whole and is well reflected in the natural space in particular. Their lifestyle is reflected in the residential space, farming space, moving space and play space, and their worldview is spcifically mirrored in the boundary space and ritual space. In particular, this study focused on how to take a look at the element of Feng-Shui in discussing the spatial composition of the village.

Characteristics of Inclusive Playground Guidelines (통합놀이터 가이드라인의 특성)

  • Kim, Yun-Geum;Kim, Hana;Maeng, Soo-hyun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.46 no.6
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    • pp.75-84
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    • 2018
  • The inclusive playground is a playground where disabled children and non-disabled children can play together, not a playground for the disabled. It started with the change of social awareness of the citizenship rights of disabled people in the 1960s and the resulting playgrounds. Since then, inclusive playgrounds have been developed in many countries, and these are organized in the form by guidelines. In Korea, social interest in inclusive playgrounds is increasing, but there are no systematic guidelines in Korea, and the application of overseas cases or guidelines is limited. The purpose of this study is to classify the concept of inclusive playgrounds and design guidelines, that were previously presented in inclusive playground design guideline of various countries and analyze the characteristics of, design scope, and design principles, and provide a basic framework for creating guidelines. The purpose of the design guideline was to present specific numerical values to the inclusive playground design guidelines, to link with academic research and industrial products, to present pursuit values, and to expand the value of pursuing design methods. The contents were covered by scope, conceptualization, principles of design and design process, design guidelines, and checklists. Most of the guideline covers specific autonomous governments or countries that can apply the related systems or laws, but the composition of the detailed contents is different. The guiding value of inclusive playgrounds presented in each guideline is not a playground for the disabled but a playground for all, and some guidelines refer to the difficulty in playgrounds considering non-disabled children. Based on these concepts, design guidelines are presented in each guideline. Improving the accessibility in design principles is a common theme and adds to the principles of safety, independence, convenience, and playability. None of the guidelines do not provide design guidelines. Although there is a difference in the degree and method of specificity provided by each of the guidelines, the design guidelines can be generally summarized as space, copper line, and unit facilities. As mentioned in many guidelines, an inclusive playground is not only a playground for children with disabilities. Therefore, in the design guidelines, it is also important to the support play of children with disabilities and to induce inclusive play. The design guidelines presented in the guideline can be rearranged into three stages of 'supporting the play of children with disabilities', 'securing the dimensions and materials of spaces and facilities', 'adding auxiliary devices' and 'designing new facilities'. There are three design guidelines for inducing inclusive play. First, by creating various difficulty levels and intersecting spaces, children with various abilities can play with each other, and at the same time, they can interact witheach other. Second, all children can cooperate and play without distinction between children with disabilities and non-disabled children. Finally, the guardian provides the conditions for efficient support so that the disabled child can fully enjoy the inclusive playground.

A Proposal for the Design of Augmented Reality Reading Activity Application and Class Model Based On Nuri Curriculum (누리과정을 기반으로 한 증강현실 독후활동 애플리케이션 및 수업 모형 설계 제안)

  • Seo-Young Kim;Tae-Woo Kim;Kyung-Up Lee;Yu-Bin Joe;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.355-360
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    • 2023
  • Recently, with the development of digital, children are exposed to a lot of media media. Reading activity decreases, making it difficult to acquire information from books or organize and remember acquired information. Since education with augmented reality increases children's participation and immersion in learning, we proposed a reading activity application with augmented reality technology to increase children's reading interest and creativity. In addition, based on the five nurturing processes, we designed a play-oriented reading activity for the application. In addition to the application suggestions, we designed a play-centered lesson model so that it can be used in actual lessons. In order to analyze the conceptual thinking framework according to the lesson model design, we visited an actual daycare center and conducted a class attended by an expert. Experts who participated were asked to fill out a pre-produced questionnaire to review the suitability of the reading activity class model and operation, and the feasibility was examined. Our lesson model design was based on limited book content, and due to ethical concerns, large-scale experiments with children could not be conducted, so the results of the study are not representative of the whole. However, it is significant that the possibility of running a new reading activity class based on the Nuri course has been examined and proposed.

Ordinary Life Plays as Musical Activities - Objectives and Methods (음악활동으로서의 일상생활놀이 - 교육목표 및 방법)

  • Rho, Joohee
    • Journal of Music and Human Behavior
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    • v.2 no.1
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    • pp.47-65
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    • 2005
  • One of important goals for early childhood music learning program is to build a positive attitude toward music. Positive attitude toward music is a basic condition on effective music education for all ages of children including early childhood. Although scholars realize such importance of positive music attitude, much research for creating educational environment to foster a positive music attitude has not been performed. Edwin E. Gordon who found a music learning theory for early childhood emphasized the importance of enriched musical environment. Very young children should be provided best quality of music in an interactive way. Audie's important method of education is to provide young children with a variety of musical activities containing the materials in the ordinary life. Through this method, children accept music as close as friends who are always beside themselves, which naturally builds a solid foundation for audiation for children.

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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.

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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