• Title/Summary/Keyword: 놀이 활동

Search Result 358, Processing Time 0.029 seconds

유치원과 초등학교 1학년 활동중심 수학교육의 실천 방안 모색

  • Kim, Chang-Bok
    • Communications of Mathematical Education
    • /
    • v.12
    • /
    • pp.1-19
    • /
    • 2001
  • 유치원과 초등학교 1학년 아동은 그들의 발달특성과 학습의 효율성 측면을 고려할 때, 일상생활 경험과 놀이 활동 등을 이용한 활동중심 교육방법으로 상호 연계성있게 수학을 학습하는 것이 바람직하다. 이러한 필요성에서, 본 연구는 현행 교육과정 상에 제시된 수학교육의 성격과 목표, 내용, 교수방법, 평가 면에서 유치원과 초등학교 1학년 간에 얼마나 연계되어 있는 지를 분석해 보았다. 분석 결과, 유치원과 초등학교 1학년 수학 교육과정 간에는 수학교육의 방향 및 목표, 내용 영역, 교수학습 방법, 평가 면에서 대체로 높은 연계성을 보였다. 그러나 교과 편제나 명칭, 세부적인 내용 구성에서 차이가 있었으므로 이를 해결하기 위한 교육과정 상에서의 연계 실천 방안을 제시해 보았다. 그리고 실제 수학 교육 활동측면에서의 실천 방안으로서 활동중심 교수학습 자료의 개발, 수학 영역 설치를 통한 개별화 교육의 실천, 가정과의 협력 방안 등을 제시해 보았다.

  • PDF

The Effects of Play Activities in Forest on the Emotional Vocabulary Change of Children (숲놀이 활동이 유아의 감정어휘 변화에 미치는 영향)

  • Jandg, Hyun Hee;Kim, Mi Jin;Yun, Suk Yonng;Choi, Byung Jin
    • Journal of the Korean Society of Floral Art and Design
    • /
    • no.41
    • /
    • pp.3-12
    • /
    • 2019
  • The purpose of this study was to investigate the effect of forest play activities on children's emotional vocabulary change. Forest play activities were conducted for 498 children aged 4 to 5 years old who visited the environmental training in G city for forest play activity for 1 hour. As a result, positive vocabulary was significantly improved from 0.95±0.78 before forest play to 1.15±1.21 after forest play(p=.003) and negative vocabulary was significantly decreased from 1.27±1.58 to 0.41±1.10(p=.000). In the case of male children, positive vocabulary was increased significantly from 0.96±0.82 to 1.36±1.24(p=.000), in the case of negative vocabulary, it decreased significantly from 1.42±1.74 to 0.55±1.30(p=.000). In the case of female children, negative vocabulary was significantly decreased from 1.12±1.37 to 0.26±0.26(p=.000), but the positive vocabulary increase was not significant(p=.851). As a result of age, for a 4-year-old children, positive vocabulary did not show significant difference between before and after forest play(p=.471), and negative vocabulary was significantly increased from 1.04 ± 1.42 before forest play to 0.41±1.16 after forest play(p=.000). For a 5-year-old children, positive vocabulary was increased significantly from 0.96±0.85 to 1.23±1.21(p=.001) and negative vocabulary was decreased significantly from 1.41±1.65 to 0.41±1.06(p=.000). As a result of this study, it was found that play activities using various natural objects in the forest were directly related to nature, resulting in positive vocabulary increase and negative vocabulary decrease.

A Study on Effects of Infant Temperament for Happniess -The mediation of Playfulness and Self-regulation- (유아기질이 유아행복감에 미치는 영향 -놀이성 및 자기 조절력의 매개효과-)

  • Ae-Suk Kim;Jae-Hyi Yeo
    • Industry Promotion Research
    • /
    • v.9 no.2
    • /
    • pp.85-93
    • /
    • 2024
  • This study examines the direct effects of infant temperament, infant happiness, playfulness, and self-regulation and the mediating effect of playfulness and self-regulation in the relationship between infant temperament and infant happiness, and examines the relationship of influence on infant happiness according to infant temperament. The purpose is to provide theoretical and practical information for promotion. The main results of this study are as follows. First, the activity of infant temperament was found to have a positive effect on infant happiness. Second, the adaptability, activity, and approach-avoidance of children's temperament were found to have a positive effect on playability. Third, the physiological regularity of infant temperament was found to have a positive effect on self-regulation. Fourth, playfulness and self-regulation were found to have a positive effect on children's happiness. Fifth, playfulness was found to play a mediating role between infant temperament adaptability, activity, approach avoidance, and happiness. Sixth, self-regulation was found to play a mediating role between the physiological regularity of infant temperament and infant happiness. In conclusion, this study can improve children's happiness by analyzing the direct effects on children's happiness, playfulness, and self-regulation according to the sub-factors of children's temperament, and the indirect influence of the mediating variables, playability and self-regulation, on children's happiness. It is meaningful in providing theoretical and practical basic data for early childhood care and education by understanding what direction there is.

The effect of group sociality play in sociality of autistic adolescent (집단사회성놀이가 자폐청소년의 사회성에 미치는 효과)

  • Woo, Hee-Soon;Won, Sung-Yoon
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.17 no.6
    • /
    • pp.98-105
    • /
    • 2016
  • Group play for sociality is a therapeutic method involving a mixture of various factors, such as targeted activities, perceptions, and physical mobility required in daily life, through group activities to encourage self-expression for the purpose of facilitating sociality. This study was conducted in order to verify its effects by applying it to autistic adolescents who lack communicative ability with others and ultimately to improve their interpersonal relationships and sociality. This study applied a single pre- and post-test experiment design to 8 autistic adolescents with lack of sociality who use a daycare center in Daejeon. The group play for sociality program consisted of two sessions a week for 7 weeks from October to December 2013 for a total of 14 sessions. The sociality of the adolescents before and after the intervention was analyzed by the Wilcoxon signed-rank test. As a result of the study, the total grades of the E-CLAC and social maturity test showed significant changes from $39.88{\pm}6.78$ to $47.00{\pm}4.28$ and $49.96{\pm}28.00$ to $61.36{\pm}21.75$, respectively. In detail, there were significant changes in the sub-items, such as adjustment in group, following guidance, and increasing behavioral frequency. In conclusion, it was shown that the combined effect of the group activities, including group play for sociality and play activities taking into consideration the developmental stage of the participants, led to a significant improvement in the sociality of the autistic adolescents.

A study on context of children's library considering user behavior (아동의 독서 및 놀이 행태를 반영한 어린이 도서관 CONTEXT 분석 (아동의 가구 사용방법(Way of Seat)과 아동-부모의 상호작용방법을 중심으로))

  • Song, So-Ra;Pan, Young-Hwan;Jeong, Ji-Hong
    • 한국HCI학회:학술대회논문집
    • /
    • 2009.02a
    • /
    • pp.901-906
    • /
    • 2009
  • 어린이 도서관은 일상생활 가까이에서 지역주민에게 지식정보 서비스를 제공할 뿐 아니라 공공도서관과의 연계를 통해 우리나라 전체 도서관 서비스의 수준을 발전시키고자 하는 생활 친화적 문화기반 시설인 소규모 도서관(혹은 문고)시설이다. 즉 어린이 도서관은 접근성을 가장 큰 장점으로 하여 누구나 쉽고 편리하게 이용할 수 있는 고객중심의 공공도서관 서비스라고 할 수 있다. 어린이 도서관의 주 이용고객은 어린이와 주부로서 최근 이들이 함께 도서관을 이용하는 빈도가 증가하면서 어린이 도서관은 단순히 책을 빌리고 공부를 하는 장소에서 나아가 가족단위의 여가활동이 가능한 문화적 공간으로 변모하여가고 있다. 어린이 도서관은 기본적으로 책을 읽는 조용한 공간이지만 주 이용자가 6세 미만의 유아와 초등학교 저학년 어린이이기에 독서행위와 더불어 또래 친구들과의 친교행위. 부모님과의 정서적 유대감 형성행위, 소규모 근육활동과 같은 놀이행위가 병행된다. 또 어린이 도서관에서 사용되어지는 정형적인 모듈의 서가를 비롯한 입식. 좌식 테이블과 의자들은 소수의 디자이너에 의해 만들어진 것이지만 그것을 이용하는 다수의 어린이들은 디자이너의 의도와 방법에 따라 가구를 사용하는 것 외에도 환경적 컨텍스트에 맞추어 가구의 새로운 쓰임을 발견하며 훨씬 더 다채로운 방법으로 가구를 사용하고 있다. 따라서 본 연구의 목적은 독서 및 놀이 행위 시 아동-부모의 상호작용 방법에 기반하여 아동의 가구사용방법(Way of Seat)을 알아보고 이를 바탕으로 어린이의 행태정보를 모델링하여 가구를 사용하는 어린이의 다양한 행위 이면에 내재된 요구를 파악하는데 있다. 가구를 사용하는 어린이의 다양한 행태 이면에 내재한 어린이만의 특성과 요구를 알아보기 위해서는 먼저 어린이 도서관이라는 특수한 물리적 환경요인 및 사용자 컨텍스트(Context)에 대한 이해가 선행되어야 한다. 이를 위해 기반조사 및 어린이 도서관 방문을 통한 정황조사(Contextual Inquiry)를 실시하였다. 이를 통해 6세 미만의 유아와 초등학생의 가구사용방법(Way of Seat)과 독서 및 놀이 행위 시 행태를 관찰하여 Photo Based Research를 바탕으로 어린이의 행태정보를 모델링 하였다.

  • PDF

Search for the Direction of the Digital Cultural Psychology through Environmental Changes in Plays (놀이환경 변화를 통해 본 디지털문화심리학의 방향 모색)

  • Jang Ju Lee
    • Korean Journal of Culture and Social Issue
    • /
    • v.17 no.1
    • /
    • pp.131-154
    • /
    • 2011
  • Rapid social changes due to digitization have created new psychological challenges of adapting and coping. Plays are in the center of these changes. Plays used to be collateral activities of labor in the traditional society and industrial society, but they have become key activities embracing economy, society, culture in a digital society that has been maximized productivity and efficiency. Still, the theoretical approach of plays is based on the industrial societies. Analyzing these points, the psychological impacts of players using multimedia, social networking, and digital games utilizing both of them was dealt in this article. I dealt with multimedia, social networking, and digital games as key characteristic of digital culture. The difference between traditional psychology and Digital Cultural Psychology was dealt in the perspective of self-concept, information processing, and sex role. Then the conclusion on the future directions of Digital Cultural Psychology and its limitations will be followed.

  • PDF

A Study on the Analysis of Mediated Effects of Father's Play Participation in the Relationship Between Father's Play Belief and Child's Playfulness (아버지의 놀이신념과 유아 놀이성 관계에서 아버지의 놀이 참여도의 매개효과 분석)

  • Choi, Tae-Sun
    • Journal of Korea Entertainment Industry Association
    • /
    • v.14 no.7
    • /
    • pp.333-342
    • /
    • 2020
  • Children grow and develop through play. Play is being used as a friend and a learning material and tool in everyday life of children. It is a research study aimed to empirically analyze the effects of father's play belief and play participation on child's playfulness. A survey was carried out for the selected 284 children aged 5 years and older attending kindergarten located in D-gu, Seoul in order to achieve the goal of this study. Frequency analysis, descriptive statistics, reliability verification, correlation analysis, and regression analysis were conducted on the data collected through the survey by using the SPSS program, and the research results were derived as below. First, it showed that father's play belief and play participation have a positive effect on child's playfulness of physical spontaneity, social spontaneity, cognitive spontaneity, expression of joy, and a sense of humor. Second, father's play participation had a significant effect as a partial parameter in the relationship between father's play belief and child's playfulness. Thus, it was drawn the conclusion that father's play belief and play participation are important variables that can predict child's playfulness. Therefore, It will be necessary to promote children's playfulness development by continuously providing parent education programs on creating an atmosphere of various interaction at home through plays in the relationship between father and child and a desirable role of father in the play activities with child at the level of preschool educational institutions.

Skemp's Activities and It's Effects on Area of Operations in Elementary Mathematics (초등학교 연산능력 신장을 위한 Skemp 활동과 효과)

  • Kim Pan-Soo;Kang Yeong-Hi
    • Journal of Elementary Mathematics Education in Korea
    • /
    • v.5 no.1
    • /
    • pp.55-75
    • /
    • 2001
  • The purpose of this paper is to find out the full extent of abilities of elementary students on area of operations and the effects on student's affective domain toward mathematics, after providing 3rd grade students with Skemp's play activities instead of providing activities suggested in the textbook of 7th curriculum. For this study, we will first analyse new elementary mathematics curriculum of 3rd grade and then explore mathematical factors for play activities related to operational sections. The play activities are revised from that of Skemp's for our classroom circumstances, but the ideas included from Skemp's such as thinking aloud were not changed. The experimental group while consists of 39 students were taught Skemp's play activities instead of usual textbook activities for 30 hours for the second term. In all other area, both the experimental group and the comparative group were taught the same contents. Statistical data is as follows 1) In addition and subtraction, the experimental group had 5.6% higher score than the comparative's, but the difference of mean of the both groups is not significant within 5% level. 2) In multiplication and division, the experimental group had 7.8% higher score than the comparative's and also the difference of mean of the beth within 5% level is significant. 3) When measured the effects in affective domain, the interests, attitude, and values for mathematics had about 10% higher score after the experiment than before the experiment. So we conclude that Skemp's activities are more effective than the activities suggested in the textbook on the area of operations, especially in multiplication and division.

  • PDF

A study on the Analysis of Board game type in Characteristics of Play and Direction (보드 게임의 놀이적 특성과 방향성에 의한 유형 분석 연구)

  • 권윤영;최인규
    • Proceedings of the Korea Multimedia Society Conference
    • /
    • 2003.05b
    • /
    • pp.826-831
    • /
    • 2003
  • 보드 게임은 다양한 주제와 사회성을 바탕으로 발전해 왔으며, 최근에는 보드 카페 등의 활동으로 수많은 계층의 커뮤니티가 형성되고 있다. 그러나 이러한 보드 게임의 특성에 관한 연구는 전혀 이루어지지 않고 있다. 따라서 본 연구에서는 보드 게임의 놀이적 특성과 방향성에 따라 보드 게임을 분석하고 유형을 분류하였다.

  • PDF

Analysis of the Playful Characteristic of Virtual Reality(VR) Games - Focusing on Huizinga and Caillois's Play Theory (VR(Virtual Reality) 게임의 놀이적 특성 분석 - 하위징아와 카이저의 놀이 이론을 중심으로)

  • Park, Man Su;Jin, Qian Xiong;Han, Dong Sub
    • The Journal of the Korea Contents Association
    • /
    • v.18 no.8
    • /
    • pp.148-156
    • /
    • 2018
  • This study focuses on the play aspect of the existing digital games and VR games as part of a basic research for facilitating discussion on VR games. As a method for this research, the play aspect of digital games was classified based on the play theory by Johan Huizinga and Roger Caillois, followed by examination on the play characteristics of VR games according to the established classification. As a result, VR games share a significant portion of play characteristics with digital games. Nevertheless, in VR games the player is allowed unimpeded physical activity while having the HMD on and complete disconnection from the real world via new input/output devices. In the end, the transformation of play environment results in various sensory stimulation, and in turn influences the player's experiences in areas such as presence, immersion, emotional enjoyment and satisfaction. This study is expected to serve as an important indicator for studies on the characteristics of VR contents which is certain to develop in a wide range of directions in the future.