• Title/Summary/Keyword: 블록 놀이

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The Effect of the Theme Centered Block Play Activities on Young Children's Metacognition and Sociality (주제중심 블록놀이 활동이 유아의 메타인지와 사회성에 미치는 영향)

  • Shin, Su Kyung;Kim, Hyun Jeong;Park, Yun
    • Korean Journal of Childcare and Education
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    • v.8 no.5
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    • pp.47-66
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    • 2012
  • The purpose of this study was to examine the effect of theme centered block play on young children's metacognition and sociality. The subjects of this research were a total of 60 five year old children from two classes in Gwangju. The average age of the subjects was 73 months. The subjects were randomly assigned to two groups. The experimental group participated in theme centered block play activities while the control group participated in free block activities. The collected data were analyzed by t-test using the SPSS program. The results of this study were as follows: The experimental group showed significantly higher improvement than the control group in young children's metacognition and sociality. Therefor, it might be concluded that theme centered block play activities contributed to the development of metacognition and sociality of young children.

A Case Study of a Play-oriented Block Coding Class (놀이 중심의 블록 코딩 수업 사례 연구)

  • Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.619-624
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    • 2023
  • As the importance of digital competency education is highlighted, this study is a case study on block coding classes for elementary school students during vacation for the purpose of bridging the information education gap among students. The purpose of this study is to design and operate a play-centered block coding class program and find out if it is effective in improving students' interest. As a result of completing the teaching plan through the second consultation and revision, running the class, and analyzing the change in learning interest of the students through the t-test, the play-oriented block coding class designed in this study was effective in improving students' interest. In addition, it was possible to discover interesting elements such as student-led learning process and immersion through realistic play activities, friendship, collaboration, and communication through group activities. This study is significant in suggesting a plan to increase learning interest for students who are new to coding.

Effective Color Block Play Coding System for Thinking Development for Infants (영유아 사고력 발달 증진을 위한 칼라블록 놀이 코딩 시스템)

  • Suh, Yeong-Sang;Oh, Yeon-Jae;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.11 no.12
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    • pp.1251-1258
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    • 2016
  • Lately, Importance of coding is getting emerged because of IT technology development. Software coding boosts logical thinking power and creativity and contribute to future human resources as ability of solving problems. This is education system Coding education compounds to playing. It can be helpful for infant's muscle development through blocks, confirm programing through moving of blocks. This system can systematically educate algorism which make infant improve power of thinking and infants can feel joy, immersion, sense of achievement.

Mother-Toddler Verbal Interaction Comparative Study in Traditional, Free and Block Play (어머니-영아간 전통놀이, 자유놀이, 블록놀이의 언어적 상호작용 비교)

  • Lee, Heang-Suk;Han, Eu-Gene
    • Journal of Families and Better Life
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    • v.27 no.1
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    • pp.181-196
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    • 2009
  • This study compared mother-toddler verbal interaction by play type (traditional play, free play, block play), and child's sex and age. Subjects were 10 boys and 10 girls ranging in age from 25- to 36-months and their mothers. An observer videotaped the children and their mothers at play in their homes. Results showed that (1) Mothers attempted more positive verbal interaction in traditional than in block play. (2) Mothers expressed more positive emotion in free than in traditional and block play. (3) Mothers more answer 'reflection' in traditional than in free play (4) Toddlers attempted more positive verbal interaction in block than in traditional and free play. (5) Toddler's positive emotion express was not distinguished by play type or by child's sex or age. (6) From 31- to 36-months's boys expressed more play situation than from 25- to 30-months' girls. This study provides groundwork for mother-toddler traditional play programs with potential for improving positive expression of emotion and language development.

Design for Edutainment Teaching Tool based on ICT Convergence Block Puzzle (ICT 융합형 블록 퍼즐 기반 에듀테인먼트 교구 설계)

  • Song, Mi-Young;Kim, Woo-Yeon;Park, Soo-Bin;Kim, Hyo-Won;Choi, Yoo-Jin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.165-166
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    • 2019
  • 본 논문은 기존의 강압적인 형태의 한글 교육 선행 학습이 아닌 창의적이고 입체적인 에듀테이먼트 교구인 블록 퍼즐과 아두이노를 이용한 명령 센서, 카메라 반사경을 통한 영상 입력을 통해 ICT 융합형 블록 퍼즐기반의 에듀테인먼트 교구를 설계하고자 한다. 즉, 모바일 콘텐츠를 통해 유아에게 교육을 제시하고 유아는 모바일 콘텐츠와 블록 퍼즐 교구, 명령 센서를 통해 입력 영상을 인식하게 한다. 이러한 블록 퍼즐 기반의 에듀테인먼트 교구를 통해서 한글 학습을 놀이 과정 속에서 창의력과 문제 해결 능력을 키울 뿐 만 아니라 스스로 학습을 이끌어가는 자기주도적 학습 능력을 키울 수 있을 것으로 기대한다.

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Design and Implementation of Early Childhood Learning Assistant System using Block Coding Technique (블록 코딩기법을 이용한 유아 학습 보조 시스템의 설계 및 구현)

  • Park, Sun-Yi;Park, Hee-Sook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.1
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    • pp.41-48
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    • 2022
  • As the COVID-19 situation continues, early childhood are unable to attend early childhood education institutions and are spending more time with their parents at home. Parents are faced with a situation where they have to spend a lot of time at home to teach their children for Korean word learning or play activities. This act as a lot of psychological burden and stress for parents. In order to relieve the psychological burden of parents, the design and implementation of early childhood learning assistant system that can support Korea word education and play activities using artificial intelligence blocks of block coding technique was proposed in this study. The usage of a proposed system can not only reduce the burden on parents for their children's learning, but also can be actively used in the field of early childhood education so many learning effects can be expected.

Integration of Block Play and Literacy: Effects on Children's Literate Behaviors (블록놀이와 문식성 통합 활동이 유아의 문식성 행동에 미치는 영향)

  • Lee, Kyung Hwa;Kim, So Yang
    • Korean Journal of Child Studies
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    • v.22 no.1
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    • pp.125-134
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    • 2001
  • This study investigated children's literate behaviors in a block play area, in a block play area enriched with literacy materials, and in enriched block play with teacher intervention. The subjects were twelve 5-year-old boys who were emergent readers and writers. The results showed that literate behaviors increased in the enriched environment, compared to the non-enriched environment, and literate behaviors increased dramatically after teacher intervention in the enriched environment. The results of this study suggest that teacher intervention in block play enriched with literacy materials contributes to children's development of literacy.

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Development of Puzzle Game Contents combining Tangram and Tetris Blocks (칠교놀이와 테트리스 블록을 융합한 퍼즐게임 콘텐츠 개발)

  • Lee, Jun- Hyeok;Jin, Hwa-Su;Song, Eun-jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.10a
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    • pp.364-365
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    • 2021
  • In this paper, we study and develop content for a puzzle game that can be enjoyed lightly with appropriate rules us ing Chilgyo-Nori blocks and Tetris blocks. We plan and develop puzzle games with low entry barriers and high revisit rates from the perspective of client indie game developers who are away from mass-produced games that additionally r equire specific items in a specific game section by focusing on the commercialization of game contents. The implement ed game promotes the creativity of users based on the possibility of creating more 2D designs than the existing Chilgy o-nori by using the Tetris block and the Chilgyo-nori block at the same time.

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Development of Smart Toy Application Using Autometically Separated Blocks (자동분리 블록을 이용한 스마트 토이 응용의 구현)

  • Cho, Dae-Soo;Kim, Won-Chan;Lee, Ki-Yoek;Son, Won-Sock;Kim, Chang-Min
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.07a
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    • pp.389-390
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    • 2013
  • 본 논문에서는 블록 놀이의 질적 향상을 위한다. 일반 블록 완구의 해결하지 못한 문제점인 조립과 완성으로 즐거움이 끝나고 분리시의 지루함을 해결하기위한 블록 자동분리 시스템에 관한 것으로, 좀 더 구체적으로는 블록을 이용하여 물체를 완성시키는 것에서 더 나아가 자동분리 블록의 외부에 부착된 마커를 스마트 폰을 이용하여 인식하고, 인식된 마커에 해당하는 영상을 스마트 폰을 통해 보며 미션을 수행하여 흥미를 유발시키고, 미션 완료 후 블록을 자동 분리 시키기 위한 블록 자동분리 시스템에 관한 것이다. 특히, 블록에 분리장치를 구성함으로써 스마트 폰과의 통신에 의해 분리장치가 동작하여 블록을 자동으로 분리 가능하도록 하여 물체를 완성 후 분리 시에 느끼는 지루함을 최소화하고, 흥미를 극대화시킬 수 있도록 한다.

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Mother-Toddler Physical Interaction in Traditional Play (전통놀이에 나타난 어머니-영아간 신체적 상호작용)

  • Lee, Heang Suk;Han, Eu Gene
    • Korean Journal of Child Studies
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    • v.29 no.3
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    • pp.253-272
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    • 2008
  • This study compared mother-toddler physical interaction by play type (traditional play, free play, block play), and child's sex and age. Subjects were 10 boys and 10 girls ranging in age from 25- to 36-months and their mothers. An observer videotaped the children and their mothers at play in their homes. Results showed that (1) mothers' physical interaction was not distinguished by play type or by child's sex or age. (2) Mothers expressed more positive emotion in traditional than in block play. (3) Younger children's play interactions were more nonverbal. (4) Children expressed more positive emotions in traditional play. This study provides groundwork for mother-toddler traditional play programs with potential for improving positive expression of emotion and attachment.

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