• Title/Summary/Keyword: 사회적 놀이

Search Result 284, Processing Time 0.024 seconds

Low- and middle-income preschoolers' pretend negotiation in social pretend play (동성또래와의 사회적 가상놀이 상황에 나타난 저소득층 및 중류층 유아의 가상협상 비교)

  • Sung, Mi-Young
    • Korean Journal of Human Ecology
    • /
    • v.17 no.6
    • /
    • pp.1093-1103
    • /
    • 2008
  • The purpose of this study is to investigate low- and middle-income preschoolers' pretend negotiation. Pretend negotiation of 78 five-year-old children were analyzed by children's sex and their socioeconomic status. Dyads were participated in social pretend play session during 20 minutes. The play session was videotaped and the videotaped data were transcribed. Each transcript was analysed according to the modified version of Howe et al. (1998)'s coding schemes. Results showed that children from middle-income families were higher in directive and responsive pretend negotiation than children from low-income families. And girls from middle-income families were higher in pretend negotiation (play role) than girls from low-income families.

The Effect of Playfulness on the Social Skills of Young Children : A Study of Gender Differences (유아의 성별에 따른 놀이성이 사회적 기술에 미치는 영향)

  • Choi, Myung Seon;Kim, Ji Hye
    • Korean Journal of Child Studies
    • /
    • v.27 no.4
    • /
    • pp.103-116
    • /
    • 2006
  • This study examined gender differences of the effect of playfulness on the social skills of young children. The subjects were 242 4- to 6-year-old children at five nursery schools and kindergartens. Results showed that playfulness influenced social skills of young children. In particular, young children's playfulness was a more effective variable of assertion than self-control, cooperation and responsibility. Cognitive spontaneity and social spontaneity were the most effective variable of social skills. Playfulness had variable influences on social skills by gender: Among boys, playfulness was a less effective variable of cooperation than the other variables of social skills. Among girls, playfulness was a less effective variable of self-control than other variables of social skills.

  • PDF

Effects of Social-Emotional Competence Program Utilizing Group Play Therapy for Young Children on Prosociality, Teacher-Child Relation and Peer Competence (집단놀이치료를 활용한 유아 사회정서적 유능감 프로그램이 친사회성, 유아-교사관계 및 또래유능감에 미치는 효과)

  • Ha, Young-Rye
    • Korean Journal of Child Studies
    • /
    • v.30 no.5
    • /
    • pp.57-72
    • /
    • 2009
  • The purpose of the present investigation was to analyze the effects of a social-emotional competence program utilizing group play therapy in promoting young children's prosociality, teacher-child relations and peer competence. The subjects were 90 five-year-old kindergarten children. The experimental treatment was performed in 14 sessions for 7 weeks. Instruments were the Prosocial Behavior Scale for Young Children (2003), Student-Teacher Relationship Scale (2004), and Iowa Social Competence Scales (1997). Data was analyzed by ANCOVA. Results were that the experiment group showed significantly higher social competence scores than the comparison and control groups. Conclusions were that a social-emotional competence program utilizing group play therapy can be effective in enhancing young children's improvement of prosociality, teacher-child relations, and peer competence.

  • PDF

Development of 'Store Play' Courseware for Revitalization of Economics Education of The Elementary Social Studies (초등사회과 경제교육 활성화를 위한 '가게놀이' 코스웨어의 개발)

  • Park, Eunl-Yeong;Lee, Jae-In
    • 한국정보교육학회:학술대회논문집
    • /
    • 2007.08a
    • /
    • pp.286-293
    • /
    • 2007
  • 경제교육의 중요성이 대두되면서 경제교육을 위한 연구가 활발해 지고 있으며 경제교육을 위한 웹기반 시스템과 코스웨어 개발 연구가 많아 졌다. 그러나 초등학교 저학년을 위한 시스템이나 학교 사회과 수업에 직접 적용할 수 있는 코스웨어의 개발은 많지 않다 따라서, 본 연구에서는 초등학교 2학년 통합교과인 슬기로운 생활 가게놀이 단원의 가게놀이하기 수업을 위한 코스웨어를 개발하였다. 가게놀이에 필요한 준비물을 직접 인쇄할 수 있게 하였고, 가게놀이 규칙과 절차, 가게 선전 방법을 자세히 안내하고 간접 체험할 수 있도록 개발하여 초보적인 경제능력을 기르도록 하였다.

  • PDF

The behavior of mentally retarded children through play activities of body movement changes (정신지체아동들의 동작놀이를 통한 신체움직임 변화 연구)

  • Kim, Mi-Joo
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2012.05a
    • /
    • pp.239-240
    • /
    • 2012
  • This study is purposed to examine the effect of motion play on the change of the body movement of a mental disabled child. The motion play program was performed by 5times, 1 hour/week for 6 mental disabled children in a special school. As the result of study, there was difference in learning capacity and learning attitude depending on the degree of the disability but it was noted that the capacity of play, behavior and motility of the physical areas was developed, and the capacity related with expression depending on self-emotion, positive aspects of the self and expression activity was improved among social areas.

  • PDF

Changing Aspects and Factors of Shaman's Play in Donghaeanbyeolsingut (동해안별신굿 굿놀이의 변화양상과 요인)

  • Kim, Shin-Hyo
    • (The) Research of the performance art and culture
    • /
    • no.38
    • /
    • pp.33-69
    • /
    • 2019
  • In this article, I would like to pay attention to the changesofShaman's play as a part of examining the process of changeofDonghaeanbyeolsingut. Currently, Shaman's play can be seeninBaekseok2-ri, Byeonggok-myeon, Yeongdeok-gun, Gugye-ri, Namjeong-myeon and Yeongdeok-gun. Among them, ShamanRitual of Baekseok2-ri is short in cycle and easy to see change. InShaman Ritual of Baekseok2-ri, various Shaman's plays suchasJungdodukjabi(중도둑잡이), Wonnimnori(원님놀이), Talgut(탈굿), Mallori(말놀이), Hotalgut(호탈굿) and Georigut(거리굿) areperformed. Shaman's play carried out in Donghaeanbyeolsingut changesevery time it is carried out. Depending on the degree of change, itcan be classified into passive change and positive change. Whilepassive changes are improvisational, aggressive changes areintentional. Shaman's plays are jungdodukjabi, Mallori, Hotalgut, which are the improvisational changes, and the intentional changesare Wonnimnori, Talgut, Georigut. The biggest change in Shaman's play is the disappearance of the Shaman Ritual. The Shaman Ritual is suspended due to lackofpeople, financial difficulties, religious conflicts or rational accidents. Secondly, the period of separation is shortened or shortened. Thiscauses Shaman's play to be dropped or shrunk to change. InShaman Ritual, changes in Shaman's play are variable andcreative. The change due to the intervention of the spectatorsismainly improvisation. On the other hand, the change bythepreliminary plan of the acquaintance is intentional, and the changeis large. The changing factors of Shaman's play are influenced bythedemands of the times and the recognition of the tradition group. Changes in the traditional environment can be attributed to lackofhuman resources, individualism, changes in the workingenvironment and time constraints. At the same time, givingautonomy to traffickers is a major reason for Shaman's playtochange.

Textbook design for developing computational thinking based on pattern analysis (패턴 분석을 통한 인공지능 기반 컴퓨팅 사고력 계발을 위한 교재 설계)

  • Kim, Sohee;Jeong, Youngsik
    • 한국정보교육학회:학술대회논문집
    • /
    • 2021.08a
    • /
    • pp.253-259
    • /
    • 2021
  • In line with the modern society where artificial intelligence has spread throughout society, the Ministry of Education decided to provide AI education in kindergartens, elementary, middle and high school classes in 2025, and develop related learning materials and textbooks from 2021. Korea currently does not have state-led AI education for kindergarten and elementary school, so there is no systematic teaching material. Therefore, this study designed and presented textbooks for pattern analysis-based computational thinking development based on the GPS curriculum, a kindergarten SW curriculum studied by Y. S. Jeong and S. E. Lim (2020). Class procedures for using the textbooks were classified as introduction activities, development activities, and organization activities. Supplementary explanations were presented by presenting textbooks and teaching aids along with explanations of each activity. In order for this study to help AI education conducted in 2025, research must be conducted to demonstrate its effectiveness through actual application in the future.

  • PDF

Research Trends of Young Children's Play Using the Semantic Network Analysis (언어네트워크분석을 통한 유아놀이 관련 연구동향 탐색)

  • Kim, Jong-Hoon;Park, Sun-Mi
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.21 no.2
    • /
    • pp.296-303
    • /
    • 2020
  • The purpose of this study was to examine the keywords of studies related to young children's play in the selected registered and candidate academic journals and the network of the keywords by conducting a semantic network analysis. The selected journals were published over the past decade in diverse fields of study that included social sciences and life sciences such as education and early childhood education. The findings of the study were as follows: First, there was a great increase in the studies related to early childhood play over the last five years in comparison with the first term(2009-2013). As a result of analyzing how many studies were included in the journals by field, the largest numbers of the studies were published in the field of education, followed by early childhood education, and life sciences. Second, when the network of the keywords was analyzed, the major keywords in the first term were playfulness, role play, young children, creativity, play, and peer play interaction. In the second term(2014-2018), playfulness was also the most frequently exhibited keyword, followed by young children, play, and peer play behavior. Keywords such as teacher-child interaction, language skills, happiness, cognitive ability, early childhood education newly appeared.

A Study on the Structure and Characteristics of Social Games (소셜 게임의 구조와 특징에 대한 연구)

  • Jeon, Gyong-Ran
    • Journal of Korea Game Society
    • /
    • v.11 no.6
    • /
    • pp.13-22
    • /
    • 2011
  • In the digital media environment, the convergence is in the progress creating the new service and contents by users and developing the new needs of users by the service and contents as well. Social games are actualizing the new meaning of convergence. shows not only a new situation blurring the boundary of work and leisure, labor and playing and private and public sector, but how meaningful it is to make connection of social interactions and social assets a solid network. As the most popular social game text, reveals how the personal connections and personal networks constructs the social capital by making the ritual communication more interesting and flexible to the social gamers.

A Study on the Interactive Game for Traditional Culture Plays to improve the Adaptability of the Elderly (고령자를 위한 쌍방향 전통문화게임 개발에 관한 연구)

  • Cho, Dong-Min;Jung, Sung-Hwan
    • Journal of Korea Game Society
    • /
    • v.8 no.3
    • /
    • pp.15-22
    • /
    • 2008
  • Recently, Our average life span of korean people is extended and fast-growing an elderly population caused by Being Improved our living conditions and medical science level. Our another problems which being faced by an aging population are that marked psychological and social changes of the aged. The psychological changes of the aged is related to how they make their living and it strong influences on their successful aging process. For health of the aged, there is an urgent need of recreation which can be social activities to void decline their own process of thinking and the executive ability to adapt for controlling health. Therefore, thepurpose of this recreation Courseware program is to help the alienated minorities to achieve the optimal health and best quality of life based on the knowledge of the social-activities and to understand the korean traditional culture plays. Finally, This study could contribute it as a baseline model for the empirical study and to develop further recreation program for the elderly social activities and sufficient for needs of understanding our traditional culture plays.

  • PDF