• Title/Summary/Keyword: 상위놀이

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An Analysis of Metaplay Strategies in Preschoolers′ Social Pretend Play (유아의 가작화 놀이에서 상위놀이전략에 대한 분석 연구)

  • 신유림
    • Journal of the Korean Home Economics Association
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    • v.41 no.12
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    • pp.245-255
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    • 2003
  • This study examined young children's metaplay. 84 preschool subjects were videotaped as they engaged in pretend play with the same-aged peers. Dyads were identified as engaging in frequent or infrequent pretend play. Results showed that frequent pretend play dyads more engaged in request for clarification, and persuading than infrequent pretend dyads. Frequent pretend dvads were more likely to use disagreeing with reason and extending. It was concluded that developmentally useful interactions transpire outside of the pretend frame.

Analysis on Preferred Element on Constructing Creative Play Space Design (창의적 놀이 공간 구축을 위한 디자인 선호 요소 분석)

  • Han, Hyun-Suk
    • Journal of Digital Convergence
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    • v.18 no.10
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    • pp.389-396
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    • 2020
  • The purpose of this study is to investigate the various perspectives that children can provide by utilizing specific physical spaces for play, and to study how to effectively apply them to surrounding spaces and environments. AHP was used to analyze the preferred elements for effectively designing a play area. The main keywords were derived through case studies of various domestic and foreign play space designs, and each keyword was grouped and a keyword of a higher concept was derived. The results of the comparison of 14 keywords that were finally drawn using AHP for each element were used to derive the priority for the preferred elements. As a result, preference was derived in the order of "Openness", "Safety", and "Diversity" in the morphological properties of the play space, and "Adventure", "Five senses elements", "Visual elements" and "Interactivity" in the content properties of the play space.

Impact of Role-play activities on academic achievement and learning attitude in science class (과학수업에서 역할놀이 활동이 학업성취도와 학습태도에 미치는 영향)

  • Kim, Myung-Sook;Oh, Ki-Sun;Cho, Dal-Hyun
    • Journal of Digital Convergence
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    • v.10 no.4
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    • pp.323-331
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    • 2012
  • Cell division in biological education is an important and unintelligible unit. Most of students have no interest in learning the content, and don't concentrate on it because cell division unit contains relatively difficult content. In this vein, during considering the effective learning methods, the researcher found role-play as the method for student's positive access to important and unintelligent learning content. Effect of role-play on their learning achievement of science was analysed through the Chapter of cell division on 3rd grade of middle school students. For this study three levels of middle school students were selected from the school located in Seoul. And divided this students into experiment group and control group by 2 classes respectively. Before putting into practice this instruction, there took into account the before and after of students' learning achievement and their learning attitude by using same questionnaire. On the other hand, the researcher put into practice co-variate analysis by using SPSS statistical package as the measurement method.

Talk about Mental States in Preschoolers′Pretend Play (유아의 가작화 놀이에서 정신세계의 표현에 대한 연구)

  • 신유림
    • Journal of the Korean Home Economics Association
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    • v.40 no.6
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    • pp.213-221
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    • 2002
  • This study investigated talk about mental states in pretend play, to whom mental states were attributed, and function of mental-state terms. Also, frequency of mental-state terms of pretend versus non-pretend turns was examined. Thirty 4 year old preschoolers, each paired with a self-chosen peer, were observed and videotaped during a 20-minute play session. The observations presented the following conclusions: Knowing and pretending were the most frequently expressed. Children attributed a large proportion of mental state to themselves. The mental-state terms were used to refer his or another's thoughts and beliefs, to direct interaction, and to attract the other child's attention. Mental-state talk occurred within pretend more often than within non-pretend turns.

Reflections on Parenting and Its Meanings : Self-Reports of Mothers in Filial Therapy Sessions (부모-자녀 놀이치료 과정에서 어머니의 자기보고에 나타난 부모역할 수행에 대한 반성과 그 의미)

  • Chung, Kai Sook;Lee, Eun Ha;Goh, Eun Kyoung
    • Korean Journal of Child Studies
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    • v.27 no.6
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    • pp.13-34
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    • 2006
  • The study analyzed reflections on parenting and its meaning represented on mothers' self-reports of filial therapy sessions. The filial therapy program consisted of understanding of child development and parental role, practicing new parenting skill, feedback from the play therapist, lectures on child-centered play therapy, supervision of mother's play therapy sessions, and writing journals. Through repeated meta-parenting experiences during the sessions, four mothers who had relationship problems with their children improved awareness of themselves as parents, authentic understanding of the mother-child relationship and development, and reflections of their parental abilities despite individual differences.

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The Effects of the Play with Multiplication Activities Based on Skemp's Theory on Mathematics Achievements and Attitudes towards Mathematics (Skemp 이론에 따른 곱셈 놀이활동이 수학학업성취도 및 수학적 태도에 미치는 효과)

  • Park, Man-Goo;Park, Kyeong-Seon
    • Journal of the Korean School Mathematics Society
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    • v.12 no.3
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    • pp.211-230
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    • 2009
  • The purpose of this study was to investigate the effects of using the play with multiplication activities based on Skemp's theory for mathematics achievements and attitudes toward mathematics of elementary school students. For this study, we rearranged Skemp's play activities according to our curriculum in the area of multiplication and applied them to the 2nd grade classes of an elementary school. The plays with multiplication activities were applied to the experimental group while traditional teaching method was used with the current mathematics textbook for the comparative group. We obtained the following conclusions: First, in terms of mathematics achievement, the experimental group who used the plays with multiplication activities based on Skemp's theory didn't show significant difference with the comparative group. Second, it proved that the plays with multiplication activities based on Skemp's theory was more effective for lower level of students than the higher level of students. Third, the plays with multiplication activities based on Skemp's theory have positive effects on improving students' attitudes toward mathematics. We need to use the plays with multiplication activities based on Skemp's theory in the classrooms and find problems with the applying the activities. In addition, we need to develop a more various activities based on Skemp's theory for a better teaching.

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A Study on the content analysis of Remote classes according to COVID-19 : Focusing on Kindergarten [Play ON] (코로나 19에 따른 원격수업 콘텐츠 분석연구 : 유치원 [놀이ON]을 중심으로)

  • Nam, ki-won;Choi, jung-hee
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.2
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    • pp.69-75
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    • 2022
  • The purpose of this study is to present the direction of the development and utilization of remote class content for infants in a future educational environment through the analysis of remote class content for childhood. The analysis targets are 148 kindergarten [play ON] contents, and the analysis results according to "easy to use," "interest," "educational," "conformity of content," and "technicality" are as follows. Except for the 'conformity of content', there was a large variation in the score of content for each sub-area. In the case of "conformity of content," almost all of them received high scores for content production by incumbent teachers. With this in mind, we have drawn the following conclusions: First, it should be produced at an appropriate speed in consideration of the induction and understanding of childhoods' participation in play in the search and progress process, and it should be possible to play according to the challenges and levels using various strategies under the theme that all childhoods can be interested in. In addition, it was found that it was necessary to select topics, edit videos, and voice support so that childhoods can participate in the process of discovery and search, supporting childhoods' imagination, curiosity, and creative experiences.

Characteristic Trends of Vernacular Design Culture and Products in Post-industrial Society - a case of products: vernacular playing-culture of children and Infants - (후기산업사회의 버내큐러 디자인문화와 산물의 특징적 경향1 - 산물의 실례: 유소년 버내큐러 놀이문화 -)

  • 진선태
    • Archives of design research
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    • v.16 no.2
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    • pp.179-188
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    • 2003
  • We can discover some facts that vernacular design products with a property of volunteer culture coexist with ready-made products as an useful objects in the post-industrial society. Currently, few attempts had been made at studies of the vernacular design objects with understanding cultural context in post-industrial society, it is necessary to illuminate the relationships between the user with a role of design producer and the product viewed in culturally. In chapter 2, by examining documentary, t have been understood the definition, apprehensions, attributes linking creative use's culture with vernacular design culture, and distinctions between vernacular design and main stream design system. In chapter 3, by verifying products of everyday street and construction site, have been investigated the public characters and the differences compared with the past. In chapter 4, as a subtle example, have been analyzed design feathers and cultural characters of the products which children and infants culture generates by reflecting the socio-economic backgrounds and the culture from 60c and 70c to now according to the phases of the times. In conclusion, first, it seems quite probably that all of artificial objects exist a state of ready-made but that is not appropriate to correspond with user's whole behaviors. supplementally, it causes the phenomenon of vernacular design products. Secondly, it is reasonable to suppose that such main-stream design system and vernacular design go forward continually and crossly with coexistent relationships as high culture and sub culture. Third, three concepts: long-life design, ecology design and recycling revealed in vernacular design are useful distinguishing marks for the future design directions, moreover instant-response, fast and flexible process, three distinctions have a possibility of alternative process which can overcome the control-based process such as the systematic approach and the planning MTG in present. Finally, in children and infants culture, vernacular design products have changed the pure style products in the past into the modified techno playing products in the present. These should De a substitute product that supplyes variousness to ready-made design system and a design culture that maintains continually as a independent culture.

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Analysis of Students' Mathematical Thinking Characteristics Appeared in the Process of Searching for All type of Triangle that Can be Made with Sphinx Puzzle (스핑크스퍼즐로 모든 삼각형 해법 찾기 과제에서 나타나는 학생들의 수학적 사고 특성 분석)

  • Bang, Sin Young;Song, Sang Hun
    • Journal of Elementary Mathematics Education in Korea
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    • v.17 no.1
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    • pp.165-184
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    • 2013
  • In order to utilize Sphinx Puzzle in shape education or deductive reasoning, a lesson employing Dienes' six-stage theory of learning mathematics was structured to be applied to students of 6th grade of elementary school. 4 students of 6th grade of elementary school, the researcher's current workplace, were selected as subjects. The academic achievement level of 4 subjects range across top to medium, who are generally enthusiastic and hardworking in learning activities. During the 3 lessons, the researcher played role as the guide and observer, recorded observation, collected activity sheet written by subjects, presentation materials, essays on the experience, interview data, and analyzed them to the detail. A task of finding every possible triangle out of pieces of Sphinx Puzzle was given, and until 6 steps of formalization was set, students' attitude to find a better way of mathematical deduction, especially that of operational thinking and deductive thinking, was carefully observed and analyzed.

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