• Title/Summary/Keyword: 역할놀이

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Constructing 3-year-old classroom with role play areas based on field-trips (현장학습을 중심으로 구성해가는 만 3세 교실의 역할 놀이 영역)

  • Suh, Hye Jeong;Han, Ye Hee
    • Korean Journal of Childcare and Education
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    • v.6 no.2
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    • pp.83-115
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    • 2010
  • The purpose of this study is to reveal the insights that teachers has learned through developing preschooler's classroom into field-trip-oriented ones with role play areas. The data of this study was collected from participatory observation and in-depth interviews, which included videos, photos, teachers' journal, descriptive questionnaire, and interview records. The whole process of organizing role-play oriented class was composed of four steps: activities before the trip, activities on-the-spot, activities after the trip, and its evaluation. Firstly, activities before the trip were making the lists of questions, deciding children who ask the questions, making rules on the trip, understanding the purpose of the trip. Secondly, on-the-spot activities included having a tour of the place and asking the questions. Thirdly, activities after the trip was constructing the classroom into small real world with various sections. This required the teachers to reflect the field trips, make plans how to construct, prepare for the data, and furnish the classroom with role-play areas. In the process of furnishing the classroom with small real world, the field trips played a big role as the learning opportunities for language development, and keeping public rules.

The effectiveness of the change in perspective of the nature of science depending on subjects of the history of science-role play -The atomic model transition and the Mendeleev's periodic table - (과학사 주제에 따른 과학사-역할놀이가 대학생의 과학의 본성의 변화에 미치는 효과 -원자모형의 변천과 멘델레프의 주기율표의 변천 주제를 중심으로-)

  • Kim, Do Wook
    • Journal of Science Education
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    • v.39 no.1
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    • pp.15-27
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    • 2015
  • This study investigated whether there was a difference of the change in perspective of the nature of science depending on subjects of the history of science, after designing for two kinds of topics of role play programs based on the history of science to be transformed into a modern perspective. Before the history of science-role plays, the degree of the modern perspective was statistically no difference between group I(the atomic model transition-role play) and group II(the Mendeleev's periodic table-role play). However after treatment of the history of science-role plays for the each group, the degree of group I was higher than the degree of group II in the modern perspective. The results of this study indicate that the degree of changes into modern perspective of the nature of science by performing a history of science-role play may be depend on the subject of the history of science combined with the role play, and suggest the possibility that may be more effective to change the nature of science into the modern perspective, in case of performing of role play based on the history of science that includes the scientific knowledge established by a number of scientists with time series.

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Learning Effects and Difficulties of Role Play Activities to Learn Earth Rotation and Sun's Apparent Motion (지구 자전과 태양의 겉보기 운동 학습을 위한 역할놀이 활동의 학습 효과 및 학생들이 겪는 어려움)

  • Kim, Seong-Un
    • Journal of the Korean Society of Earth Science Education
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    • v.13 no.1
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    • pp.29-39
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    • 2020
  • In this study, to find out the learning effects and difficulties of role play activities to learn the earth's rotation and the sun's apparent motion, the degree of concept understanding through role play activities, difficulties arising from activities collected by interview, and eye movement during activities are analyzed. 22 fifth graders participated in this study and collected and analyzed experimental behaviors, post-interviews, and eye movement data during the role play of the students. The study found that students could explain the rotation and direction of the Earth through role play activities, but it was difficult to explain the apparent motion of the sun. Since it is difficult to perceive the sun's apparent motion through role play activities, the learning effect of the earth rotation role play activity is low.

The Effects of Mothers' Parental Intelligence on Children's Peer Play Interaction and Peer Acceptance (어머니 역할지능이 유아의 또래놀이 상호작용 및 또래수용도에 미치는 영향)

  • Bae, Jo Kyoung;Shin, Hae Young
    • Korean Journal of Childcare and Education
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    • v.8 no.3
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    • pp.91-111
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    • 2012
  • The purpose of this study was to investigate the effects of mothers' parental intelligence on children's peer play interaction and peer acceptance. The participants were 197 fiveyear- old children and their mothers of six kindergartens and child care centers in Seoul and Gyeonggi province. The Penn Interactive Peer Play Scale(Choi & Shin, 2008), the Peer Rating Scale(Asher et al., 1979), and the Parental Intelligence Scale(Hyon, 2004) were used as measurements. The results of this study were as follows. Firstly, the higher scores in mothers' parental intelligence of encouragement, enhancement, rational authoritativeness, acceptance, control, and avoiding rejection roles, the more the children's positive behaviors were exhibited during the peer play. Secondly, children whose mothers provided higher levels in parental intelligence of empathy, encouragement, rational authoritativeness and enhancement roles were rated as displaying higher levels of children's peer acceptance. On the other hand, children whose mothers expressed higher parental intelligence level of the rejection role tended to have lower levels of peer acceptance.

The Development and the Effect of A Preschool Teacher Training Program for Pretend Play Competence (유아교사의 역할놀이 유능성 증진을 위한 교사교육 프로그램의 개발 및 효과)

  • Han, Chan Hee;Kim, Myoung Soon
    • Korean Journal of Child Studies
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    • v.36 no.1
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    • pp.99-124
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    • 2015
  • This study developed a teacher training program aimed at promoting preschool teachers' competence in relation to pretend play and examined its effects on the teachers' knowledge, efficacy and interaction in pretend play. Regarding the learner's job characteristics and conditions, a small group session of 90 minutes per week was conducted for 8 weeks. To examine the effects of this program, the researcher collected data on the teachers' knowledge and the efficacy by means of questionnaires and the teachers' interaction by observation before and after the program execution. The fourteen child care centers were randomly assigned to both an experimental group or a control group, in which 38 teachers were included. In conclusion, the pretend play competence training program for preschool teacher was observed to be effective in improving their knowledge, efficacy and interactions in pretend play.

Difficulties of Elementary School Students in the Role-playing Analogy Activity for Concept Learning of Heat Transfer (열전달에 대한 역할놀이 비유활동 구성 및 수행과정에서 초등학생이 겪는 어려움)

  • Chang, Jaechul;Na, Jiyeon
    • Journal of The Korean Association For Science Education
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    • v.37 no.6
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    • pp.1063-1073
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    • 2017
  • This study analyzed the difficulties elementary school students have in role-playing analogy activities for concept learning of heat transfer. Eleven fifth graders were given an orientation class on role-playing analogy activity, a class for concept learning of heat transfer as presented in a textbook, and then they performed the role-playing analogy activity with concepts of heat transfer. After the classes, researchers investigated the difficulties students encountered through questionnaires and interviews. The following are results of the research: Difficulties that students faced in role-playing analogy activity can be classified into five types. First, students encountered difficulties in expressing the analogy. The students who had difficulties in expressing the analogy focused on expressions outside the science concepts or lacked understanding of the science concepts. They also had difficulties in expressing the analogy because they lacked the expressiveness of analogy or abilities in mapping errors. They had difficulties in expressing the planned role-playing analogy in a narrow space. Second, students also experienced difficulties in performing activities due to lack of understanding on activities or lack of experience. Third, students experienced difficulties in selecting roles because they preferred the specific role or unwanted the specific roles. Fourth, the members of group experienced difficulties in group activities because they did not concentrate on activities, failed to perform roles, or showed attitudes of an onlooker. Fifth, they experienced difficulties in communications due to unilateral communication, conflicts of opinions, and lack of opinions.

A Development and Application of Role-Playing Instruction Model based on Mind Practice for Intensifying Information & Communication Ethics (정보통신윤리 의식 강화를 위한 마음공부기반 역할놀이 수업모형 개발 및 적용)

  • Baek, Hyeon-Gi;Yu, Jeong-Su
    • Journal of The Korean Association of Information Education
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    • v.16 no.2
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    • pp.181-188
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    • 2012
  • In this study, we develop a role-playing instruction model based on mind practice. The proposed model can strengthen the information and communication ethics and enhance the will to act which leads to behavioral changes. It is also designed considering methodological and procedural elements of mind education and the steps of role-playing. It has much importance on having students experience mind practice directly and indirectly through role-playing. Firstly, an instruction model for a role-playing is designed based on other researches and case studies. Secondly, it was applied to students to find out the advantages and improvements and modified the earlier version and then, it was applied to 36 sophomores in J university in J city for five weeks. They are majoring in Education and are taking Instructional method and Instructional technology. To prove the effectiveness of the model, it was also applied 5th year 24 students, 6th year 26 students and 10 teachers in an elementary school. The results show that more than 90% students respond positively about how interesting information and communication ethics after participating in a role-playing instruction model based on mind practice.

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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.

A Study on the Characteristics of Play to Induce Fun in Metabus - Roger Caillois focuses on the theory of play (메타버스에서 재미유도를 위한 놀이적 특성 연구 -로제카유아 놀이 이론 중심으로)

  • SeungHwan Lee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.57-58
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    • 2023
  • 본 연구는 메타버스 플랫폼에서 사용자 커뮤니티 형성에 몰입과 재미를 추구하는 방법으로 로제 카유아의 놀이이론을 바탕으로 지속적인 사용자 유입과 서로간의 상호관계 형성의 유의한 특성을 살펴보았다. 가상공간 사회에서 아바타를 통한 역할놀이로 자신의 다양한 모습을 표현할 수 있고 서로 자유로운 경쟁, 때로는 게임과 같은 규칙이 설정된 곳에서 경쟁하며 스릴을 즐길 수 있다. 또한 현실과 비슷한 운에 기대어 확률 뽑기를 하면서 충분히 놀이를 만끽하고 있다. 본 논문에서는 로제 카유아의 놀이이론과 메타버스에서 공동체가 형성되는 과정에 재미를 유도하는 놀이적 특성을 비교하여 새로운 콘텐츠를 찾는 연구방향을 제시하는 것을 목표로 한다.

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Theoretical Background of Games for Social Change (사회 변화를 촉구하는 기능성 게임의 이론적 배경)

  • Chu, Jean Ho
    • Journal of Korea Game Society
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    • v.22 no.1
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    • pp.55-64
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    • 2022
  • Serious games are developed under particular purpose. This study provides a theoretical background on serious games for social change as a basis for future experiments and practice. By examining the elements of games and related theories, narrative immersion and critical participation are identified as the two main experiences of games, which are realized through role play. Based on educational theories for behavioral and cognitive change, this study suggests to use role play as a strategy on serious games for social change. Analyzing the cases of serious games in Korea, this study concludes that participants are able to experience the context of the situation through role play.