• Title/Summary/Keyword: 유아놀이

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The Influence of Preschoolers' Emotionality and Social Competence on Play Behavior (유아의 사회적 능력을 매개로 정서성이 놀이행동에 미치는 영향)

  • Kwon, Kinam;Min, Hayoung
    • Korean Journal of Childcare and Education
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    • v.17 no.4
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    • pp.73-91
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    • 2021
  • Objective: This study focused on the relationships between emotionality, social competence and play behavior in a sample of 218 4- to 5-year olds attending daycare centers. Methods: All variables were measured by the daycare teachers of the surveyed children. The data were analyzed using Simple Regression and Multiple Regression through SPSS Win 25.0. Results: First, preschoolers' positive emotionality had a negative effect on their play disruption and play disconnection and a positive effect on play interaction. On the other hand, their negative emotionality had a positive effect on play disruption and play disconnection and a negative effect on play interaction. Second, their positive emotionality had a positive influence on social competence and their negative emotionality had a negative influence. Finally, the effect of their positive emotionality on play disruption was partially mediated, and their play disconnection and play interaction was totally mediated by social competence. On the other hand, the effect of preschoolers' negative emotionality on play disruption and play disconnection was totally mediated, and their play interaction was partially mediated by social competence. Conclusion/Implications: The results of this study imply that we need to help preschoolers promote emotionality and social competence together to change their play behavior positively.

Development of a Documentation Model for the Practice of Early Childhood and Play-oriented Curriculum (유아·놀이 중심 교육과정 실천을 위한 기록작업 모형 개발)

  • Seoyeon Moon;Jinwook Kim
    • Korean Journal of Childcare and Education
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    • v.19 no.2
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    • pp.87-117
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    • 2023
  • Objective: This study aimed to develop a documentation model that can support early chlildhood learning through play and facilitate the implementation of early childhood and play-oriented curriculum. Methods: This study utilized the design and development research methodology to derive components for the model through literature review and investigation research. In addition, the model was gradually improved through the 3rd expert review, and the validity of the model was verified through usability evaluation with 10 early childhood teachers. Results: This study identified 13 components and developed a flexible, selective, repetitive, and cyclic documentation model based on the 2019 revised Nuri curriculum. Model development is embodied and presented as a model-detailed model-detailed content. The model is presented in detail in the study. Conclusion/Implications: The documentation model developed in this study is expected to provide guidance to early childhood teachers and serve as a basis for future research on documentation in early childhood education. It is expected that it will be able to present the practical direction of records for play support for teachers in the field.

Early Childhood Educators' Teacher Self-Efficacy and Play Support by Personality Types (유아교사의 성격유형에 따른 교사 자기 효능감과 놀이지원)

  • Anna Sung;Yeon Ha Kim
    • Korean Journal of Childcare and Education
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    • v.19 no.3
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    • pp.41-57
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    • 2023
  • Objective: The objective of this study is to classify the personality types of early childhood teachers and examine the variations in teacher self-efficacy and play support based on these personality types. Methods: The subjects of this study consisted of 302 early childhood teachers responsible for children aged 3 to 5 years old. The collected data were analyzed using cluster analysis and analysis of covariance. Results: Early childhood teachers were categorized into four types: the "sensitive group" (29%), the "conservative group" (10%), the "passive group" (28%), and the "active group" (34%). Significant differences in mean scores were observed for teacher self-efficacy and play support across these personality types. Notably, the active group demonstrated the highest levels of both teacher self-efficacy and play support. Consequently, the active group emerged as the most effective and functional personality type among early childhood teachers. Conclusion/Implications: This study emphasized the significance of early childhood teachers' personality types in their teaching practices, underscoring the importance of developing in-service and pre-service teacher education programs that take into account these personality types.

Developing the Parent Play Interaction Observation Scale (PPIOS) for Toddlers (부모-영아 놀이 상호작용 관찰척도 개발을 위한 연구)

  • JiYeon Kim;MyoungSoon Kim;ShinHee Lee;JeongWon Park
    • Korean Journal of Childcare and Education
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    • v.19 no.6
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    • pp.39-54
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    • 2023
  • Objective: This study aimed to develop a parent play interaction observation scale (PPIOS-Toddler) and analyze it in terms of item discrimination, reliability, and validity. Methods: The subjects of the study were 97 toddlers and mothers. This scale consisted of three categories, six domains and 22 items on a 5-point scale. For the item discrimination of the observation scale, an independent standard t-test was conducted to analyze the significant difference in average between the upper and lower groups for each item. The reliability of the observation scale was calculated by Cronbach's α, the intra-item agreement, and the validity was examined through content validity, the correlation between subdomains and total scores, and official validity using PICCOLO. Results: In item discrimination analysis, all items exhibited differences between upper and lower groups. The overall internal agreement for the observation scale was 0.95, with factor-specific internal agreement ranging from 0.83 to 0.95. The observation scale demonstrated notable correlations between total scores and sub-factors (0.45 to 0.93) and significant correlations with PICCOLO total scores (0.66 to 0.86). Conclusion/Implications: The study successfully verified the item discrimination, reliability, and validity of the Parent Play Interaction Observation Scale (PPIOS-Toddler).

Design and Implementation of STEAM Game Contents for infant Learning Education using Gyroscope Sensor

  • Song, Mi-Young
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.1
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    • pp.93-99
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    • 2020
  • With the development of digital technology and the increasing demand for learning how to improve one's ability to solve problems through play and participation interactions, a variety of edutainment game contents are being developed. The edutainment game contents developed until recently have received a large number of contents for intelligence development and transfer of knowledge such as Korean and English mathematics for children and children. Recently, there have been various researches on the necessity and effect of STEAM education that foster convergent science and technology talents with comprehensive thinking ability and scientific inquiry spirit through the fusion education method among the subjects including science, technology, engineering, mathematics, And there is a growing need for the development of a parish suitable for STEAM education. However, there is a lack of STEAM educational content development that incorporates the technology of creative convergence talent training to develop talented people who can think and solve problems by crossing various academic boundaries. Therefore, this study develops game contents for early childhood education by combining STEAM education which foster convergent science and technology talents with comprehensive thinking ability and scientific inquiry spirit. And we designed and implemented STEAM game contents for infant learning education which can induce the interest of children and have fun by using gyroscope sensor of smartphone.

Analysis on Picture Books and Activity Contents of Book Start Program (북스타트 프로그램의 그림책과 활동내용 분석)

  • Yeon, Hyemin;Choi, Kyoung
    • The Journal of the Korea Contents Association
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    • v.14 no.11
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    • pp.972-981
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    • 2014
  • This study intended to analyze picture books and activity contents of Book Start Program targeting infants and preschooler. Target objects were 244 picture books with their activities contained on casebook of Book Start Program. First, the study outcome showed that the most type of its picture books in general was fantasy, while, by ages, play books for those in 6~18 months, information books for those in 19~35 months, and fantasy books for those in 36 months~before going to school were the most. Second, contents of the picture books showed the most order of nature exploration, social relationship, art experience, while by ages, contents on nature exploration were the most in all ages, while social relationship and art experience showed statistically significant difference by ages. Third, the outcome of activity contents utilizing the books showed drawing activities were the most, while activities other than drawing showed statistically significant difference by ages. This result shows that they chose a picture book suitable for the developmental characteristics of the infants and preschoolers, but that the contents of the picture book were not closely associated with the activities. The outcome of this study lies in offering information and basis on ways to choose effective picture books and their activities to those planning and running Book Start Program in the future.

Research on Geometric Shape in the 20th Century Design Education - Focused on the relation of $Fr{\ddot{o}}bel$ Kindergarten Education - (20세기 디자인교육의 기하학적인 형태에 대한 탐구 - 프뢰벨 유치원 교육과의 연관성을 중심으로 -)

  • Bang, Kyung-Rhan
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.325-334
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    • 2005
  • The purpose of this thesis is to explore the fundamental reasons and general circumstances of the introduction of geometric shape to the 20th century's design education. The modern design education was directly influenced by the German Kindergarten Movement and its educational ideal, so they began to employ geometric shapes in visual education. When Friedrich Frobel, a professional German child educator of the 19th century, invented the 'Spielgaben,' it soon became a popular educational tool. It was a turning point in the child educational system, from then they began to actively employ 'tools' in art education. The Spielgaben was created based on the geometric principle of a popular block game of the 19th century. On the other hand, a game program called 'Bechaftigungsmaterial' led early Modernists to adopt geometric shape in their works. Then, geometric shape were applied to a primary educational program designed by the Bauhaus that gave birth to the Modern design education in the 20th century. likewise, the substantial reasons why the principles of point/line/plain and geometric shapes had been taken in the 20th century design education can be explained through this historical background. This research is to investigate how Kindergarten Movement and Modern design education can be associated with each other, particularly in the light of geometric elements. Therefore, I first referred to the historic records in order to reveal their relation, and then analyzed the similarities and differences between the two activities. In result, I could explore the relationship between child educational tools and the 20th century's design education.

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A study on context of children's library and user behavior modeling (어린이 도서관 CONTEXT 분석 및 사용자 행태정보 모델링 아동의 가구 사용방법(Way of Seat)과 아동-부모의 상호작용방법을 중심으로)

  • Song, So-Ra;Pan, Young-Hwan;Jeong, Ji-Hong
    • Journal of the HCI Society of Korea
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    • v.3 no.1
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    • pp.33-38
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    • 2008
  • The major users of children's library are children and housewives. Recent increasing frequency of their visit to the library expands the function of it from the place where they borrow and read books further to the cultural space where each family unit can enjoy leisure activities. Though the children's library basically is a quiet place for reading books, peers' establishing friendship and emotional bond with the parents, and such plays as small scale muscular movements take place in addition to reading activities because the major users are infants under six or children in the lower grades in elementary school. Thus, in order to study the features and requirements that are inherent in the various behaviors of the children who use furniture, understanding of the particular factors in the physical environment of the children's library and the user context must precede. In reality, though the fixed form of the desks and chairs in the library was made by a small number of designers, a large number of children are using them in tremendously various ways beyond the ways that the designers had intended, adapting themselves to the environmental context. Therefore, the purpose of this study is to find out the children's using way of seats when they do reading and playing activities based on the way of interaction between children and parents, and, after modeling of the children's behavior data, to understand the demands inherent inside the various behaviors of children who use furniture.

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Mathematics education game based on augmented reality (증강현실을 기반으로 한 수학교육 게임)

  • Lee, Hye-Sun;Lee, Jong-Weon
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.817-822
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    • 2008
  • The computer game industry has been developed gradually because of development of graphics and communication industry, Games have an important role to peoples in various ages in their leisure life. Game has been changed into various forms with its development. With this movement, it is not only for simple amusement, but starts trying to use them for educational object. It is called Serious Game that intends to particular object and effect. Serious game has the important meaning to get some new useful things through its enjoyment which is the essence of games. Many people in various field have tried many categories of contents. Especially, education stands out among the other fields. Fields related with education have been studied extensively. This paper would suggest mathematics education game based on Augmented Reality. It is a board game for infants and young students. Augmented Reality is used to extend user's experience and multiplicity of the game. We also offer users a tool that helps them to create their own board for their active game participation.

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The relationship between children's creativity, playfulness and multiple intelligence (유아의 창의성과 놀이성, 다중지능과의 관계)

  • Lim, Young-Ok;Yee, Young-Hwan;Oh, Ka-Young
    • Korean Journal of Human Ecology
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    • v.9 no.1
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    • pp.15-24
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    • 2006
  • The early childhood is a pivotal period for the development of creativity since creative imaginary is rich at the age from 4 to 4.5 years old, The purpose of this study is to examine the relationships between children's creativity, playfulness and multiple intelligence. 91 children(41 boy, 50 girls) attending preschool in jeon-ju city were participated in this research, The age of children was 6 years(average 73.7 months), After collecting the data to find the connections between children's creativity, playfulness and multiple intelligence from the subjects' data using the SPSS WIN 10.0 program, along with t-test, ANOVA and Pearson's correlation in this paper. 1. There was significant correlation between children's playfulness and creativity. Intelligence spontaneousness the element of the playfulness has a correlation with Creativity strengths, Elaboration. In addition, Resistance to Premature Closure has a correlation with social spontaneity, And Originality has a correlation with the Expression of Pleasure the element of the playfulness, 2. There was a significant positive correlation between children's multiple intelligence(MI) and creativity, Fluency the element of creativity has a correlation with Interpersonal intelligence the element of multiple intelligence: And Originality has a correlation with Bodily-kinesthetic intelligence, Intrapersonal intelligence the element of MI. In addition, Abstraction of Titles has a correlation with Intrapersonal intelligence. 3. There was a little correlation between children's MI and playfulness. The Expression of Pleasure has a correlation with bodily-kinesthetic intelligence, Based on the current study, the relationships between creativity, playfulness, and multiple intelligence could be identified. Especially, creativity was significantly correlated with playfulness and multiple intelligence of early childhood. Therefore, it was found that creativity of toddler might be essential factor for the development of toddler's cognitivity.

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