• Title/Summary/Keyword: 자연놀이

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Sinjungsin Mask Play Study (신중신탈놀이 연구)

  • Yun, Dong-Hwan
    • (The) Research of the performance art and culture
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    • no.40
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    • pp.163-192
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    • 2020
  • Sinjungsin Mask Play, one of Ttangseolbeop, is related to Seongjusin's life story. Sinjungsin Mask Play is a reconstruction of the story of the folk gods Seongjusin met while returning home. Seongjusin's life story proceeds in the form of Mask Play, and the monk who leads the sermon plays narration and main roles. Many believers play various roles and musicians. Sinjungsin Mask Play introduces many folk beliefs, sounds for intrigue, and talks. Sinjungsin Mask Play uses the same method of enumeration and repetition as the existing Mask Play. The repetition of a sentence or phrase plays a role in foreseeing the meaning of the context or foretelling the development of the plot to the audience. This repetition is intended to emphasize the situation of the scene and to create rhythm. Since Mask Play was exclusively for the common people, Mask Play actors use the repeating method commonly used in folk songs to form lines. This gives the audience a familiarity, effectively communicating the lines and responding to their tastes. Sinjungsin Mask Play borrowed people's way of playing for the public's mission. It inherits the dramatic forms of traditional traditional plays such as repetition of words or sentences or phrases, codification of words or sentences, borrowing of existing songs, and formal expression units. In addition, through repeated performances, believers can easily and easily learn and understand. This is the dramatic form and characteristics of Sinjungsin Mask Play. Sinjungsin Mask Play was handed down from Faith Communities and was used as a means of folk cultivation to spread illegality. Buddhism externalizes the process of accepting folk beliefs through Mask Play, and in the case of Shinto who participated directly or indirectly, they naturally acquire the belief system of Hwaeom Kyung through play. Sinjungsin Mask Play, one of Ttangseolbeop, can be said to have great value as an ICH, as well as popularization and mission.

Study on Location Characteristics and Establishment Time of Cherry-blossom Attractions in the Modern Era Busan (근대 부산에서 벚꽃 명소의 입지적 특성과 성립 시기에 관한 연구)

  • Kang, YoungJo
    • Journal of the Korean Institute of Landscape Architecture
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    • v.44 no.5
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    • pp.47-58
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    • 2016
  • In modern era Busan, newspaper articles about cherry blossom attractions from FuzanNippo and ChosenJiho have changed from places of landmark cherry trees to recreational activities under the cherry blossom. This means that the place characteristics of the cherry blossom attractions helped transform modern Busan. This study is to clarify the real image of the cherry blossom attractions where they were and when it was established in modern Busan. In order to discuss the location characteristics and the timing of identification as it changed from cherry-blossom viewing spots to picnic spots under the cherry blossom, current articles published in the FuzanNippo and ChosenJiho were collected. This study results are as follows: First of all, cherry blossom attractions are located in private gardens, gardens at hot spring inns, public lands such as schools, temples, reservoirs and malls such as Dongnae hot spring and the Midoricho red-light district. The location feature was that they were found at the edges of settlement environments, at the interface of city and natural spaces in modern Busan. Secondly, newspaper articles about cherry blossom attractions gradually changed from cherry blossom viewing spots to picnic spots under the cherry blossom, which became the peak of the cherry blossom attractions in modern Busan. The main focus of cherry blossom attractions changed from cherry-blossom viewing to picnicking under cherry blossoms around 1920. This means that the establishment of cherry blossom attractions can be seen around 1920. Articles of cherry-blossom viewing picked up sites not easy to access such as private gardens and reservoirs, articles about picnic spots under cherry blossoms noted public places that everyone could access. Cherry blossom attractions sites became spring resorts in modern Busan.

The Development of Robot and Augmented Reality Based Contents and Instructional Model Supporting Childrens' Dramatic Play (로봇과 증강현실 기반의 유아 극놀이 콘텐츠 및 교수.학습 모형 개발)

  • Jo, Miheon;Han, Jeonghye;Hyun, Eunja
    • Journal of The Korean Association of Information Education
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    • v.17 no.4
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    • pp.421-432
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    • 2013
  • The purpose of this study is to develop contents and an instructional model that support children's dramatic play by integrating the robot and augmented reality technology. In order to support the dramatic play, the robot shows various facial expressions and actions, serves as a narrator and a sound manager, supports the simultaneous interaction by using the camera and recognizing the markers and children's motions, records children's activities as a photo and a video that can be used for further activities. The robot also uses a projector to allow children to directly interact with the video object. On the other hand, augmented reality offers a variety of character changes and props, and allows various effects of background and foreground. Also it allows natural interaction between the contents and children through the real-type interface, and provides the opportunities for the interaction between actors and audiences. Along with these, augmented reality provides an experience-based learning environment that induces a sensory immersion by allowing children to manipulate or choose the learning situation and experience the results. In addition, the instructional model supporting dramatic play consists of 4 stages(i.e., teachers' preparation, introducing and understanding a story, action plan and play, evaluation and wrapping up). At each stage, detailed activities to decide or proceed are suggested.

A Study on the Consumer Analysis of Edutainment Industry (에듀테인먼트 산업의 소비자 분석에 관한 연구)

  • 김은정;최인규
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.11b
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    • pp.1047-1050
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    • 2003
  • 에듀테인먼트(edutainment)란 교육과 놀이를 합성한 말로, 재미있게 놀면서 자연스럽게 배우는 교육방법을 말한다. 에듀테인먼트 산업은 멀티미디어 기술을 배경으로 급속하게 발전하였지만, 소비자에 대한 체계적인 연구는 미약한 실정이다. 이틀 위해서, 본 연구에서는 N-세대의 라이프스타일과 에듀테인먼트 제품 디자인 기회파악에 관한 소비자의 실증연구를 통하여 에듀테인먼트디자인의 기반을 제시하고자 하였다.

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A Study on the Deduction of the Forest Play Activity and Space through Preschooler Participatory Workshop (유아참여 워크숍을 통한 숲놀이 활동 및 공간 요소의 도출에 관한 연구)

  • Kang, Taesun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.46 no.5
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    • pp.69-81
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    • 2018
  • Recently, user participatory workshops have been applied as a way to plan landscape spaces that reflects the needs and demands of the users. It is also required to improve the quality of the FECC (Forest Experience Center for Children), which is growing rapidly. Therefore, the purpose of this study is to deduct the design elements (forest play activities and space), the basic needs, and the demands of users in making the FECC a preschooler participatory workshop. For this, materials for preschooler participation were selected, and a step-by-step workshop was conducted to satisfy the demands of the preschooler's development. First, in the pre-workshops phase, design elements standards were deducted through the preschooler participatory results (41 children aged 6 and 7, Kindergarten). Second, in the main workshop phase, the design elements to be introduced on the site (Songsan-mulbit FECC) were deducted through the participating preschooler's selection and those results were analyzed. The materials used at the preschooler participatory process were 'drawing a picture' in the pre-workshop phase, and the design elements and the standard types charts were the forest play activity pictogram chart, and the forest play space general images chart in the main workshop. As for results, frst, there are 38 standard types of forest play activities that have been deducted. It consists of 27 cognitive activities (functional 16, constructive 4, symbolic 4, game on rule 3), 9 games (sensory 5, other 4), and two social play activities (solo, group). There are 21 standard types of forest play spaces. They consist of 8 play facility spaces (5 facility, 3 natural), 2 water spaces, and 11 spaces of 5 types. Second, as a result of applying the results to the site, the forest play activities to be introduced on the site were selected, and the functional play was most selected. Additionally, climbing and water play were most selected as the unit activities. Also, functional, constructive, symbolic, games based on rules were selected, even in the preschooler's development play. In the case of the forest play spaces to be introduced in the site, the preschooler's selection results by sex and age tended to be similar to the preschooler's comprehensive selection results, but the boys preferred function and adventure spaces more than the girls, while the girls preferred rest spaces more than the boys. This result is similar to the previous study results, which directly observed the preschooler's forest play behavior, and analysis that the preschooler recognized the site and selected the design elements introduced on the site. Therefore, the participatory workshop process and the materials process in this study are analyzed and applied to the purpose of the study. It is valuable as a case to be applied in design of the FECC from this point forward.

Study on Guidelines for Selecting Traditional Games in Relation to Multiple Intelligence Development (다중지능발달을 위한 민속놀이 선정기준 연구)

  • Kim, Eun Kyung;Kwon, Dae Won
    • Korean Journal of Childcare and Education
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    • v.10 no.5
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    • pp.229-248
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    • 2014
  • The purpose of this study is to draw guidelines on how to select traditional games that would efficiently help and develop multiple intelligences in children. Guidelines standard of section inquiries were prepared through a Delphi survey targeting twenty experts in early childhood education and traditional games. As a result, linguistic intelligence questions regarding writing, listening, speaking and vocabulary acquisition were selected. logical-mathematical intelligence questions regarding strategy, counting, patterns, hypothesis, verification, and comparing, contrasting, calculating ability were selected. Spatial intelligence questions regarding drawing, coloring, representation activities, operating and creating were selected, physical performance intelligence questions regarding global muscles, eye-hand coordination, flexibility, accommodation force, balance, agility and muscular strength were selected. Musical intelligence included questions about singing, and playing musical instruments. Interpersonal intelligence included perspective-taking, role-sharing, cooperation and discussion. For intrapersonal intelligence questions regarding personal significance-ties, planning-decision making, emotional expression and problem solving were selected. Finally, in relation to naturalist intelligence, questions regarding living organisms, inanimate objects and seasons were selected. In addition, traditional games were analyzed based on the finalized guidelines, and the results showed that each of the traditional games would not only work with one intelligence at a time but with other different intelligence as well. In the light of that, the study confirmed the validity of the guidelines on how to select traditional games that would develop multiple intelligences in children.

The Effects of Robot Play linked to Environmental Picture Books on the Environmentally Friendly Attitudes of 5-Year-Old Children (환경그림책 연계 로봇 놀이가 만 5세 유아의 환경친화적 태도에 미치는 영향)

  • Choi Eun Na;An ji Su;Nam Ki Won
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.133-139
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    • 2024
  • The purpose of this study was to investigate the effects of robot play linked to environmental picture books on the Environmentally Friendly attitudes of 5-year-old children. For this purpose, 24 5-year-old children from Seoul Y Kindergarten and 20 5-year-old children from E Kindergarten were selected as comparison subjects. In order to examine the differences between the groups, the experimental group performed 'Robot Play Linked to Environmental Picture Books' and the comparative group performed 'Free Play After Appreciating Environmental Picture Books'. The collected data were analyzed through independent sample t-test, which compares the average between the two groups using SPSS 29.0 statistical program. As a result of the study, there was a significant difference in all sub-areas of children's environment-friendly attitude(nature-friendly attitude, environmental preservation attitude), and these findings are meaningful as a basis for the direction of new environmental education of play-centered early childhood environmental education based on the value of new play media support called robot.

Analysis of Research Trends Related to Forest Play: Focusing on Domestic Dissertations (숲놀이 관련 연구 동향 분석: 국내 학위 논문 중심으로)

  • Kim, Minjung
    • Journal of Christian Education in Korea
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    • v.69
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    • pp.77-104
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    • 2022
  • The purpose of this study was to investigate the research trend of forest play. The purpose of this study is to provide basic data for the vitalization of forest play research by analyzing the research period, research content, and research methods. For this study, 57 domestic master's and doctoral dissertations were extracted through the National Assembly Library and the Research Information Sharing Service(RISS) with the keywords of 'forest', 'play', and 'forest play'. The frequency and percentage were calculated by analyzing forest play research based on four criteria: research period, research content, research method, and research subject. As a result of the research, first, the trend of forest play research by period is from 2011 to 2021, with 49 articles (85.9%) for master's degrees and 8 articles (14.1%) for doctor's degrees. Second, the trend by research content was found to be 16 basic studies (28.1%) and 41 practical studies (71.9%). Forest play research is being actively conducted centered on practical research. Third, the trends by research method were in the order of 39 quantitative studies (68.4%), 17 qualitative studies (29.8%), and 1 literature study (1.8%). Forest play research is focused on quantitative research, and comparatively qualitative research and literature research account for a low proportion. Fourth, the trend by study subject was 56 single subject studies (98.2%). The single subjects were 52 children (91.2%), 3 teachers (5.2%), and 1 parent (1.8%). As for the mixed subjects, there is one study (1.8%) targeting children and parents, and it is necessary to conduct a study with mixed subjects. As for the study of material subjects, 42 articles (73.7%) in the natural environment, 13 articles (22.8%) in educational institutions, and 2 articles (3.5%) in the media were found in the order. Research on the home environment related to forest play is insufficient, so research on parents, children-parents, and home environment related to forest play should be conducted in the future.

비트겐슈타인과 유아론

  • Park, Jeong-Il
    • Korean Journal of Logic
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    • v.9 no.2
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    • pp.59-98
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    • 2006
  • 유아론에 대한 비트겐슈타인의 철학적 투쟁을 조명하는 것은 그의 전체 철학의 핵심을 조명하는 것에 상당한다. 요컨대 유아론의 문제는 언어놀이, 놀이와 언어의 유사성, 가족 유사성, 규칙 따르기, 규칙 따르기의 역설, 사적 언어 논변, 뜻함, 봄과 -로서 봄, 모순, 논리적 필연성, 함 또는 실천과 같은 후기 비트겐슈타인의 핵심 개념이나 주제와 얽혀 있다. 이를 보이기 위해서 이 글에서는 유아론의 개념, 유아론에 대한 청년 비트겐슈타인의 생각, 후기 비트겐슈타인의 진단을 논의하게 될 것이다. 이러한 과정에서 우리는 비트겐슈타인이 유아론(넓게는 데카르트주의, 영국경험론, 현상학)에서 실천으로 나아가는 패러다임의 전환을 수행하고 있다는 것을 확인하게 될 것이다. 이러한 논의가 진행되면 우리는 유아론에 대한 후기 비트겐슈타인의 비판과 '사적 언어'가 어떻게 연결되는지 자연스럽게 문제 삼게 된다. 많은 학자들이 주장하는 바에 따르면, 비트겐슈타인은 사적 언어가 불가능하다고 간주했다. 그러나 나는 이러한 주장은 비트겐슈타인이 처한 패러다임의 전환 상황을 간과하는 처사로서 설득력 없는 것임을 보이고자 한다.

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Development of the Creativity Game Subject Matter Computer Principal (컴퓨터 원리를 소재로 한 창의적 놀이 개발)

  • Lee, Seung-Do;Kim, Jong-Hoon
    • 한국정보교육학회:학술대회논문집
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    • 2008.01a
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    • pp.136-141
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    • 2008
  • 창의적 문제 해결 능력을 컴퓨터 교육을 통해 이루려면 기존 컴퓨터 교육에 창의성과 문제해결력의 요소가 첨가되어야 한다. 또한, 학생들의 수준과 흥미를 고려하기 위해 어려운 컴퓨터에 관한 개념이나 원리를 다양한 교수학습 방법을 개발 활용하여 학생들이 쉽게 접근할 수 있는 노력이 필요하다. 아무리 좋은 교육이라 해도 학생들이 흥미와 관심을 갖고 학습을 하지 못하면 원하는 효과를 얻지 못할 것이다. 그러므로 컴퓨터 원리를 학생들이 이해하기 쉽도록 학생들이 좋아하는 게임 형식으로 개발하여 학생들이 직접 활동을 통해 자연스럽게 원리를 이해하고, 창의적인 사고력과 문제해결력을 증진시킬 수 있는 '컴퓨터 원리를 소재로 한 놀이'를 개발하고자 한다.

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