• Title/Summary/Keyword: 자연놀이

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Exploring the Meaning of Outdoor Play Spaces Perceived by Young Children and Early Childhood Teachers (유아와 교사가 인식하는 유아교육기관 바깥놀이 공간의 의미 탐색)

  • Kwon, Sun-Young;Jung, Ji-Hyun;Park, Sun-Mi
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.1
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    • pp.85-94
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    • 2017
  • This study researched the meaning of the outdoor play spaces used by young children, as perceived by them and their teachers. For this purpose, indirect observation, nonformal interviews during the activity of young children and in-depth interviews with teachers were conducted in 3 kindergartens and 1 day care center which operate various programs. As a result, outdoor play spaces were recognized as a psychological space, expanded space and sequential space for the relationships of young children. Meanwhile, early childhood teachers perceived them as a functional space, expanded space and restricted space of the children's daily lives. It was recognized that outdoor play spaces provided the children with good and unstructured environments to reorganize their own daily pattern through expanded play and the chance to naturally form peer relationships. This suggests that the space configuration which is most suitable for child centered development is one that is formed within and by their daily lives, rather than the standardized configuration of outdoor play spaces.

Design of Edutainment Contents Using Motion Recognition for Enhancing Sociability and Visual Perception of Children (유아의 시지각 및 사회성 향상을 위한 동작 인식 기반 에듀테인먼트 콘텐츠 개발)

  • Park, Yoon;Yang, Janghoon
    • The Journal of the Korea Contents Association
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    • v.15 no.7
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    • pp.170-180
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    • 2015
  • With progress in emerging new media technology and associated device, there is growing interest in a new type of contents in the filed of children education. In this research, we developed a edutainment content for enhancing sociability and visual perception of children exploiting kinect. Recreating what is visually perceived with physical movement is adopted to develop visual perception. It is also designed such that one's sociability can be enhanced through experiencing natural physical contact and collaboration while interacting with the developed content. The prototype of the content was created through development of character to boost interest, a short animation for storytelling, and interactive programming. In the second pilot test which was done with the content improved through the first pilot test, it was observed that children easily played with it and actively participated in experiencing it. From this observation, it is expected that the developed content may work as a promising edutainment content which fosters children to enhance visual perception and sociability through natural interaction.

The Perception and Needs Analysis of Early Childhood Teachers for Development of a Play-Based Artificial Intelligence Education Program for 5-Year-Olds (만 5세 대상 놀이중심 인공지능 교육 프로그램 개발을 위한 유아교사의 인식과 요구분석)

  • Park, Jieun;Hong, Misun;Cho, Jungwon
    • Journal of Industrial Convergence
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    • v.20 no.5
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    • pp.39-59
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    • 2022
  • We analyze the perceptions and requirements of early childhood teachers for artificial intelligence(AI) education to develop an AI education program for 5-year-olds. As for the research methodology, we conducted a survey and an in-depth interview to extract the AI educational elements centering on the analysis stage, the first stage of the ADDIE model. The research result is that first, it is necessary to design a curriculum that combines the contents of early childhood education and AI education to be naturally accepted as AI education for 5-year-olds. Second, an evaluation tool for AI education that can showcase the teacher's reflection should be developed systematically. Third, it is necessary to support a play-centered AI education support and environment for early childhood teachers. Lastly, it is essential to establish a system that can be continuously operated in the field of early childhood education in consideration of AI education in the non-curricular curriculum. It is expected that in the future, a play-oriented AI education program for 5-year-olds will be developed to spread awareness of AI education for infants and present an AI education approach for each age and stage of learners.

Large Scale Entertainment System based on Gesture Recognition for Learning Chinese Character Contents (제스처 인식 대형 놀이 시스템 기반 한자 학습 콘텐츠)

  • Song, Dae-Hyeon;Park, Jae-Wan;Lee, Chil-Woo
    • The Journal of the Korea Contents Association
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    • v.10 no.9
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    • pp.1-8
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    • 2010
  • In this paper, we propose a large scale entertainment system based on gesture recognition for learning Chinese character contents. The system is consisted of parts that forecast user's posture in two infrared images and part that recognize gestures from continuous poses. And we can divide and acquire in front side pose and side pose about one pose in each IR camera. This entertainment system is immersive in nature and convenient for its gestures based controlling system. Also, it can maximize information transmission because induce immersion and interest using two large size displays and various multimedia elements. The learning Chinese character contents can master Chinese character naturally because give interest to user and supply game and education at the same time. Therefore, it can expect synergy effect that can learn playing to user combining with large entertainment system based on gesture recognition.

Development of Games for the Advance of the Creativity -Based on Algorithm Elements- (창의성 신장을 위한 놀이 개발 -알고리즘 요소를 중심으로-)

  • Kim, Jung-A;Kim, Jong-Hoon
    • The Journal of the Korea Contents Association
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    • v.9 no.7
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    • pp.390-401
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    • 2009
  • For the reason that computer is the helping-system for complicated processes that we are not simply able to handle, it is needed to be taught and educated in many, and more various, ways. It will be a good way to lead the educatee by explaining basic algorithm and relevant theories in this aspect. And more creative and problem-solving factors have to be studied and applied to the current education system. To arouse interest and attention of the educatee, many efforts to make the concepts and theories that are still difficult to understand to the educatee. I would advise to convert the current algorithm element to interesting game types to get the educatee to be closer in easier and quicker ways. Accordingly, this is to create games reflecting a algorithm element to lead the educatee improve their creativities and problem-solving abilities.

A study on interaction design of digital device for analog-based experience -Focused on multimedia mobile phone- (아날로그 경험 중심의 디지털 기기 개발을 위한 인터랙션 디자인 연구 -멀티미디어 휴대폰을 중심으로-)

  • Sung, Won-Kyu;Yang, Seung-Mu
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.290-295
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    • 2006
  • 지금까지 디지털 기기의 진화 과정을 볼 때 오직 기능적 발전만이 추구되고 그것을 사용하는 사용방식에 대한 진지한 고민은 부재하였다. 때문에 디지털 기기가 갖고 있는 버튼 위주의 획일적 사용방식은 사용자보다는 기기 중심의 디자인이 우선시되는 사회적 병리현상을 야기하고 있다. 반면 오랜 기간 인간이 다루어 온 전통적인 아날로그 도구들은 작업의 특성과 작업자의 상황에 맞도록 다양한 사용성을 고려하며 진화되어 왔다. 따라서 본 연구에서는 사용자들에게 익숙한 아날로그적 경험을 디지털 기기의 인터랙션 디자인에 적용시켜 보다 인간 중심적인 디지털 도구를 제안 하고자 한다. 연구의 목표는 다양한 기능이 복합된 대표적 디지털 기기인 휴대폰에 아날로그 경험을 접목시킴으로써 전통적인 도구들과 같이 디지털 기기의 자연스러운 인터랙션 스타일을 디자인하는 것이다. 이를 위하여 한정된 디바이스로 다양한 기능들을 조작해야 하는 모바일 기기에 적합한 아날로그 경험들에 대한 연구가 진행되었고, 기호와 조합으로 이루어진 카드놀이 메타포에서 그 단서를 발견할 수 있었다. 따라서 본 연구는 메타포로 제시한 카드놀이를 하며 일어나는 행위와 경험을 멀티미디어 휴대폰에 접목시켜 새로운 사용 방식을 제안하는 것이다. 예를 들어, 메뉴 선택의 경우 카드를 펼쳐 원하는 카드를 뽑으면 되는데 아래로 펼치면 그 카드의 수직 메뉴가, 옆으로 펼치면 그 카드의 수평 메뉴가 나타난다. 또 메뉴 안의 내용을 찾을 때는 카드를 뒤로 넘겨서 보게 되고 자신만의 개인적인 내용을 보고자 할 때는 카드를 은밀히 보는 듯한 행위를 취하면 된다. 즉 멀티미디어 폰 안의 내용뿐 아니라 사용하는 행위 자체도 하나의 즐거움이 되도록 카드놀이 경험을 새로운 인터랙션 스타일로 개발하여 그 가능성을 연구하였다.

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How to use Board Games in the Early Childhood Education Field - Based on the 2019 Revised Nuri-curriculum (개정 누리과정에 기초한 유아교육현장의 보드게임 활용 가능성)

  • Kim, Tae-Yeon
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.147-158
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    • 2020
  • The aims of this study were to examine the grounds for the appropriateness of board games in daycare centers and kindergartens based on the child-centered, play-centerd activities of revised Nuri-curriculum and provide basic resources by the case studies of board game activities in each area of the Nuri-curriculum. For these aims, it suggested the rationale of board game use in early childhood education field: first, the value as an activity with concrete objects based on developmentally appropriate practice (DAP), second, children's voluntary participation and immersion due to the competition and rewards in gamification, third, integrated experience across all areas of the Nuri-curriculum. Also, it provided various samples of the integrated board game activities for children, and reviewed the precaution, pros and cons that emerged during the play. This study discussed the possibility and direction of board game activities in early childhood education and provided implications for organizing board game activities in the education field and developing new board game contents.

Development of nature friendly characters for infants and toddlers (영유아를 대상으로 한 자연친화적 캐릭터 개발 연구)

  • Joo, Eun-Ryeong;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.16 no.3
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    • pp.415-422
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    • 2018
  • The purpose of this paper is to show development examples of nature-friendly characters and to play a guide role for various nature-friendly characters to appear by presenting nature-friendly characters setting in Korea. Three famous examples of nature-friendly characters in foreign countries and the influence of nature on infants and young children will be examined with reference to previously published papers and published books. I have confirmed that nature harmony positively affects emotions and life respect of infants and young children, the characteristics of nature-friendly characters are 1. The characters are drawn based on nature environment as background. 2. They have been beloved for story of nature conservation and love for nature, and playing in nature environment. As story setting, I suggested 1. A story of forest experience with friends 2. A story of nature observation and exploration such as playing, exploration, and explanation 3. A drawing of Korea nature environment, including grass, flower, tree, insect, etc. 4. An educational and philosophical story of life respect, nature conservation, and love for nature.

Exploring the Cultural Identity of Korean Community Abroad Focusing on the Activities of Korean Farmer's Bands in Hawaii (해외 한인공동체의 문화적 정체성 읽기 - 하와이 한인농악단 활동을 중심으로)

  • KIM, Myosin
    • (The) Research of the performance art and culture
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    • no.42
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    • pp.321-359
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    • 2021
  • This paper examines the unique features of Korean farmer's music-or nongak-in Hawaii by exploring three nongak groups from different decades beginning in the 1970s. The first community-based nongak group began in the 1970s, with the establishment of the Wahiawa Korean Seniors Club. In the 1980s, there was another group supported by the Kalihi-Palama Immigrant Service Center. And in the 1990s, the Hawaii Korean Farmer's Music Assoiation, which is still active, was founded. I ullustrate the overall changes made by the three nongak groups as follows. First, they show a shift from social groups playing music to a music group doing social activities. Second, from a group of people negotiating their music, through a group led by musical leadership, to a group with a leader who created his own musical leadership. Third, from a music group began out of a pseudo-shaman ritual, through a group purely playing music, to a group adding samulnori and further creating a new rhythmic pattern. These changes occurred because, while the members are all first-generation immigrants, their experience of nongak in the motherland was different because of their age differences. In addition, they emerged because the level of awareness and acceptance of samulnori-which has gained huge popularity in Korea-were different.

Post Occupancy Evaluation of the Forest Experience Centers for Children (유아숲체험장의 이용후 평가)

  • Kang, Tae-Sun;Lee, Myung-Woo;Jeong, Moon-Sun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.45 no.2
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    • pp.109-123
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    • 2017
  • Due to the positive effect of forest space for child development, the creation and operation of forest activity space of various organizations is increasing in quantity; however, the research on practical space design and management program is insufficient. Therefore, the purpose of this study is to evaluate the space and management programs of the forest experience centers through the post-occupancy evaluation of teachers and preschoolers participating in forest activities. To do this, we analyzed the selected twelve sites through field survey, class observation, and interviews with forest education specialists, and then surveyed 115 forest education experts and childcare teachers for importance, performance, overall satisfaction, and space preference. In addition, we accessed overall satisfaction and space preference of twenty-nine preschoolers through interviews, photo-simulation, and questionnaires. As a result, the importance and performance of management program area was rated higher than the spatial characteristics area. In terms of group comparison, the group with active structured program rated two areas higher than the groups with free play. Preschoolers with structured programs preferred facility space, but preschoolers with free play preferred nature. Two preschooler groups rated forest activity as satisfactory. Based on the analysis results: 1) The composition of the forest activity space should ensure accessibility, safety, diversity of diversity, water space, connect to the forest road, and secure various terrains, trees, and natural materials; 2) The management program should ensure that forest activity programs have the proportional balance of structural programs and free play; also. management programs should plan for sufficient free playtime and a high share of play in the forest; and 3) Ensure the role and expertise of forestry specialists and run a program to increase the autonomy of preschoolers.