• Title/Summary/Keyword: 창의성 놀이

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A Study of Relationship between the Young Children's Playfulness, Creativity and Behavioral Problems (유아의 놀이성 및 창의적 성격특성과 문제행동간의 관계)

  • Park, Sung Sun;Seo, Hyun Ah
    • Korean Journal of Childcare and Education
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    • v.10 no.4
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    • pp.119-132
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    • 2014
  • The purpose of this study is to see how young children's playfulness and ability to creatively problem solve can affect their behavior. young children's playfulness in creases with in creasing creativity and personality traits and behavioral problems decrease with increasing of playfulness. Young children's behavioral problems increase with increasing of creative personality traits. In addition, young children's playfulness and creative personality characteristics affect their behavioral problems. The impact on the behavioral problems with variables for playfulness and creative personality traits has a negative correlation with creative curiosity, a sense of humor and expression of fun. The cognitive and physical spontaneity of the playfulness are correlated positively to young children's behavioral problems.

The Effect of Elementary Students' Creativity on Play-Centered Computer Science Educational Program (놀이중심의 컴퓨터과학교육프로그램이 초등학생의 창의성에 미치는 영향)

  • Han, Byoungrae;Hwang, San-Duck
    • Journal of The Korean Association of Information Education
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    • v.17 no.2
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    • pp.125-134
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    • 2013
  • In this paper, we want to know the effect of elementary students' creativity thru the play-centered computer science educational program. We extracted educational content from computer science. The students addressed to the problems thru the play and found their own solution. Research result show significant difference in creative attitude of sub-area of creativity. We found that students were actively involved with pleasure in play, the rules of play was actively keep.

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Effect of Children's Creativity and Peer Play Behaviors on Play Area Preference (유아의 창의성과 또래놀이행동이 놀이영역 선호에 미치는 영향)

  • Kim, Ho
    • Journal of Creative Information Culture
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    • v.7 no.4
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    • pp.279-288
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    • 2021
  • The purpose of this study is to improve the understanding of children's play behavior by exploring the relationship between variables predicting children's preferred play areas using the data of the Korean Children's Panel, which is a national longitudinal study data. For this purpose, we investigated how children's gender, creativity, and peer play behaviors affect children's preferred play areas on their preferred play areas. The research results revealed in this study are as follows. First, there were differences in creativity, peer play behaviors, and play area preference according to children's gender. Second, as a result of examining the effect of children's creativity and peer play behaviors on play area preference, factors influencing language area, art area, math & manipulative area, and role play area preference were different based on block play area preference group. This study has great implications in that it provides basic data for children's play behavior by exploring variables that affect children's preference for play areas.

A Research on the Creative Behavior of Children's Plays in Sangsang Children's Park, Seoul City (서울시 상상어린이공원의 창의 놀이 행태 분석 연구)

  • Kang, Young-Jai;Kim, Yo-Seob;Cho, Se-Hwan
    • Journal of the Korean Institute of Landscape Architecture
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    • v.40 no.5
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    • pp.109-118
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    • 2012
  • The study is aimed to suggest a preliminary data on the improvement of children's recreational facility to enhance children's creativity at Sangsang Children Park Project(SCPP) in Seoul Metropolitan City being the case study. The book review, especially the field observation was implemented by the video recording methods for analyzing the children's play behavior with regard to the six sites of the SCPP that was constructed in March 2008 until May 2010. Because of the research, the first 21 patterns of the creative activities were shown. Second, the prime using rates of facilities were the combination of play facilities among other play facilities like swings, slides, trembling horse etc. However, more children's creative behaviors occurred on independent play facilities like swing, trembling horse, etc. than at combination play facilities. Third, children's creative behaviors diversely occurred at a moving or fluid facility like a swing, trembling horse and a spatial facility like sand field more than a fixed facility like combination play facility. Fourth, children's creative behavior could be divided and evaluated by five categories and elements of fluency: the flexibility, the creativity, the elaborateness, and the imagination. Nevertheless, it was assumed that the creative elements of the five categories were mixed together with each other instead of showing an individual characteristic. Fifth, based on this analysis, the research reached out to the conclusion that the combination play facility of imaginary children's park would be designed together with more fluid and spatial facilities to improve the children's creativity. Finally, It was proposed that the play facilities of imaginary children's park like drawing wall or board, spatial play facilities and handicraft facilities etc. would be introduced to improve sorts of creativeness on elaborateness and imagination shown less than the fluency, flexibility, and originality.

The Effect of Job Autonomy of Early Childhood Teachers on Teaching Creativity and Play Support Competency (유아교사의 직무자율성이 교수창의성과 놀이지원역량에 미치는 영향)

  • Jung yujin
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.513-518
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    • 2024
  • This study was to investigate the relationship and impact the job autonomy, teaching creativity and play support competency of early childhood teachers. As the research subjects, 252 early childhood teachers in G City were randomly sampled, and a questionnaire survey was conducted. The collected data were subjected to Pearson's correlation analysis and multiple regression analysis through the SPSS 21.0 program. The results of this study showed a positive correlation between job autonomy, teaching creativity and play support competency of early childhood teachers, and job autonomy affect teaching creativity and play support competency. The results of this study are expected to reveal the impact of job autonomy on teaching creativity and play support competency, providing basic data for creating an environment to guarantee and the development of job training programs for early childhood teachers.

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.

The Value Provision of Early Childhood Convergence Arts Education by Metonymic Activities (비유 놀이를 통한 유아 통합예술교육 가치 제고)

  • Park, Sun-Min;Kim, Mirea
    • Journal of Digital Contents Society
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    • v.16 no.5
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    • pp.727-740
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    • 2015
  • In the information-oriented society of 21st century, the added value of creativity has never been so important to need any further discussion. This research investigates an implication of metonymic activities in early childhood Convergence arts education as a basis of the creative education by analyzing EduDrama, the program which helps children acquire creativity through metonymic activities. To this end, this research proposes a desirable way of early childhood arts education by organizing limited situation of early childhood education in Korea with domestic and foreign cases applying metonymic activities. Despite actively conducted studies on arts education led by existing arts management field in Korea, arts education research for early childhood is still not entirely satisfactory. Therefore, this research makes clear the value of arts education using metonymic activities provided during early childhood on the assumption that the added value of our life depends on the creative human resource of 21st century.

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.

An analysis of the interpretations of the symbols on an archaeological dodecahedron with pentagon facets and proposals of a new game method obtained by a creativity tournament (5각 12면 체의 기호해석과 이를 이용한 새로운 놀이 방법의 창안에 대한 분석)

  • 육근철;김명환;하종덕
    • Journal of Gifted/Talented Education
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    • v.12 no.1
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    • pp.1-30
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    • 2002
  • We present a long term projects of which an interpretation of the symbols and proposals of the original idea of new game method using by an archaeological dodecahedron with pentagon facets was unearthed on the kansan districts in Chungnam to the high school students participated in a creative tournament of the love of science and Taejeon. As a results, students interpreted the twelve symbols intaglioed on the dodecahedron with pentagon facets as numbers, duodecimal system, compass direction, five elements, etc. And also many students proposed original ideas for the game using the dodecahedron based on the principle of Um(-) and Yang(+) with the five elements, game of numbers, game of board, and so on. In this study we suggests that the creative program using the dodecahedron can be applicable to the creative education for gifted and talented youth.

Development and Effectiveness of a Program for Enhancing the Creativity of Kindergarten Children through Physical Play (신체 놀이 활동을 이용한 유아의 창의성 증진 프로그램 개발과 효과)

  • Chae, Min-A;Choi, Wae-Sun
    • Korean Journal of Child Studies
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    • v.26 no.4
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    • pp.71-84
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    • 2005
  • Eighty-eight 5-year-old subjects were tested by the Torrance Tests of Creative Thinking, and randomly assigned to experimental(n=44) or control(n=44) groups. Developed in collaboration with kindergarten teachers, physical activity projects were based on themes from "life and health" and "life as expression" of the kindergarten curriculum. The resulting program consisting of 24 activities was applied to the experimental group for 24 sessions. Data were analyzed by mean, standard deviation, and repeated measures ANOVA. Effectiveness of the physical activity program for enhancing creativity was shown by a significant increase in mean creativity scores of the experimental group and in the sub-scores of fluency, originality, abstraction of title, elaboration, and resistance to an impetuous ending.

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