This study examined the effects of fathers' play participation on young children's social competence and self-regulation. The subjects consisted of 180 fathers with children at ages between 4-7 years old from 2 preschools and 3 kindergartens located in Y city in Gyeonggi province. The analyses used for this study included the t-test and multiple regression analysis. The main findings are as follows. First, fathers' play participation was not different by sociodemographic characteristics such as fathers' age, educational level, and job. Second, fathers' participation in functional play, role play, and constructive play was positively related to social activator, reassurance, and cooperation among subscales on children's social competence. Also, fathers' participation in games was negatively related to reassurance among children and positively related to hypersensitivity among children. Third, fathers' participation in role play and functional play was positively related to children's self-monitoring and self-control. These findings suggest emphasizing fathers' play participation to improve children's social competence and children's self-regulation, and it can be helpful to underline fathers' education and to develop programs for fathers' play.
The Journal of Korean Society for School & Community Health Education
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v.9
no.2
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pp.1-13
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2008
Objectives: Literature has shown the relationship between the use of harmful media and sexual behaviors among adolescents. Laws and regulations of violent and sexual mass media are getting stricter, but young children reported that they were still accessible to these harmful materials. It might be due to the development of new techniques in media delivery and new trends of game addict among Korean adolescents. Since there were very few studies on recent harmful media available to young children, the authors explore the usability of harmful media and identify related factors that can predict adolescent sexual attitudes and activities. Methods: This study was conducted secondary analysis using the internal data that were drawn from National Youth Committee's survey of adolescent harmful environment in 2007. The self-reported questionnaires were administered to 13,721 adolescents who were randomly selected based on strata of geography, school, and gender. Results: Adolescents accessed mostly to NC-19(No Children under 19) TV programs(35.8%) and AO(Adult Only) games(35.5%). Most of them reported that they did not have difficulty in the contact of these harmful media. The factors that can predict adolescent sexual intercourse are male adolescents, attending high school, not being satisfied with family life and school, contact with phone-advertising of sex, AO games and other online games, viewing adult videos, or reading adult books. Conclusions: When sex education is designed, an instructor considers not only students' demographic characteristics but also the strategies to deter the use of harmful media especially for game materials.
Addiction to online games has been causing many problems for elementary school students such as school life, humanity, scholarship and physique. Considering the increase in children being addicted to internet games, there are growing needs for attention and countermeasures toward the children. Nevertheless, it leaves something to be desired. Especially, studies and counterplans for the children who live in the metropolitan are not suited with the circumstances of each regional child. Therefore, it's necessary to work out new research by regional student groups. That is why this study understands fundamental facts about the usage of the internet of elementary school students living in Geoje, Gyeongnam and figures out the effects of online game addiction on the formation of character. Also, it suggests the right direction of internet use to parents and teachers, as rousing the public interest about computer game addiction.
Journal of the Korea Society of Computer and Information
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v.25
no.2
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pp.75-81
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2020
The definition of educational games, the importance of game development, and the characteristics of educational games are described. The design of the screen used in the game and the algorithm used are described. We explained the game implementation in the system environment and experiment, and the questionnaire showed whether there is nonviolence of the game, games preferred by children, game benefits, and fun elements of the game. The superiority of the game was described by comparing and analyzing the educational shooting game proposed in this paper with the existing game. The existing children's games had many shortcomings in terms of commercial and educational aspects, but the proposed games proved to be less violent and have educational effects.
The purpose of this study is to make out teaching-learning method for developing mathematical abilities of the 1st grade children in elementary school by investigating cognitive effects which mathematical pre-experiences given intentionally by teachers have on children's learning mathematics. The research questions for this purpose are as follows: In learning effects through mathematical pre-experiences given intentionally by teachers. 1) is there any differences between children with pre-experiences and children without them in Mathematics Achievement Test\ulcorner 2) is there any differences between children with pre-experiences and children without them in Transfer Test for learning effects\ulcorner For this study, a class with 41 children in H elementary school located in a Myon near Chong-ju was selected as an experimental group and a class with 43 children in G elementary school in the same Myon was selected as a control group. Nonequivalent Control Group Design of Quasi-Experimental Design was applied to this study. To give pre-experiences to the children in experimental group, their classroom was equipped with materials for pre-experiences, so children could always observe the materials and play with them. The materials were a round-clock on the wall, two pairs of scales, fifty dice, some small pebbles, two pairs of weight scales, two rulers on the wall, and various cards for playing games. Pre-experiences were given to the children repeatedly through games and observations during free time in the morning (00:20-09:00) and intervals between periods. There was a pretest for homogeneity of mathematics achievement between the two groups and were Mathematics Achievement Test (30 items) and Transfer Test (25 items) for learning effects as post-tests. The data were collected from the pretest on April 8 (control group), on April 11 (experimental group) and from the Mathematics Achievement Test and Transfer Test on July 15 (experimental group) and on July 16 (control group). T-test was used to analyze if there were any differences in the results of the test. The results of the analysis were as follows: (1) As the result of pretest, there was not a significance difference between the experimental group (M=17.10. SD=7.465) and the control group (M=16.31, SD=6.974) at p<.05 (p=0.632). (2) For the question 1. in the Mathematics Achievement Test, there was a significant difference between the experimental group (M=26.08, SD=4.827) and the control group (M=22.28. SD=5.913) at p<.01 (p=.003). (3) For the question 2. in the Transfer Test for learning effects. there was a significant difference between the experimental group (M=16.41, SD=5.800) and the control group (M=11.84, SD=4.815) at p<001, (p=.000). From the results of the analyses obtained in this study. the following conclusions can be drawn: First, mathematical pre-experiences given by teachers are effective in increasing mathematical achievement and transfer in learning mathematics. Second, games. observations, and experiments given intentionally by teachers can make children's mathematical experiences rich and various, and are effective in adjusting individual differences for the mathematical experiences obtained before they entered elementary schools. Third, it is necessary for teachers to give mathematical pre-experiences with close attention in order to stimulate children's mathematical interests and intellectual curiosity.
Tabletop games have been applied to improve the ability of social collaboration based on the characteristics that more than two people simultaneously interact on the tabletop. Especially, the tabletop games can be used as an educational tool for children with autism when it is implemented by considering educational and psychological models for children's behavioral characteristics. However, the previous collaborative games were designed for only disabled children so that it is hard to reflect cognitive and humanistic effects in inclusive education, where disabled children and non-disabled children interact in a same spatiotemporal environment. In this paper, therefore, we design a collaborative game on a multi-touch tabletop to enable spontaneous communication between disabled children and non-disabled children. Through user study, we evaluate the improvement in terms of the positive interaction and the degree of attention by comparing with a conventional collaborative game(e.g., a board game). We found that negative interaction including disabled children's abnormal behavior decreased and positive interaction such as body gestures and verbal communications increased. In addition, the tabletop game supported high immersiveness to all children by deriving equal level of attention time including individual and joint attention. We anticipate that the proposed game design can be utilized to develop collaborative contents for people with differences on sociality and cognitive ability.
International Journal of Computer Science & Network Security
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v.22
no.12
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pp.13-18
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2022
In the post-information era, most of technologies have a visual part, or at least some functions related to visualization. It is also one of the popular means of presenting materials in education area. However, despite its popularity, the impact of visualization on the effectiveness of learning still remains controversial. Even more controversial is its usefulness in developing creativity, which is one of the most important skills for today's employee. The authors considered the use of visualization as a tool for the development of children's creativity on the example of learning video games, in particular, ClassCraft to distinguish features that, from the point of view of psychology, may lead to developing creativity even being not useful for educational purposes. It is concluded that video games useful for learning may have features, that are inappropriate in formal educational context, but important to develop creative thinking.
This study investigated the demand of nutrition education programs among preschooler's parents. Focus group interview was conducted four times with 29 parents of preschool children. Most subjects appeared to have interest in nutrition education; 'very interested' (58.6%), 'somewhat interested' (20.7%). Sources of nutrition information were 'internet' (35.1%), 'books' (21.6%), 'newspaper or magazines' (13.5%), 'family or relatives' (13.5%), 'media' (8.1%), 'preschool' (5.4%) and 'hospital or public health center' (2.7%) in order. The most frequently mentioned health problems related to dietary behavior were atopy and obesity. Major concerns for children's dietary behavior was picky eating habits, and having questions for how to deal with this problem. Most subjects had trouble with obtaining an adequate amount of dietary supplements for their children. Nutrition education for parents about food labeling and information on processed foods was in demand. Preferred methods of nutrition education for children were playing games with stickers, gardening vegetables, and participating in cooking. Attitudes toward computer-assisted education materials, one of the methods of nutrition education, appeared to be ambivalent. Some preschool parents showed negative attitudes towards exposing their children to electronic devices at an early age, whereas others showed positive attitudes. Subjects were interested in meal-planning and ways to balance nutrients for their child. Parents preferred attending professional lectures to receive reading materials or searching websites as an adult nutrition education method. Results of this study have implications on providing basic information for developing nutrition education programs for preschoolers and their parents. Future research should focus on developing nutrition education programs for both preschools and the home.
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.
This study was to examine the needs among elementary school dietitians (n = 115) for developing a nutrition information internet site for children. A survey questionnaire included general characteristics, internet use regarding health and nutrition information, and needs for developing a nutrition information site. The mean age of the subjects was 36.2 years. The higher working experience group (> 10 years of working as dieticians) had higher mean age (p < 0.001), had a larger number of enrolled students at school (p < 0.01) and the number of those receiving school lunch (p < 0.01) than the counterparts (${\le}10$ years group). Sources of health and nutrition information were mainly PC/internet (60.4%) and seminar (14.4%). About 95% used health or nutrition information using the internet, however, the majority of users (71.6%) used internet information only when they needed it. Major reasons for using internet information was 'to get nutrition education materials' (63.8%) and 'to obtain general nutrition information' (21%). One third of the subjects were satisfied with nutrition information internet sites; major problems with internet sites were 'lack of content' (38.9%) and 'lack of practical information' (33%). These characteristics regarding internet use were not different between work experience groups. Major problems with nutrition education were 'lack of nutrition educational materials' (41.1 %) and 'lack of nutrition education skills' (32.1%). These were significantly different between the work experience groups (p < 0.01). Subjects preferred CD/internet to leaflet/booklet as nutrition educational materials. In developing nutrition sites for children, subjects wanted topics such as obesity assessment, dietary assessment, and obesity. Subjects responded that contents of nutrition information should be 'suitable to the children's knowledge levels' (31.1%), 'interesting enough by including quizzes, games and songs' (27.8%), 'inserting many illustrations/icons' (16.3%). In terms of designing internet sites for children, they wanted that internet sites should 'be easy enough to find the sites' (29.2%), 'use illustrations and characters' (24.8%), 'use communication channels such as Q&A' (18.7%). Needs for developing internet sites for children were not different by the work experience group. This study suggests that web sites for children should be carefully developed considering the contents and design, have less information with more illustrations, designed to induce the interest of children, as well as including sections such as eating habit assessment and games.
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