• 제목/요약/키워드: Children's Education Games

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Analysis of Current Use Smartphone of 3 to 5 Years old Children and Parents' Perception

  • Choi, Dea-Hun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.12
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    • pp.293-298
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    • 2020
  • The purpose of this study is to confirm the use of smartphones by children aged 3 to 5 years old and to propose a plan for prevention of overdependence. To this end, the data of 909 people aged 3 to 5 years old were used in the study from the raw data of the '2019 Smartphone Overdependence Survey' conducted by the National Information Society Agency. The research results are as follows : Infants aged 3 to 5 were using their smartphone for an average of more than an hour a day, it was found that smartphones were used in the order of video services and games, listening to music, educational contents and search services. Parents were found to be tolerant of their children's smartphone usage time and dependence. In particular, despite the fact that most infants and toddlers use smartphones to watch videos and use game content, they are not concerned. Therefore, parental education content for the use of smartphones by infants and toddlers needs to include comprehensive content on media use.

A Study on the Melody Program Through Handbells in the Mixed-age Edu-care (혼합연령 종일반에서 핸드벨을 통한 음률프로그램에 관한 연구)

  • Park, Boo Sook;Choi, Soon Ja;Back, Ji Sook
    • Korean Journal of Child Education & Care
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    • v.18 no.3
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    • pp.179-189
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    • 2018
  • Objective: This study composed a melody program through handbells, and applied it to the mixed-age edu-care children. Methods: This study implemented a handbell melody program suitable for children's interest and development characteristics, based on Nuri Curriculum, to 15 mixed-aged edu-care children aged 3 to 4 at C Kindergarten located in Seoul for 12 weeks (once a week) from October 2015. Results: The program consisted of the origin of handbell, promises to keep in playing the handbell, partial literary introduction, and musical note activities using teaching aids or games in an integrated way with other areas. Through the program, dynamic class could be carried out with mutual leading participation of a teacher and children. Consequently, children aged 3 to 4 could easily encounter playing the handbell, being interested in playing, and showed cooperative spirit and society-friendly behaviors. The mixed age edu-care teacher felt pleasure and achievement of challenge by performing the class herself, which had depended upon extracurricular activities. Conclusion/Implications: A further study as action research for edu-care teachers, focused on change of edu-care teachers themselves, is proposed.

Survey and Analysis on Computer Using Ability of Early Childhood for Developing Educational Software (교육용 소프트웨어 개발을 위한 영유아 컴퓨터 활용 능력에 대한 실태조사 분석)

  • Choung, Hye-Myoung;Song, Joo-Seung
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.10
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    • pp.209-220
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    • 2010
  • In this study, a survey was carried out to investigate status of children's computer use and their ability by gender and age. The objects of the survey were kids at a day care center in Gimpo where students of the early childhood education department of K university had practical training for a month. 378 questionnaire were collected excepting those with insincere or inconsistent responses, and among them, According to the results of this study, girls use computers more often than boys for educational purposes such as learning how to read and write Korean language and numbers and foreign languages, and also learning music and arts. On the other hand, boys use computers more often than girls for entertainment like cartoon movies and games. In terms of computer using ability such as understanding instructions, manipulation of functions, drawing pictures, chatting and e-mail, internet shopping, homepage making, girls have higher ability than boys while boys are significantly superior to girls in the ability to play computer games. The analytical results show that application programs of the childhood education is desirable for boys to use for the sake of arousing the interest and for the game and for girls to use at the part of music and arts. According to ages, for 1-2 years children, they needs the AP with a delicate person having the computer knowledge, for 3-4 years children, they need AP with some little help, for 6-7 years, they need the AP to do themselves according to sex and age.

A Study on Actual state and Influencing Factors of Internet Addiction in Upper Class of Elementary School Children (초등학교 고학년 학생의 인터넷 중독 실태와 중독 요인 연구)

  • Lim, Mi-Ran;Goh, Byoung-O
    • Journal of The Korean Association of Information Education
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    • v.10 no.1
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    • pp.107-115
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    • 2006
  • As the use of computers and the Internet become more commonplace, many children are using the Internet. The Internet is rapidly permeating into the daily lives of elementary school students. There are some positive effects of using the Internet: it helps children's studies and communication skills and relives stress. However, some negative effects are arising, such as aggressive behavior caused by Internet games, sleeping disorders, and Internet addiction. The goal of this disquisition was to find out how an upper class of elementary school children are using the Internet and also the degree of their Internet addictions. The effects that Internet addiction had on various aspects, such as on the individual, family, and school were observed. In the individual aspect, self-respect, self-control, awareness of stress, depression, and personal taste were observed. In the aspect of family, communication with parents, the nursing behavior of parents, family functions, friendliness within the family, and the family's emotional support were observed. In the aspect of school, relationships with teachers, relationships with friends, study activities, compliance to rules and participation in events were observed. By analyzing each cause of Internet addiction, this disquisition hopes to help prevent Internet addiction and to support educational guiding about Internet addiction of elementary school children.

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Hybrid Game for dealing with changes in blood sugar level of children with Diabetes (당뇨 환아의 혈당 변화 대처 학습을 위한 하이브리드 게임 제안)

  • Kim, Sang-A;Kim, Yu-Jin;Yun, Heerim;Lee, Jinyoung;Jeon, Hyebin;Park, Sui
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.133-136
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    • 2018
  • Today, the environment in which type 1 Diabetes children learn how to cope with their Diabetes is very vulnerable. Therefore, it is necessary to create an environment that can respond to changes in blood sugar level of children. The purpose of this study is to suggest game-based educational content on how to deal with changes in blood sugar level through behavioral methods for children with type 1 Diabetes. The purpose of this study is to suggest education type game contents using hybrid method which enhances efficiency in learning children 's expert knowledge. Based on the results of the interviews conducted with diabetes specialists for this study, we suggested the contents of coping with blood sugar change composed of education contents required for the children. As a result of this study, it was found that the hybrid factor was useful in learning diabetes through games. These game contents are expected to provide an environment that children with diabetes can learn more efficiently.

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Developing children's games using hand motion (손동작을 이용한 아동용 게임 설계)

  • Kim Hye-Jeong;Lee Kyoung-mi
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.11b
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    • pp.811-813
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    • 2005
  • 최근 아동들이 흥미와 이해, 창의적인 교육을 위한 도구로 게임을 주목하고 있다. 그러나 기존의 아동용 게임은 키보드와 마우스 같은 한정된 입력 장치를 사용하고 있어 아동들이 보다 편리하고 용이하게 게임을 즐길 수 있는 인터페이스의 개발이 요구된다. 본 논문에서는 기존의 입력 장치를 손동작을 이용한 실감형 인터페이스로 대치하는 아동용 게임설계를 제안한다. 카메라를 통해 들어온 동영상에서 손동작을 인식 및 추적하고 추적된 손동작의 의미를 기존 입력 장치의 입력 값으로 변경하여 게임의 입력 값으로 전달한다. 본 논문에서는 제안된 손동작 인터페이스를 아동용 게임에 적용시킴으로써 그 효용성을 증명한다.

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Related Factors on Computer Game Addiction, Health Perception and Health Promoting Behaviors in Elementary School Students (초등학생 컴퓨터 게임중독, 건강지각 및 건강증진 행동 관련요인 분석)

  • Jang, Young-Nam;Lee, Moo-Sik;Hong, Jee-Young;Hwang, Hae-Jung
    • Korean Journal of Health Education and Promotion
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    • v.26 no.3
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    • pp.63-74
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    • 2009
  • This study was aimed to assess the degree of addiction on computer games and find factors related to game addiction, health perception and health promoting behavior in elementary school students. A study subjects were 814 students in 5th and 6th grades at 4 elementary schools in a city and a county. The items in questionnaire was consisted of general characteristics, circumstances and habits related to utilization of computer and internet game playing, and degree of addiction, health perception and health promoting behavior. We analyzed data using chi-square test, t-test, ANOVA, and multiple regression analysis. In multiple regression analysis, addictiveness on internet game was significantly related to type of computer utilization, frequency and duration of internet game playing, gender, after-school activities, grade points, economical status, and location of computer in a house. Health perception was significantly related to addiction points, gender, residential area, and grade points. And health promoting behavior was significantly related to addiction points, grade level, grade points, and health perception points. Since health promoting behaviors of children in elementary school are in the way of making, their degree of addiction to computer games can greatly influence their attitude towards health and their future life pattern as adults. Therefore an educational prevention program including counselling on game addiction should be devised. And researches will be needed for developing the Korean standard for measuring degree of addiction and a prevention program for peer group's game addiction.

A Study on the Type of Playable Furniture for Emotional Development of Preschool Children (미취학 아동의 감성 발달을 위한 연령별 놀이가구 유형에 관한 연구)

  • Kim, Ja Kyung
    • Korean Institute of Interior Design Journal
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    • v.25 no.3
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    • pp.70-81
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    • 2016
  • Nowadays the preschool children spend much of the day playing indoors. Therefore, it needs the indoor environment that helps a variety of fun activities and physical development, and it requires the space configuration and playable furniture considering the emotional development for mental health. However, the furniture for fast growing preschoolers has not various types because the domestic furniture market for children is mostly baby beds and the furniture for the education of children. Therefore, this study presents the concepts and types of the playable furniture reflecting emotional design for preschool children's healthy emotion and suggests the most appropriate type of playable furniture considering play behavior by age. In this study, we investigated the physical, cognitive, social, emotional and linguistic development characteristics and play behavior of preschoolers, and derived the right type of playground equipment and furniture, and examined the types of playable furniture to help the emotional development. We derived the items to be checked for developing the playable furniture by age for emotional development, and classified preschoolers' playable furniture into the use of learning, relaxation and storage, and suggested its basic type focusing on the cases of various playable furniture developed at home and abroad. As a result, the playable furniture was divided into three types. The first is the self-play type making possible self amusement, the second is module built-up-type that consists of furniture and modules or units and creates various patterns and can be modified through the self-assembly and disassembly, and the third is IT game type grafting IT skills and a variety of electronic games to furniture. We sorted these types into three classes (1-3 years old, 4-5, 6-7) according to age and presented the type of play for each age, the play element and representative image that can be introduced to this furniture. In this study, we provided the basic design types of age-specific emotional playable furniture by analyzing these results.

Concept and strategy of unplugged coding for young children based on computing thinking (컴퓨팅 사고력에 기초한 유아를 위한 언플러그드 코딩의 개념과 전략)

  • Kim, Dae-wook
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.1
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    • pp.297-303
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    • 2019
  • This study aims to investigate the characteristics, concepts, types, and strategies of unplugged coding for young children based on computing thinking. The key to unplugged coding for young children is computing thinking. Unplugged coding based on computing thinking for young children can be used to solve problems that can be encountered in everyday life through playing games based on logical thinking by positively utilizing algorithm boards, s-blocks, coding robots, and smart devices without using programs And find new ways to play. Types of unplugged coding for young children include direct input to smart devices, using coding robots with dedicated apps, practicing coding procedures using algorithms, and using hybrid methods. Strategies include understanding algorithms, drawing flowcharts, dividing into smaller parts, finding patterns, inserting, and predicting outcomes.

A Study on the Improvement of Division Skill of 5th and 6th Grade Children Needing Extra Class after School (초등학교 5$\cdot$6학년 특별 보충반 학생들의 나눗셈 연산능력 신장에 관한 연구)

  • Song Yeong Moo;Park Yoon Ja
    • The Mathematical Education
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    • v.44 no.2 s.109
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    • pp.265-280
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    • 2005
  • According to the characteristics of elementary school students in favor of playing games, and to their high energy levels and physical growth states, it is fair to say that students can learn mathematics through 'game playing activities.' These activities are considered to intrigue their interest in class and make them feel less stress from the burden of studying mathematics. Mr. Skemp, who had conducted research on 'game activity' with experimental studies relating to elementary mathematics, recommends that math teachers try to give as many activity-oriented classes as possible to students. The method of 'game activity' by Skemp's operation deals with the whole range of mathematical themes. It is believed by other math teachers that this is not a way to substitute free time or just to have fun in class, but an intentionally well-organized way of learning an entire mathematical course during elementary school. In this research, 5th and 6th grade students needing extra classes after school had been exposed to 'ame activity' by Skemp's operation. As a result, we can figure out its influence on their understanding of arithmetic ability, and on the cognitive definition territory in their minds.

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