• 제목/요약/키워드: Cognitive Play

검색결과 284건 처리시간 0.034초

저소득층 아동의 발달과 놀이에 대한 연구 (The Development and Play Behaviors of Children in Low-Income Families)

  • 김명순;김창복;이미화
    • 아동학회지
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    • 제23권1호
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    • pp.87-104
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    • 2002
  • This study investigated developmental levels and explored play behaviors in 194 4- and 5-year-old children from low-income families attending 18 daycare centers in Seoul. The Developmental Test for Korean Kindergartners(Korea Institute Curriculum & Evaluation, 1996) was used to assess developmental levels in seven areas. Play behaviors were observed during free-play in their classrooms. Data were analyzed by two-way ANOVA and $x^2$. Results were that the children from low-income families showed highest scores in motor skill development and the lowest scores in mathematical and scientific development. The children engaged most frequently in group-functional play, followed by onlooker behaviors, group-dramatic, and group-constructive play. Onlooker behaviors were the most frequent activity of the 4-year-olds, and the block corner was the most frequently used area during free-play.

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불가코프의 메타드라마 연구 (A Study on M. Bulgakov's Metadrama)

  • 백승무
    • 비교문화연구
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    • 제23권
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    • pp.127-165
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    • 2011
  • This paper focuses on the specificities and semantic meaning of Mikhail Bulgakov's metadrama White Guard and The Flight. The standard conception of metadrama is to purposefully break the dramatic illusion and make bare a playwright's self-consciousness of the theatrical art itself. With the use of the metadrama Bulgakov expressed the essentials of ugly reality, which he couldn't accept as a valuable truth. In this respect, Bulgakov's metadrama becomes at once a window, from which he views the external world in the theatrical vision, and a mirror, in which his political and existential stance as a playwright is reflected. In White Guard Bulgakov described the already theatricalized reality through several instances of 'play-within-play'. In The Flight, composed of eight pieces of dream, a life turned out to be a less solid and less firm reality than dream. Continuously demolishing the cognitive wall between reality and illusion, Bulgakov leads spectators to have a reflective view on the reality. Allowing more powerful demonstrativeness for a play-within-play than for a play-within-play, Bulgakov elevates a metadramatic technique to the level of thematic structure.

대규모 인지 시스템을 위한 정성적 지식 모델의 개발 (A Qualitative Knowledge Model for Large Scale Cognitive System)

  • 김현경
    • 인지과학
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    • 제15권4호
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    • pp.15-20
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    • 2004
  • 유연성과 광범위성을 갖는 대규모 인지 시스템의 구축을 위해서는 전문적인 지식 뿐 아니라 상식 수준의 지식을 포함한 대용량 지시베이스의 구축이 필수 불가결하다. 이를 위해서는 효율적인 지식 표현 및 추론 기법이 핵심적 열할을 하게 될 것이다. 본 논문에서는 정성적 지식 표현 및 추론 기법을 이미 구축된 범용의 대용량 Cyc 지식베이스와 접목하여, 일상의 상식적인 추론을 제공할 수 있는 인지 시스템을 소개한다. 본 시스템은 구현되어 여러 예제에 적용되어 그 실효성을 입증한 수 있었다.

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중학교 수학 교과서 문제의 인지적 영역 분석 (Cognitive Domain of Problems in Korea Mathematics Textbooks)

  • 이지혜;허유진;신민경;허난
    • East Asian mathematical journal
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    • 제35권4호
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    • pp.451-465
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    • 2019
  • Textbooks are official materials so that these are the most frequently used teaching materials in school. The teacher constructs the lesson based on the contents of the textbook to achieve the learning goal. Thus, textbooks play an important role because the quality of the contents in textbooks affects the cognitive level of students. This study investigates the cognitive domain based on Bloom's Taxonomy of Educational Objectives(knowledge, understanding, application, analysis, synthesis and evaluation) of 'Values and Expression' in the mathematics textbook of the first grade of middle school reflecting the 2015 revised mathematics curriculum. We also looked at cognitive levels based on Bloom's Taxonomy of Educational Objectives. As a result, it was found that understanding was dominant in 'Values and Expression'. Also, although the problem of requiring a higher level of cognition is increasing as the unit finishes, there are still a high percentage of low level of problems.

유튜브 활용 학습에 대한 기대일치, 인지적 태도, 정서적 태도가 유튜브 재이용 의향에 미치는 영향 (The Effect of Expected Consistency, Cognitive Attitude, and Emotional Attitude on Reuse Intention to Use YouTube Learning)

  • 차승봉;박혜진
    • 디지털산업정보학회논문지
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    • 제16권2호
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    • pp.83-93
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    • 2020
  • The purpose of this study was to verify the effect on learning using YouTube. The relationship between expectations, cognitive attitudes, emotional attitudes, and reuse intentions was explored. The results are as follows. First, the factors affecting the intention to reuse YouTube were emotional attitude and expectation. cognitive attitude did not show any significant effect. Second, cognitive attitude and expectation agreement were significant variables in emotional attitude. cognitive attitude was identified as a major factor affecting emotional attitude. Third, expectation agreement was found to have a significant influence on cognitive attitude. Therefore, expectancy is an important factor in identifying cognitive attitudes. In particular, the satisfaction of expectations after experiencing a new technology or system, such as YouTube, affects the cognitive attitude. Finally, the main findings of this study were that cognitive attitude was not a variable affecting the intention to reuse YouTube. The reason for this is that YouTube is used as a medium of interest, and it is not used as a medium for searching the main data source for learning. Therefore, in order to activate YouTube learning, it is necessary to convert recognition into YouTube for learning rather than YouTube for play.

집단게임놀이 프로그램이 ADHD성향 아동의 실행기능에 미치는 효과 (The Effects of Group Game Play Program on ADHD-Liked Children's Executive Functione-fla)

  • 윤미희;길경숙
    • 대한가정학회지
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    • 제47권4호
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    • pp.25-35
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    • 2009
  • The purpose of this study is to examine the effect of group game play program on ADHD-liked children’s executive function. The game play program was implemented for children in experiment group to find out the effect of the group game play program on ADHD-liked executive function. The subjects of this study were 12 children (4th year elementary students), showing ADHD characteristics. 6 were put in experiment group and other 6 were put in control group randomly. The effectiveness of group game play on ADHD children’s executive function are as followings: The attention ability, behavior inhibition ability, cognitive flexibility of children in experiment group was improved more than in control group. It is concluded that group game play program is effective for ADHD-liked children’s executive function.

자연친화적인 실외환경에서의 놀이활동이 유아의 자아개념과 친사회적 행동에 미치는 효과 (Play Activities in Eco-Friendly Outdoor Environments: Effect on Children's Self-Concept and Prosocial Behavior)

  • 권은희;이기현
    • 아동학회지
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    • 제25권1호
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    • pp.61-76
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    • 2004
  • This study was conducted with 50 5-year-old children in public schools with very similiar outdoor eco-friendly play facilities. Specific play activities were introduced in the experimental group of 25 children while the control group did nor have such activities. Results of the analysis by t-test and ANCOVA showed that the play activities were effective for implementing emotional, social and physical self-concepts. There was no effect of play activities on cognitive self-concept. Effects on prosocial behavior showed that the play activities were effective for developing abilities to control individual emotions, build human relationships and adapt to school.

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유아의 정서능력과 놀이행동 간의 관계 (The Relationships Between Children's Emotional Competence and Play Behavior)

  • 이효림;엄정애
    • 아동학회지
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    • 제26권6호
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    • pp.1-15
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    • 2005
  • The purposes of this study were to assess children's emotional competence, to examine whether there was a difference in children's emotional competence according to their gender, and to investigate the relationship between children's emotional competence and their play behavior. The subjects of this study were 104 four-year-old children(56 boys, 48 girls). Collected data were analyzed by frequency, percentage, means, standard deviation and Pearson's correlation. The results were as follows : First, there was meaningful correlation among the emotional competence measured by teacher, the understanding and expression of emotion and the emotional regulation measured by mother. Second, there was difference in children's emotional competence according to gender. Specifically, girls showed better competence in the socio-behavioral emotional competence and the understanding and expression of emotion than boys. Third, the dramatic play and the group play had some meaningful correlation with the emotional competence measured by teacher and the understanding and expression of emotion measured by mother.

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놀이정신치료 (PLAY PSYCHOTHERAPY)

  • 곽영숙
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • 제11권2호
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    • pp.161-178
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    • 2000
  • 놀이정신치료의 역사와 분류를 통해 놀이정신치료의 다양한 발전 과정을 살펴보았고, 놀이의 기능과 임상적 응용을 통해 기본 개념과 실제적 요소를 짚어보았으며 주요 치료적 접근에서는 대표적 치료 방법인 정신분석적 기법과 비지시적 치료의 이론과 실제기법을 정리하여 소개하였다. 또한 놀이치료에서의 발달론적 접근을 이해하기 위해 발달과정으로서의 놀이, 그 치료적 적용, 인지발달적 측면 그리고 치료과정에 대해 조명해 보았다.

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미취학 아동의 놀이가구 유형 및 특성 분석 (The Analysis of the Type and Characteristics of Playable Furniture for Preschool Children)

  • 김자경
    • 한국실내디자인학회논문집
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    • 제21권5호
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    • pp.189-199
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    • 2012
  • The interest and expenditure for children is increasing than in the past because the number of nuclear family is growing, the children's space is configured independently in most homes from infancy, therefore, the market of children's furniture is expanding in spite of the reduction in the population of children. There are not many products considering age, gender, and play behavior in children's furniture market in Korea. The bed, desk, chair, and closet for children under 2 years hold a large majority of children's furniture, there are not a lot of preschool children's furniture for the children aged 4 to 7. As the children aged 4 to 7 experience physical, emotional, and cognitive growth at the same time, the space configuration and furniture choice for these children is educationally very important. Therefore, in this study, we present the importance and necessity of playable furniture to promote the physical, social, emotional, linguistic, and cognitive development of the children aged 4 to 7 among preschool children. We found the concept and basic condition of playable furniture to collect the base data for developing playable furniture and provided the basic data for the development of an ideal playable furniture by comparing and analyzing the cases of 157 items of 14 domestic playable furniture companies and 365 items of 30 overseas in aspect of play functions, forms, materials and colors.

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