• 제목/요약/키워드: Creative Play

검색결과 237건 처리시간 0.029초

Elevated RalA activity in the hippocampus of PI3Kγ knock-out mice lacking NMDAR-dependent long-term depression

  • Sim, Su-Eon;Lee, Hye-Ryeon;Kim, Jae-Ick;Choi, Sun-Lim;Bakes, Joseph;Jang, Deok-Jin;Lee, Kyungmin;Han, Kihoon;Kim, Eunjoon;Kaang, Bong-Kiun
    • BMB Reports
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    • 제46권2호
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    • pp.103-106
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    • 2013
  • Phosphoinositide 3-kinases (PI3Ks) play key roles in synaptic plasticity and cognitive functions in the brain. We recently found that genetic deletion of $PI3K{\gamma}$, the only known member of class IB PI3Ks, results in impaired N-methyl-D-aspartate receptor-dependent long-term depression (NMDAR-LTD) in the hippocampus. The activity of RalA, a small GTP-binding protein, increases following NMDAR-LTD inducing stimuli, and this increase in RalA activity is essential for inducing NMDAR-LTD. We found that RalA activity increased significantly in $PI3K{\gamma}$ knockout mice. Furthermore, NMDAR-LTD-inducing stimuli did not increase RalA activity in $PI3K{\gamma}$ knockout mice. These results suggest that constitutively increased RalA activity occludes further increases in RalA activity during induction of LTD, causing impaired NMDAR-LTD. We propose that $PI3K{\gamma}$ regulates the activity of RalA, which is one of the molecular mechanisms inducing NMDAR-dependent LTD.

Advanced Information Data-interactive Learning System Effect for Creative Design Project

  • Park, Sangwoo;Lee, Inseop;Lee, Junseok;Sul, Sanghun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제16권8호
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    • pp.2831-2845
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    • 2022
  • Compared to the significant approach of project-based learning research, a data-driven design project-based learning has not reached a meaningful consensus regarding the most valid and reliable method for assessing design creativity. This article proposes an advanced information data-interactive learning system for creative design using a service design process that combines a design thinking. We propose a service framework to improve the convergence design process between students and advanced information data analysis, allowing students to participate actively in the data visualization and research using patent data. Solving a design problem by discovery and interpretation process, the Advanced information-interactive learning framework allows the students to verify the creative idea values or to ideate new factors and the associated various feasible solutions. The student can perform the patent data according to a business intelligence platform. Most of the new ideas for solving design projects are evaluated through complete patent data analysis and visualization in the beginning of the service design process. In this article, we propose to adapt advanced information data to educate the service design process, allowing the students to evaluate their own idea and define the problems iteratively until satisfaction. Quantitative evaluation results have shown that the advanced information data-driven learning system approach can improve the design project - based learning results in terms of design creativity. Our findings can contribute to data-driven project-based learning for advanced information data that play a crucial role in convergence design in related standards and other smart educational fields that are linked.

공동육아 협동조합 어린이집 보육철학과 건축공간의 관계성 (The Relationship between Childcare Philosophy and Architectural Space of Communal Childcare Cooperative Nurseries)

  • 유명희
    • 교육시설 논문지
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    • 제19권2호
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    • pp.41-50
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    • 2012
  • This study aims to analyze chlidcare philosophy and the architectural characteristics of communal childcare cooperative nurseries(parent cooperative childcare facilities), and also to examine their mutual relationship. The communal childcare cooperative is an ideal childcare method to break away from employee-supported childcare system and cooperatively solve childcare problems in the family community system. The child-rearing philosophy of the communal childcare can bring spontaneous and creative development amidst 'daily life' and 'play' by switching from knowledge and skill-oriented education and puts an emphasis on physical environments in child's growth. The features of architecture related the childcare philosophy derived from this study are as follows: the way of participation and self-help, the extension of spatial scope and focuses on outside space, architecture of house-like residence rather than educational facility, spatial 'overlapping' focusing on transitional space and multi-purpose space rather than spatial partitions, the pursuit of creativity through play is realized in the incompletion and unspecification of space evolving over time.

중국, 일본, 한국의 오리엔탈리즘패션에 나타난 토탈패션(Total Fashion)에 관한 연구 (Study on Total Fashion in Orientalism Fashion)

  • 곽태기;김은정
    • 복식
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    • 제52권5호
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    • pp.109-127
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    • 2002
  • As modern fashion trends show oriental motif since the transition of post-modernism, a number of great fashion designers such as Givenchy and Jean-Paul Gautier applied the concept of Orientalism to their fashion design. Total fashion is a trend in which make-up, hair-style, and accessories. together with clothing itself are considered a complete fashion as a whole, and sometimes appeals much to consumers. Given that the previous studies on Orientalism have focused only on clothing. this research aims at examining Orientalism with a total fashion approach to simultaneously study make-up, hair-style, accessories, and clothing, and showing that traditional oriental beauty is expressed by total fashion in which the past appeared again through the process of creative application. We analyzed the Orientalism total fashion from 1990 through 2001 and summarized the national differences among these countries in the following. First, China has a uniformed clothing. make-up, and hair-style as shown its traditional play, "KyungKeuk" and traditional costume, Chipao. Second, Japanese unique traditional costume has been passed on through its traditional costume, Kimono, and traditional play, "Kabuki" Finally, in Korea, make-up, hair-style and the design of the traditional costume. Hanbok, as appeared in "Myindo(means a picture of a beauty) Painted in the Chosun Era are applied and reappeared without much change. It is advised to note that the Orientalism fashion to be discussed in this study is limited to China, Japan, and Korea in Asia.Japan, and Korea in Asia.

현대 패션 일러스트레이션의 유희적 표현 (Playful Expression in Contemporary Fashion Illustration)

  • 장정임;이연희
    • 복식문화연구
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    • 제16권6호
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    • pp.1142-1155
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    • 2008
  • The purpose of this study is to analyze the effects of playful aspects through the research into characteristics and playful expressional tendency that are expressed in the contemporary fashion illustration. This study covered from 1995, the beginning point of play trend spreading, to 2006 and the fashion magazines, illustrator's collections, and about 1800 pieces of work which have been revealed on the internet web site were collected. At the next stage, 443 pieces of work were selected by researcher for a questionnaire. As a result of the questionnaire, ultimately frequency was more than n=5, so it examined playful expression characteristics, the methods and the effects of the modern fashion illustration based on 335 pieces of work(75.6% of total sample) which were selected by the majority of expert group. It showed the biggest part of playful expression tendency in the modern fashion illustration was 'simplification', and second one was 'exaggeration'. 'Immature expression' and 'fantastic expression' which are included in kidult expression were next. Hopefully, this study would be helpful for creative expression of the fashion illustration which is fit for spreading play trend in modern society.

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디지털 게임 모드의 문제 기반 스토리텔링 연구 (A Study on Problem Based Storytelling of Digital Game Modification)

  • 윤혜영
    • 한국게임학회 논문지
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    • 제16권3호
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    • pp.65-76
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    • 2016
  • 컴퓨터를 매개로 한 인간 경험의 패러다임은 '문화 인터페이스'에서 '문화 소프트웨어'로 옮겨가고 있다. 디지털 게임에서 이러한 패러다임이 변화는 모드를 통해 나타난다. 지금까지 디지털 게임의 플레이는 게임이 제시하는 '목표'를 달성하기 위한 과정에서의 몰입적 에이전시를 중시했다. 반면 모드를 통해 사용자는 게임이 제시하는 목표보다는 사용자 스스로 게임 세계 안에서 '문제'를 만들어내고 그것을 해결해나가는 과정에서의 생성적 에이전시가 중시된다. 모드를 통해 원작 게임은 하나의 경험해야 할 작품이 아니라, 변형하고 하고 새로운 콘텐츠를 생성할 수 있는 질료로서 데이터가 된다. 사용자의 모드를 통한 이러한 게임 콘텐츠의 변형과 생성은 게임의 지속가능한 모델을 제시한다.

코로나 19에 따른 원격수업 콘텐츠 분석연구 : 유치원 [놀이ON]을 중심으로 (A Study on the content analysis of Remote classes according to COVID-19 : Focusing on Kindergarten [Play ON])

  • 남기원;최정희
    • 문화기술의 융합
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    • 제8권2호
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    • pp.69-75
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    • 2022
  • 본 연구의 목적은 유아 원격수업 콘텐츠 분석을 통해 미래교육환경에서 유아를 위한 원격수업 콘텐츠개발과 활용에 대한 방향성을 제시하는 것이다. 분석대상은 '유치원 [놀이ON] 콘텐츠' 148편으로 '사용의 용이성', '흥미성', '교육성', '내용의 적합성', '기술성'에 따른 분석결과는 다음과 같다. '내용의 적합성'을 제외하고 각 하위영역별 콘텐츠의 점수에 큰 편차가 있는 것으로 나타났다. '내용의 적합성' 경우에는 현직교사들의 콘텐츠 제작으로 거의 모두 상위 점수를 받았다. 이와 같은 내용으로 우리는 다음과 같은 결론을 내렸다. 먼저, 탐색 및 진행과정에서 유아의 놀이 참여유도와 이해를 고려해 적절한 속도의 말로 제작되어야하며, 모든 유아들이 흥미를 가질 수 있는 주제로 다양한 전략을 활용한 도전과 수준에 맞는 놀이가 가능해야 한다. 또한 유아의 상상력, 호기심과 창의적인 경험 지원과 발견과 탐색의 과정에 유아가 참여할 수 있도록 주제 선정과, 영상 편집 및 음성지원이 필요하다는 것을 발견할 수 있었다.

효율적인 정보통신기술교육을 위한 가속학습이론기반의 수업모형개발 (Development of the PLAY teaching and learning model based on Accelerated Creative Learning)

  • 이승은;주길홍
    • 한국정보교육학회:학술대회논문집
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    • 한국정보교육학회 2011년도 동계학술대회
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    • pp.29-35
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    • 2011
  • 세계는 매우 빠른 속도로 변하고 있으며 이 변화 속도는 21세기를 살아 갈 어린이들에게 보다 더 효율적으로 빠르게 학습하고 창의적으로 사고 할 수 있는 능력을 요구한다. 이러한 상황 속에서 컴퓨터 교육 분야의 중요성은 점점 더 높아지고 있으나 학교 현장에서는 컴퓨터 교육과 관련한 시수가 줄고 있는 추세이다. 이와 같은 조건에서 학습자 중심으로 가속하는 변화를 다스릴 수 있도록 새로운 정보를 빠르게 흡수하고 이해할 수 있는 능력과 그 정보를 보유할 수 있는 능력을 중요시하는 교수 방법인 가속학습(Acceleated Learning)을 정보통신기술교육에 적용하여 시간적인 한계를 극복하고 제한된 시간 안에 최대한의 효과를 끌어내고자 한다. 이러한 목적을 달성하기 위해 가속학습이론에 기반을 둔 6단계 수업활동과 다중지능이론을 적용한 PLAY(Pre-processing, Learning how to recognize, Activating the problem solving, Yield product) 모형을 구안하였으며, 이를 경기도 남양주시에 소재하고 있는 초등학교 2학년 2개 학급 70명을 대상으로 10차시 분량의 정보통신기술교육 실험 수업을 실시하였다.

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어린이집 일과유형에 따른 보육실 흥미영역구성 특성 (The Characteristics of Spatial Configuration of Activity Areas in Classrooms According to the Types of Daily Routine in Child-Care Centers in South Korea)

  • 박정아;최목화
    • 한국주거학회논문집
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    • 제25권4호
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    • pp.83-91
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    • 2014
  • The purpose of this study is to clarify the characteristics between the type of daily routine and spatial configuration of activity areas in classroom and provide alternatives for space planning of activity areas in classroom of child-care centers. This study used the content analysis on daily activity plan and floor plans through field survey. Analysis on floor plans was conducted for 35 classrooms in 9 child-care centers which allowed field survey. The results of this study were as follows; There was no significant difference for classroom size according to the type of daily routine in 3 to 5-year-old classrooms. The average size of classrooms was $61.6m^2$ for care oriented type, $41.4m^2$ for indoor activity oriented type and $48.8m^2$ for group activity oriented type. There was no significant difference in composition of activity areas in classrooms according to the type of daily routine. In case of 0 to 2-year-old classrooms, they were composed of 6 activity areas including gross-motor, role play, block building, language, creative expression, exploration/manipulation. Activity area of the most low frequency was gross-motor area. In case of 3 to 5-year-old classrooms, most classrooms were composed of all the 7 activity areas including art, tone and rhythmic, block building, role play, language, math and science. Most accessible and central areas in 0 to 2-year-old classrooms were gross-motor and role play. Also, most separate areas were exploration/manipulation and block building. Most accessible and central areas in 3 to 5-year-old classroom were art and math. Also, most separate areas were tone and rhythmic and science.

로봇놀이에서 나타난 유아들의 자발적 질문 빈도 및 상관관계 분석 -STEAM 요소를 중심으로- (An analysis of the frequency and correlation of voluntary questioning of children in robot play - Focus on the elements of STEAM -)

  • 남기원;이은지
    • 문화기술의 융합
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    • 제8권5호
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    • pp.385-392
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    • 2022
  • 본 연구는 4차 산업혁명의 시대에 도래한 우리 사회에 필요한 창의·융합인재를 양성하기 위해 융합교육을 강조하며, STEAM 교육이 활성화되고 있는 현시점에서 2019개정 누리과정에서 강조하는 유아중심·놀이중심에 기반하여 유아의 놀이지원을 위한 로봇활용에 대한 연구로서 만 3, 4, 5세 유아가 교육용 로봇 '터틀'을 활용하여 놀이하는 상황에서 발생한 자발적인 질문을 STEAM 요소로 분류한 후 빈도 및 상관관계 분석을 실시하였다. 따라서 본 연구는 같은 로봇에 대한 유아들의 질문을 연령별로 수집한 것에 의의가 있으며, STEAM 요소별 상관관계를 분석함으로써 향후 융합교육방향을 설정하는데 가치가 있다.