• Title/Summary/Keyword: Game Play Activities

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Development of Nutrition Education Program that Promotes Eating Behavior of Preschool Children -Especially Focused on Being Familiar with Vegetable- (미취학 아동의 편식지도를 위한 영양교육 프로그램 개발에 관한 연구)

  • Yang, Il-Sun;Kim, Eun-Kyung;Bai, Young-Hee;Lee, So-Jung;Ahn, Hyo-Jin
    • Journal of the Korean Society of Food Culture
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    • v.8 no.2
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    • pp.125-137
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    • 1993
  • The purpose of this study was to develop nutrition education program that promotes eating behavior of preschool children. 118 parents of preschool children were surveyed to understand of children's food preferences and prejudices. The preference for vegetable showed the lowest score(2.345) and fruit was the favorite food(4.11). These results imply the consequence of teaching balanced diet with emphasizing vegetables for preschoolers. Thus, nutrition education program including teaching material were developed to provide the preschoolers with cognitive, affective, and psychomotor activities in order them to the familiar with vegetables. The program were consisted of following five parts: 1. Read-A-Story includes six stories with follow-up activities. 2. Grow-A-Plant gives instructions for growing vegetables. 3. Play-A-Game stimulates children's imagination and learning. 4. Take-A-Trip suggests places to visit that grow, sell, and prepare vegetables. 5. Eat-A-Treat presents easy ways to prepare and enjoy vegetables. Twenty one-Standardized recipes for vegetable dishes were also developed for preschooler's luncheon and snack in daycare center.

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The Variables Affecting the Internet Overuse of Adolescents - An Analysis by Gender, School Grades and School Systems - (청소년의 인터넷 과다 사용에 영향을 미치는 변인 - 청소년의 성, 학교, 계열별 분석 -)

  • Lee, Kyung-Hwa;Ryu, Kyung-Hee
    • Journal of Korean Home Economics Education Association
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    • v.23 no.2
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    • pp.71-87
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    • 2011
  • In this study, we investigate the individual-, parents-, and family-related variables affecting the internet overuse of adolescents by the gender, school grades and school systems, which is based on surveys of 480 students in the middle and high school, employing multiple regression analysis. Major findings are as follows. 1. In the case of male students, internet use was higher when the students are playing online games more often, when the students are under stress, or when they have lower self control. In the case of female students, internet use was higher when the students are playing online games more often or when the students are visiting pornographic sites more often. 2. In the case of middle school students, internet use was higher when the students play online games more often, when they use file downloads more often, when they have lower self control, or when they have parents who are setting lesser rules on the students' internet use. In the case of high school students, internet use was higher when they play online games more often, when they engage in internet club activities more actively, when they have lower self control, when they use e-mails less frequently, when they have fathers with better internet ability, or when they are under parents' strict control. 3. In the case of academic high school students, internet use was higher when they play online games more often, when they engage in internet club activities more actively, when they visit pornographic sites more often, when they have lower self control, when they have mothers with poor internet ability, when they use e-mails less frequently, or when they have fewer number of close friends. In the cases of vocational high school students, internet use was higher when they play online games more often, when they are under more stress, when they get better grades, when they have fathers with better internet ability, when they are under parents' strict control, or when they have lower self control.

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An Analysis on the Current Status of Daily Outdoor Play Parents Recognize (Focused on Gyeonggi-do) (부모가 인식하고 있는 일상적 바깥놀이 실태 분석 (경기도를 중심으로))

  • Kim, Yong-Sook;Yoon, Hee-Bong;Yoo, Ji-Eun
    • The Journal of the Korea Contents Association
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    • v.17 no.12
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    • pp.461-472
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    • 2017
  • The purpose of this study is to analyze the current status and condition of children's playgrounds in K which parents recognize as in Gyeonggi-do and provide basic data for the qualitative environment for daily outdoor play of young Children. To do so, a survey of 269 parents living in Gyeonggi-do was conducted and reconstructed based on the advanced research related to outdoor play. Also it was evaluated and revised after consultation with 3 children education specialists. The repossessed questionaries were frequency-analyzed with SPSS 20.0 program. The result of the analysis on outdoor playgrounds is in the following. First of all, it was analyzed that parents required 1 or 2 hours for their children to play outdoors in a type of "forest playgrounds." Moreover, they said that it was really important for the children to feel "interesting and funny" during the outdoor play, and they recognized that the play would be helpful for the children's socialization. However, they felt that a risk factor of the outdoor play was "a vehicle risk in streets." Secondly, the study suggested that there were outdoor playgrounds around parents' houses, and a type of the outdoor play was "a playground installed in the apartment complex." Furthermore, most of the parents weren't satisfied with the outdoor play because the apartment neglected the management of the playgrounds, and there were no playing facilities that were good enough to derive children's curiosity and adventurous spirit. The result also showed that most of the children played outdoors with "their mothers," and they participated in indoor activities, especially playing a game or watching TV rather than outdoor activities after attending a children educational institute. Lastly, when it comes to areas of outdoor play to be improved, it was necessary to "expand playgrounds that children can use for each season," build "safe playgrounds" for a type of the outdoor play," provide "playing spaces" for a spatial type, and "control vehicles around the playgrounds and deal with dangerous things" to prevent safety accidents. The result can expand the understanding of outdoor play for Young Children and offer discussions about the relevant organizations and studies.

The Analysis of Korea Science Academy and Min Jok Leadership Academy Students's Leisure Activity property and Life satisfaction (한국과학영재학교와 민족사관고 학생들의 여가활동특성 및 생활만족 분석)

  • Song, Kang-Young;An, Jeong-Deok
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.133-140
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    • 2006
  • The purpose of this study was to analyse the properties of leisure activity and the life satisfaction in the case of Korea Science Academy(KSA) students and Min Jok Leadership Academy(MLA) students. The participants consisted of KSA students(male:122, female:44) and MLA students(male:71, female:113) with voluntary consent. We had achieved the following results. 1) For leisure activity, KSA and MLA's male students showed the highest ratio for participation in the sports, KSA's female students in the taste-culture activity and MLA's female students in the sight-seeing. 2) The response showed that stress treatment was the principal reason of leisure activity's need. 3) Over 50% of the male students were satisfied with the present leisure activity but 12% of the KSA male students and 14% of the MLA female 14% answered to the "unsatisfactory" or "very unsatisfactory". 4) Mental stress treatment showed the highest ratio in the response to the question asking the principal straight motive of leisure activity. 5) 75$\sim$80% students considered the leisure activity as an important means to maintain health and physical fitness. 6) Though most students participated in the activities with friends, 30% of the students answered that they participate by themselves. 7) It was shown that 51% and 40% of KSA male and female students, 40% of MLA male students and 48% of MLA female students participated in leisure Activity planlessly. 8) The average leisure time of the most students was less than 2 hours a day and Male students were observed to have more leisure time than female, and KSA students to have more time than MLA students. 9) In weekdays, KSA's male students enjoyed mostly the sport for leisure activity, but taste-culture activity showed the highest ratio in the case of MLA students and KSA female students. 10) In the case of male students, 38% of KSA and 54% students of MLA did not play computer game at all, and 70% of the female students in total did not play computer game. Also, the proper control-method was in need because the result showed that KSA's male students spent more time in playing computer game than MLA's male students did. 61% of KSA female students and 53% of MLA female students answered that they did not play compute game at all during weekends. Whereas It showed that 26% of KSA male students played computer game over 3 hours during weekends. 11) The biggest reason for being unable to participate in the leisure activity was the insufficiency of time due to homework or studying for quiz. The laziness also showed high percentage of 19$\sim$25% varying between the groups. 12) The life satisfaction of KSA male students was visibly higher(p<.05) than that of MLA male students but the significantly difference wasn't shown in the case of female students.

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Analysis on the Hours of Living and Playtime of Children Depending on the Existence of a Protector After School (아동의 생활시간과 놀이시간 양태 연구: 방과 후 보호자 유무에 따른 비교)

  • Kim, JiHee
    • Journal of the Korean Home Economics Association
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    • v.50 no.8
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    • pp.13-19
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    • 2012
  • The present study explored the hours of living and playtime depending on existence of caregiver after school using the data from the Korean Children and Youth Panel Survey7071. KCYPS date collected on 1th, 4th and 7th grade children and their caregivers. The hours of living was categorized into sleeping, learning, reading and play times. Playtime was sub-categorized into time for using playing the computer/games, watching TV/DVD and playing with peer groups. The present study has shown that children in the fourth grade spent more time on learning, whereas reading children in the seventh grade spent more time on playing compared to those in other grades during the weekdays. Also, children in higher grades spent more time playing both on the weekdays and on the weekends. Students of all grades spent more time watching TV/DVD compared to other activities during the weekdays and the weekends. Children with a caregiver spent more time on learning and spent less time playing computer/game, watching TV/DVD and playing with peer groups than children without caregivers. As students moved up a grade, these results clearly appeared. Considering the results in this study, the allocation of hours of living and playtime of children altered depending on the existence of a caregivers.

A Study on the Characteristics of Children's Digital Experience Center using Interection (인터랙션을 활용한 어린이 디지털체험관의 특성에 관한 연구)

  • Lee, Tae-Eun;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.16 no.10
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    • pp.437-444
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    • 2018
  • The purpose of this study is to comprehend the trend of digital experience centers' development direction and to find out the types of experiences, the characteristics of interaction and the attribute of contents by selecting 4 digital experience centers opened from 2008 to 2018. The types of digital experiences are operation, sensibility, reaction and induction based on precedent studies. The types of interaction are operation, touch and sensor. The attributes of contents are game, play and education. The result shows that the ratio of operation experiences is gradually higher. In the types of interaction, the trend is switching to operation and touch. The offer of experience activities by play type is getting higher. This study is intended to help create an empirical interaction of the content of the children's digital experience centers that will be deployed in the future.

Elementary School Students' Knowledge, Behavior and Request for Education Method Associated with Food Safety (초등학생의 식품안전과 관련된 지식, 행동, 교육방법의 요구도에 관한 연구)

  • Yun, Hyeon-Ju;Yun, Gi-Seon
    • Journal of the Korean Dietetic Association
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    • v.13 no.2
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    • pp.169-182
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    • 2007
  • We investigated elementary school students' knowledge, behavior, experience and preference of education method related to food safety in order to provide basic information for food safety educational program. A survey study was conducted with 569, fourth and sixth grade students, from two schools in Seoul and Ulsan. Students were asked thirty-two questions regarding food safety knowledge, behavior and experiences as well as their attitude to food safety class and preference for teaching method. The data was analyzed for the frequency analysis, t-test, chi-square test, one-way ANOVA and Pearson correlation using the SPSS/Windows. Results indicated that 91.9 percent of the respondents did not know what unsanitary food is. 67 percent of the respondents did not know the proper method of hand washing. Although the students' level of knowledge and behavior associated with food safety was low, there was meaningful correlation(r =.184, p<.01) between knowledge and behavior. Surprisingly, students in higher grade did not demonstrate an exceeding food safety knowledge and behavior. More than 50 percent of the subjects did not have food safety education either at home or school. 60 percent of the respondents interested in food safety and the majority recognized that a food safety education is needed. Students want to learn about unsanitary food(34.1%), foodborne illness(29.7%), food selection and storage method(21.3%), and personal hygiene(11.2%) through game, role play, and practice in real situation. These results suggest that development of food safety education program is needed through the elementary school year and the education program must include fun activities in which students can participate.

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A Systematic Review of School-bullying Interventions for Children and Adolescents in Korea (국내 학령기 아동·청소년 대상 집단따돌림 중재에 관한 체계적 문헌고찰)

  • Hwang, Ji-Hye;Seok, Yoonhee;Park, Hyo Gyeong;Lee, Ji Yeon
    • Perspectives in Nursing Science
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    • v.17 no.1
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    • pp.12-27
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    • 2020
  • Purpose: Bullying is a global problem, and various programs are under way to prevent it. The purpose of this study was to review school bullying interventions for Korean school-age children and adolescents. Methods: Online databases such as RISS, KISS, DBpia, NDSL and KMBASE were searched, identifying 32 intervention studies published from January 2009 to November 2018. Results: Thirty-two intervention studies were identified: 23 included school bullying prevention and 9 included school bullying treatment for victims or youth at high risk for bullying. The main purpose of preventive intervention was to decrease the bystander's attitude toward group bullying and treatment program was to improve the psychosocial adaptation of bullying victims. The school bullying interventions varied from group counseling, social skills training, art therapy, bibliotherapy using role-play, game & activities. Classroom environment variables and self-esteem, peer-related variables improved significantly after the school bullying prevention programs and school bullying treatment programs, respectively. Conclusion: There is potential for enhancing the outcomes of the behavioral, interpersonal psychological variable. Integrated interventions considering the individuality, gender and physical health of children and adolescents will also be needed. However, a rigorous study design is required to compensate for the methodological limitations.

A study on the attribute of infotainment design (인포테인먼트 디자인의 개념 연구)

  • Oh, Byung-Keun
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.229-240
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    • 2006
  • It is very important issue in information design to improve information efficiency by adapting interesting factors in changing circumstance of information communication. The concept of infotainment is utilized in designing information contents in a way of combining entertainment factors with information itself based on various media and representation technologies. The information arousing user's attention, which includes interesting factors, is persuasive message comppared to the informative message conveying only information itself. The reason why infotainment is persuasive is because it makes the user absorb deeply in the information during the process of understanding by sensorial stimuli, cognitive interest, and situational interest. The sensorial stimuli originates from the expression elements of information design. The cognitive interest from the user's intellectual activities has a try to overcome mental block when user confronts with the redundant expression in the manner of unexpectedness and inharmony. The situational interest originates from user's optimum experience by the flow of satisfaction. Therefore, the attribute of infotainment is defined with the stimuli, the redundancy, and user's satisfaction. Its design elements consist of physical factors, organizational factors, and psychological factors. The physical factors through sensorial stimuli are utilized by visual manipulation such as visual analogy or visual pun, multimedia, and moving expression. The organizational factors through redundant expression bring user's imagination by adapting storytelling, event, and interaction in the process of understanding information. The psychological factors through expression of entertainment interests such as humor, play, and game give users psychological satisfaction with the flow. In conclusion the concept of infotainment can be adapted when the design factors should be integrated with its attributes, or the conveying information should go well with its purpose and characteristics.

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Analysis of the Awareness and Needs of Early Childhood Teachers for Developing of Young Children's Creativity Program Using Physical Computing (피지컬 컴퓨팅을 활용한 유아 창의성 프로그램 개발을 위한 유아교사의 인식 및 요구 분석)

  • Park, Sun-Mi
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.5
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    • pp.89-97
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    • 2021
  • The purpose of this study was to examine the awareness of early childhood teachers for early childhood creativity programs using physical computing in an effort to provide future direction for program development. The findings were as follows: First, 43.8 percent of teachers answered they were neutral about the need for these programs, while 40.5 percent replied these programs were necessary. Second, 73.8 percent thought the utilization of physical computing tools would be useful. Third, the largest group thought that the programs should be provided for five-year-olds. Regarding the frequency of programs, once or twice a week were considered most appropriate. Concerning the length of each activity, 20 to 30 minutes was identified as ideal, and study subjects preferred small group activities. In regard to the most effective theme for these programs, tools for daily life were considered best. As for educational content to be included in program planning, scientific inquiry and experiment were viewed as best, followed by the design/ production/utilization of creative works, game and play, and producing and playing musical instruments. Evaluation by a creativity test was chosen as the most desirable evaluation method.