• 제목/요약/키워드: Language Play

검색결과 373건 처리시간 0.025초

고등학교 1학년 교과서에 나타난 문화소재 분석과 지도방안 (An analysis and teaching of cultural contents in the first-grade High School English textbooks)

  • 임병빈;구소영
    • 영어어문교육
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    • 제11권1호
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    • pp.155-177
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    • 2005
  • In the EFL context, Korean students don't have enough opportunities to directly experience the target culture, prompting the need to offer some well-organized culture education in class. The goals of this study are to analyze how many cultural contents are reflected in High School English textbooks and to suggest an implication for cultural learning. These textbooks were carefully examined, focusing on the cultural contents, by four categories: 'cultural skill section', 'cultural patterns', 'related language skills', and 'target countries'. The results of the analysis were like the following: First, although many of the textbooks are dealing with the culture skill sections, their contents were still wanting consistency and were small in quantity. Second, as for the cultural patterns, the pages dealing with behavioral culture were 43%, spiritual culture, 35.7%, material culture, 21.3%. Third, as for the related language skills, the cultural contents in the textbooks were organized in the order of listening, reading, speaking, writing, and cultural skill sections. Since it is impossible to separate language skills from culture, we suggest that the aspects of target culture should be incorporated in various forms into the learning situations. Fourth, as for the issue of target countries, the contents about the general or whole English culture were insufficient. So we suggest that English textbooks should play an essential role in providing students with various cultural information about various English speaking countries.

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잠재성장모형을 적용한 유아기 또래거부의 발달궤적 (Developmental Trajectories for Peer Rejection in Preschool Children Based on Latent Growth Model)

  • 신유림
    • Human Ecology Research
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    • 제54권6호
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    • pp.565-574
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    • 2016
  • This research examined the trajectories of peer rejection in preschool children. This study also investigated the gender differences in the intercept and slope of the trajectories for peer rejection along with the influences of aggression, withdrawal and language ability on the trajectories of peer rejection. A latent growth curve model investigated peer rejection in 3 to 5 year olds. Three hundred and thirteen 3-year-old children were recruited from five preschools and 14 daycare centers. The children's language ability was measured by a Wechsler Preschool and Primary Scale of intelligence verbal test and teachers completed measurements for aggression and withdrawal. A peer nomination inventory was used to assess peer rejection. Children were asked to nominate three classmates who they do not like to play with. The research findings showed that peer rejection decreased during the preschool years. Compared with girls, boys showed higher levels of peer rejection and a slower change rate of peer rejection. Girls who were aggressive showed high levels of peer rejection and a slow change rate of peer rejection. Moreover, girls who had a high levels language showed low levels of peer rejection and a slow change rate of peer rejection. These findings imply that language ability could be a protective factor of peer rejection for girls.

미취학아동의 1일 활동량, 활동계수 평가 및 유아보육시설의 실외놀이 실태 (Assessment of Physical Activity, Activity Coefficient of Preschool Children and Actual Condition of Daycare Center Outdoor Play)

  • 김재희;김은경
    • 대한지역사회영양학회지
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    • 제14권6호
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    • pp.777-788
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    • 2009
  • The purpose of this study was to assess physical activities and activity coefficient of preschool children and was to give some concrete information to activate outdoor play and to probe the suggestions to activate outdoor play. 42 preschool children (17 boys and 25 girls) were included. Body weight and height were measured and one-day activity diaries were collected by interviewing with their parents and kindergarten teachers. To measure physical activity during outdoor play, this study was researched the current conditions and content of outdoor play activity in daycare centers, and teacher's perceptions of that outdoor play. The average age of the subjects was 5.0 years. Average height, weight, body fat and body muscle of subjects were 108.9 cm, 18.9 kg, 17.7% and 26.8%, respectively. The subjects spent about 10 hours 39 minutes sleeping; 4 hours 16 minutes personal hygiene and computer working. They spent 88.2% of 24 hours (one day) in "very light activities" and 11.3% in "light activities". Activity coefficient (1.34) of weekday was significantly higher than that of weekend (1.21). And in this study, it was found that most of daycare centers (87.7%) have outdoor play space, 95.2% of them were garden. The teachers recognized that have a outdoor play frequency everyday (48%), three or four times (46%) in a week but they have three or four times (38%), one or two times (30%) because of various indoor program. Also, they recognized that have a outdoor play expending time 21-30 minutes (48%), 31-40 minutes (26%) but they have 21-30 minutes (64%). They answered that have frequency and expending time less than their recognition of outdoor play. Most of daycare center teachers perceived outdoor play to be as important as indoor play, and the teachers believed outdoor play supports children's physical, cognitive, social, and language development. The results of this study may be used to utilize as a basic data for estimate physical activity for preschool children and developed that exercise program to increase physical activity of daycare center outdoor play.

유비쿼터스 컴퓨팅에서 상황인식을 위한 컨텍스트 스크립트 언어 및 언어 처리기 (Context Script Language and Language Processor for Context-Awareness in Ubiquitous Computing)

  • 심춘보;김용기;장재우;김정기
    • 정보처리학회논문지A
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    • 제11A권7호
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    • pp.537-546
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    • 2004
  • 상황인식 처리기술을 위한 응용 소프트웨어를 개발하기 위해서는 다양한 상황인식에 대한 판단과 그에 따른 적절한 처리를 모두 프로그램 언어로 기술해야 하며, 이는 무수한 프로그램 코드의 반복과 소프트웨어 생산성의 저하를 초래한다. 따라서 본 논문에서는 상황인식을 위해 요구되는 일련의 복잡한 과정을 간략하고 명료하게 기술하고 상황에 대한 정의를 미리 규격화된 구문으로써 표현함과 동시에 자동적으로 처리할 수 있는 상황인식을 위한 컨텍스트 스크립트 언어 및 언어 처리기를 구현한다. 제안하는 컨텍스트 스크립트 언어는 주어진 상황을 효율적으로 정의 할 수 있는 기능을 제공함은 물론 보다 다양한 상황을 범용적으로 표현할 수 있도록 설계한다. 아울러 제안하는 언어 처리기의 유용성을 보이기 위해, 상황인식에 근거하여 음악 재생 서비스를 제공하는 응용 시스템을 구축한다.

기능론적 관점에서 본 애니메이션의 신체언어 연구 - 뮬란, 미녀와 야수, 알라딘, 신밧드를 중심으로- (The Study on Body Language in Animation as Functional Aspects -Focusing on Mulan, Beauty and the beast, Aladdin, Sinbad-)

  • 정미강;이미영;김성희;김재호
    • 디자인학연구
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    • 제20권1호
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    • pp.55-64
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    • 2007
  • 비언어적 의사소통 수단은 언어적 의사소통을 보조하고 대체한다는 점에서 매우 중요하다. 다양한 비언어적 의사소통 수단 중 신체언어는 몸을 통한 의사소통 전반을 말한다. 애니메이션의 경우, 시나리오 전달에 있어서 캐릭터가 가장 중요한 역할을 하므로 이와 같은 신체언어 연출은 매우 중요한 요소 중 하나이다. 애니메이션의 의사소통 구조는 일반적인 의사소통 구조와는 달리 이중적인 의사소통 구조를 가지는데, 첫째는 화자 캐릭터와 청자 캐릭터 사이의 의사소통이고, 둘째는 영상과 관객 간의 의사소통으로 이는 첫 번째 의사소통 구조까지 모두 포함한다. 본 연구에서는 이러한 이중적 구조에 기반하여 애니메이션의 의사소통 구조를 담화내적, 담화외적 구조로 나누고, 기능적 분류법을 이용하여 캐릭터의 신체언어를 적응, 상징, 설명, 조정, 감정표현 행위로 분류하였다. 특히 본 연구의 분석 애니메이션에서 큰 비중을 차지한 설명행위는 화용론적 분류인 발화 행위론으로 세분화하였다. 그리고 분류된 각각의 신체언어를 분석하여 애니메이션에서 표현되는 신체언어의 특징을 규명하고, 효과적인 시나리오 전달과 관객의 감정이입을 도울 수 있는 효율적인 신체언어를 제안하고자 하였다.

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저소득.일반 가정 영유아의 언어능력에 영향을 미치는 언어관련 놀잇감 및 부모-자녀 관계 관련변인 연구 (The Effects of Toys Related to Literacy and Parent-child Relational Factors on Language Abilities According to Socioeconomic Status)

  • 김명순;김길숙;손승희;유정은;이민주;이윤선;조항린;한찬희
    • 아동학회지
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    • 제31권4호
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    • pp.61-74
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    • 2010
  • The present study sought to examine parent-child relational factors associated with young child's language abilities according to socioeconomic status. To do so, the survey responses of 2,269 parents of 0- to 5- year-olds, taken from research on the Actual Condition of Korean Children and Youth were analyzed. The results were as follows : (1) Low-income families had significantly fewer toys related to literacy than middle and upper-income families. (2) There were fewer instances of parent-child play interactions as well as lower scores of parenting styles and beliefs in low-income families than in middle and upper-income families. (3) Although there was no difference in terms of language abilities from 0- to 1-year-old children according to socioeconomic status, 2-, 3-, 4- and 5-year-old children from low-income families exhibited significantly lower language scores than children from middle- and upper-income families. (4) Toys related to literacy and parent-child relational factors were positively related to children's language abilities. (5) It can be further argued that toys related to literacy and parent-child relational factors clearly predict children's language abilities.

Putting Images into Second Language: Do They Survive in the Written Drafts?

  • Huh, Myung-Hye
    • 영어영문학
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    • 제56권6호
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    • pp.1255-1279
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    • 2010
  • Much has already been learned about what goes on in the minds of second language writers as they compose, yet, oddly enough, until recently little in the L2 research literature has addressed writing and mental imagery together. However, images and imaging (visual thinking) play a crucial role in perception (the basis of mental imagery), in turn, affecting language, thinking, and writing. Many theorists of mental imagery also agree that more than just language accounts for how we think and that imagery is at least as crucial as language. All of these demands, to be sure, are compounded for EFL students, which is why I investigate EFL students' writing process, focusing on the use of mental imagery and its relationship to the writing. First I speculate upon some ways that imagery influences EFL students' composing processes and products. Next, I want to explore how and whether the images in a writer's mind can be shaped effectively into a linear piece of written English in one's writing. I studied two university undergraduate EFL students, L and J. They had fairly advanced levels of English proficiency and exhibited high level of writing ability, as measured by TOEFL iBT Test. Each student wrote two comparison and contrast essays: one written under specified time limitations and the other written without the pressure of time. In order to investigate whether the amount of time in itself causes differences within an individual in imagery ability, the students were placed under strict time constraints for Topic 1. But for Topic 2, they were encouraged to take as much time as necessary to complete this essay. Immediately after completing their essays, I conducted face-to-face retrospective interviews with students to prompt them for information about the role of imagery as they write. Both L and J have spent more time on their second (untimed) essays. Without time constraint, they produced longer texts on untimed essay (149 vs. 170; 186 vs 284 words). However, despite a relatively long period of time spent writing an essay, these students neither described their images nor detailed them in their essays. Although their mental imagery generated an explosion of ideas for their writings, most visual thinking must merely be a means toward an end-pictures that writers spent in purchasing the right words or ideas.

역사극 공연을 위한 시대언어 복원의 의미 연구 (A Study on the Restoration of the Language of the Time for a Historical Drama)

  • 표원섭;박윤희
    • 한국엔터테인먼트산업학회논문지
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    • 제13권2호
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    • pp.133-143
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    • 2019
  • 사극 희곡을 집필하는 데 있어서 시대 언어를 복원하는 것이 극작가의 책임이라는 주장이 있었지만 이에 대한 본격적인 연구는 이루어지지 않고 있었다. 극작가와 국어학자의 협업 연구가 없었기 때문이다. 지금까지 많은 극작가들은 언어를 발굴하고 복원하는 것이 오롯이 국어학자들의 책임이라고 여겼다. 그러나 연극이나 영화와 같이 대중과 쉽게 만날 수 있는 매체야말로 창작에 있어서 큰 책임을 가져야 할 것이다. 언어라는 것은 시대에 따라 변한다. 따라서 희곡과 시나리오에서 시대언어를 복원하는 것은 현대의 관객과의 소통의 어려움을 초래할 수 있다. 그러나 언어가 시대에 따라 변한다는 것은 당대의 사회상과 유행을 담아낸다는 것을 뜻한다. 따라서 사극에서의 언어 복원은 장면과 배경을 더욱 사실적으로 묘사할 수 있다는 것을 의미한다. 언어의 복원은 창작 환경 개선을 위해서만 필요한 것은 아니다. 이러한 노력은 이미 학습되어진 관객의 시대 언어 이해 능력에 부합하는 작가의 책임으로 이해되어야 한다. 사극을 집필하는 극작가는 배경이 되는 시대의 문법을 익히는 것에 그치지 않고 소실된 발음과 변용된 어휘를 발굴하여 다채로운 대사를 구사할 수 있도록 해야 할 것이다.

우울증 진단 환자의 증상 완화를 위한 참참참, 끝말잇기 놀이 로봇 설계 및 구현 (Design and Implementation of the ChamCham and WordChain Play Robot for Reduction of Symptoms of Depressive Disorder Patient)

  • 엄현영;서동윤;김경민;이성웅;최지환;이강희
    • 문화기술의 융합
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    • 제6권2호
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    • pp.561-566
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    • 2020
  • 본 논문은 우울증 진단 환자의 증상 완화를 위한 참참참 놀이 및 끝말잇기 놀이 로봇을 설계 및 구현한다. 우울증의 핵심 증상은 삶에 대한 흥미와 관심을 상실하는 것으로, 우울증 진단 환자가 로봇을 통해 자신의 표정에 드러나는 감정 분석을 확인하고 참참참 혹은 끝말잇기 놀이를 진행한다. 놀이 후 표정에 드러나는 감정을 다시 분석하여 보고 받음으로 구현 로봇의 기능을 확인한다. 간단한 놀이를 통해 우울증을 진단 받은 환자의 질환이 완벽하게 치료될 수는 없지만, 점진적인 활용을 통해 증상 완화에 기여할 수 있다. 참참참, 끝말잇기 놀이 로봇의 설계는 Thecorpora사의 상호작용이 가능한 오픈소스형 로봇 Q.bo One를 사용한다. Q.bo One의 시스템은 사용자의 얼굴을 캡쳐하여 사진을 촬영하고, Azure 서버에 값을 전달하여 축적된 데이터를 통해 놀이 전 후의 감정 분석을 확인한다. 놀이는 Q.bo One의 OS인 라즈비안에서 프로그래밍 언어 Python을 활용하여 구현하고 외부센서들과 상호작용하여 작동하도록 구현한다. 본 논문은 놀이 로봇으로 비교적 짧은 시간에 우울증 진단 환자의 증상 완화에 도움을 주는 것을 목적으로 한다.

A Study on the Teaching Method of English Literature through the Internet and Its Effect -L2 Acquisition through British-American fiction in CCDL class between Kangwon National University and Waseda University-

  • Baek, Nak-Seung
    • 영어어문교육
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    • 제8권1호
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    • pp.1-13
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    • 2002
  • One of the benefits of the internet-assisted instruction is that it can improve L2 Learners' motivation to express themselves in English. The purpose of this paper is to investigate an effective approach to British-American fiction learning in Korean universities, which can emphasize communicative strategies drawing on video-conferencing system, a chat system(CUSeeMe), and an e-mail system. Students are passive participants who cannot assert their creativity in the traditional teaching method of British-American fiction, which mainly relies upon reading and translation far from literature lessons. In CCDL(Cross-cultural distance learning) class, students can play active roles in asserting their own ideas and assuming considerable responsibility for making a presentation in English. A professor can play a role as a coordinator in supporting the students' activities and in winding up the class. The main significance of this article lies in providing a paradigm for CCDL class beyond the limitation of the traditional teaching method of British-American fiction in Korea and futhermore in exploring the eclectic integration of the traditional one and CCDL.

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