• 제목/요약/키워드: Play Activity

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아동 놀이성향척도 개발 및 타당화 연구 (The Development and Validation of a Children's Play Disposition Scale)

  • 성지현;변혜원;남지해
    • 한국콘텐츠학회논문지
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    • 제17권4호
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    • pp.606-620
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    • 2017
  • 본 연구의 목적은 아동의 놀이 양식 및 선호를 측정할 수 있는 아동 놀이성향 척도(CPDS)를 개발하고 타당화하는 것으로, 만 5-7세 아동(월령 범위 51~106개월)의 부모 437명을 대상으로 설문을 진행했다. 이를 위해, 먼저 선행 연구 및 다중지능이론과 관련 척도를 검토하여 예비문항을 개발하였다. 전문가를 통해 문항의 적절성 및 타당성을 확인받은 뒤, 문항들은 탐색적 요인 분석을 거쳐 최종적으로 6요인의 27문항으로 확정되었다. 6요인은 각각 주도성, 언어성, 탐구성, 예술성, 운동성, 감수성이다. 본 척도의 공인타당도는 CPDS의 각 요인과 유아용/초등용 다중 지능 체크리스트의 하위 요인 및 총점간의 관계를 통해 산출하였으며, CPDS 각 요인의 신뢰도 범위는 .53~.79이다. 본 척도는 아동의 발달적 강점을 강화하고, 약점은 보완하여 아동 발달을 지원하는데 필요한 정보를 제공할 수 있을 것으로 기대하며, 향후 아동의 놀이 콘텐츠 제공과 놀이방법 등을 적절하게 지도하는데 기여할 수 있다.

사용자의 디자인 요구 분석에 의한 보육시설 실외놀이환경 디자인 유형화 (Classification of the Playground Environment Design in Child Care Center according to User Needs Analysis)

  • 최목화;변혜령
    • 한국생활과학회지
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    • 제17권4호
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    • pp.661-677
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    • 2008
  • The purpose of this study is to develop the playground environment model for child care center by analyzing user needs of playground environment. To systemize the playground environment design factors and guidelines, we reviewed the previous research, actual measurement and observation were used as the research methodology. And to recognize the needs of users, the survey and picture survey was conducted to the staffs and children. The scope of survey included child care centers in Seoul and Daejeon, ultimately selecting 12 places in Seoul and 13 places in Daejeon. In terms of the survey period, actual measurement was conducted from June of 2006 to February of 2007, survey and picture survey was conducted from August to September of 2006. For analysis, we used SPSS 10.0 to check the frequency and percentage, as well as to perform cluster analysis. The findings of research can be summarized as below: 1. In playground environment, we observed the area of play ground and ground cover, the independence of play area, play equipment, and the composition of play area. The result of observation showed that while playground area varied widely, ground cover, play equipment, and the composition of play area turned out to be identical, regardless of the playground's area. Therefore, in order to classify various playground environments, we categorized them into 5 types, using the number of children and the area of play ground as a category. Type A had large facilities and small playground area. Type B had small sized facilities and large playground area. Type C had medium sized facilities and small playground area. Type D had medium sized facilities but large playground area. Type E had large sized facilities and large playground area. 2. On the other hand, staffs wanted a tunnel, playhouse, comprehensive play equipment, and a maze to be installed as play facilities, and there were requests for adventure play area and carpenter play area. The picture survey to children showed that they wanted equipments that can provide more thrill, adventure and challenge to them than the ones they see now. Therefore, existing child care center play environments must change from the monotonous and identical environments to the ones that can provide diversities, challenges, and adventures. In the contexts of 5 playground types suggested by this research, type B and D, E where the area of playground were larger than the legally required, should include various play areas and install appropriate play equipments and facilities. Type A and C where the area were small, should provide multipurpose play area to attract the various play behaviors of children.

생약의 파골 세포 분화 저해활성 검색 (Inhibitory Activity of Medicinal Plants against Differentiation of Osteoclasts)

  • 이준원
    • 생약학회지
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    • 제40권2호
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    • pp.83-88
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    • 2009
  • Bone is continuously remodeled by osteoblasts and osteoclasts. Osteoclasts play an important role in bone metabolism by resorbing the bone matrix. Thus, the compounds inhibiting osteoclasts can improve bone diseases such as osteoporosis. The methanol extracts of 159 herbal medicines were screened for the inhibitory activity against differentiation of osteoclasts. Among the tested extracts, Achuranthis Radix and Corydalis Tuber showed relatively strong inhibitory activity against differentiation of osteoclasts, whereas they have no significant effect on proliferation of osteoclasts.

Detection of AluI Endonuclease Activity by Using Double Stranded DNA-Templated Copper Nanoclusters

  • Yang, Ji Su;Gang, Jongback
    • 한국미생물·생명공학회지
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    • 제49권3호
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    • pp.316-319
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    • 2021
  • Restriction endonucleases play an important role in molecular cloning, clinical diagnosis, and pharmacological drug studies. In this study, DNA-templated copper nanoclusters (DNA-CuNCs) were used to detect AluI endonuclease activity due to their high fluorescence emission and rapid synthesis of DNA-CuNCs under ambient conditions. Results showed that AluI activity was detected in a highly sensitive manner at low concentrations of AluI endonuclease by the fluorescence intensity of DNA-CuNCs. Additionally, its inhibition was monitored in the presence of daidzein under optimal conditions.

초등학생 대상의 활동 중심 순서도 교육 방법 (Pedagogical Methodology of Teaching Activity-based Flow Chart for Elementary School Students)

  • 이용배;박지은
    • 정보교육학회논문지
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    • 제16권4호
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    • pp.489-502
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    • 2012
  • 현재 컴퓨터교육에서 알고리즘 교육의 중요성은 강조되고 있지만 주어진 문제를 알고리즘으로 표현하고 표현된 알고리즘을 해석하는 방법에는 비교적 연구가 미약하였다. 본 연구에서는 알고리즘의 표현 도구 중 순서도에 대해 초등학교 저학년 대상으로 놀이 활동 기반 학습 방법을 개발하고 실제 수업에 적용하여 학습 가능성을 진단하여 보았다. 학습 놀이는 순차형 놀이, 선택형 놀이, 반복형 놀이와 퍼즐 맞추기 게임으로 4가지이며 퍼즐 맞추기 게임은 학습 놀이 내용을 순서도 카드를 활용하여 실제 순서도로 재구성하는 게임이다. 순서도 학습 후 성취도 평가에서는 학습 놀이 기반으로 수업을 진행한 집단이 ICT기반으로 학습한 집단보다 상대적으로 평균은 약 7.5% 높게 나타났으며 두 집단 모두 학습 후 평균이 10점 만점에 9점 이상을 보였다. 이는 순서도 교육이 초등학교 저학년도 학습 가능하며 특히 놀이 활동을 통한 교육이 효과적이라는 것을 보여준 것이다.

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VR(Virtual Reality) 게임의 놀이적 특성 분석 - 하위징아와 카이저의 놀이 이론을 중심으로 (Analysis of the Playful Characteristic of Virtual Reality(VR) Games - Focusing on Huizinga and Caillois's Play Theory)

  • 박만수;김천웅;한동섭
    • 한국콘텐츠학회논문지
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    • 제18권8호
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    • pp.148-156
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    • 2018
  • 본 연구는 VR 게임의 담론 활성화를 위한 기초 연구의 입장에서 요한 하위징아와 로제 카이와의 놀이이론을 바탕으로 기존 디지털 게임의 놀이적 특성을 유형화하였고, 해당 유형을 바탕으로 VR 게임의 놀이적 특성을 살펴보았다. 그 결과 VR 게임은 디지털 게임과 놀이적 특성을 상당 부분 공유하고 있는 것으로 나타났다. 그럼에도 불구하고 VR 게임에서는 HMD 착용에 의한 실제 세계와의 완벽한 단절과 새로운 입/출력 장치를 통해 자유로운 신체적 활동이 가능하게 되었다. 결국 놀이 환경의 변화로 인한 여러 감각적 자극을 통해 실재감, 몰입, 정서적 즐거움, 만족도의 증가 등 놀이자 경험에도 큰 영향을 미치게 되었다. 본 연구는 차후 다양하게 형성될 VR 콘텐츠의 특성을 연구하는 중요한 지표로 활용될 수 있을 것으로 기대된다.

만 5세 학급 교육활동에서의 집단형태에 따른 유아 참여행동 및 교사 언어 분석 (An analysis of children's engagement behavior and teachers' linguistic behavior by type of group activity in program of 5 years' class)

  • 배인자
    • 한국보육지원학회지
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    • 제5권2호
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    • pp.91-112
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    • 2009
  • 본 연구는 유아교육기관 교육활동에서의 집단형태에 따른 유아의 참여행동과 교사의 언어를 관찰하였다. 연구대상은 대전시 소재 유치원의 만 5세 2학급 유아 45명과 각 학급 담임이었고, 4주 동안 시간표집법에 의한 16회 관찰을 통해, 활동 집단 형태와 유아의 참여행동 및 교사의 언어를 분석하였다. 분석 결과, 교사주도 대집단 활동과 구조화된 활동내용이 많았다. 유아 참여는 대집단활동에서 일방적 응시행동이 많았고 교사의 설명하기가 높게 나타났다. 자유선택활동 또래 간 소집단에서의 유아의 참여는 적극적 반응행동이 높게 나타났으며, 교사의 언어는 칭찬과 인정하기의 빈도가 많은 것으로 나타났다. 이와 같은 결과를 중심으로 일과 구성에 나타난 교육활동의 집단형태 운영와 유아의 참여행동 및 교사의 언어 사용에 대해 논의하였다.

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말하기 과제 수행에서 인지적 활동으로서의 학습자 대화 사례 연구 (A Case Study of KSL Learner-Learner Dialogue as a Cognitive Activity in Speaking Tasks)

  • 손혜진
    • 한국어교육
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    • 제29권2호
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    • pp.73-100
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    • 2018
  • The purpose of this study is to investigate learner-learner dialogue during speaking tasks. In the Korean language classroom, conversation between learners is an important activity as speaking practice. However, learner dialogue is also a tool to enable learners to collaboratively conduct various cognitive activities in the classroom. In previous research, it was unfolded that through learner-learner dialogue, learners can solve second-language related problems and set a goal to carry out tasks. Therefore, this study analyzed learner-learner dialogue to investigate what kinds of cognitive activities are activated during the role-play task. As a result, the learners collaboratively generated and monitored language and content for role play. Also, in order to accomplish tasks more successfully, learners shared the same understanding about the goal of the task, and tried to manage the task procedure. Through learner-learner dialogue, learners can participate in cognitive activities such as content, language construction, and task management voluntarily without the help from teachers. This means that learner-learner dialogue can be an activity to support language learning tasks. Also, it can make learners actively involved in learning and by sharing resources with each other. It is also important that learners can experience language use that participates in real-world communication activities, such as learning in the classroom and collaborating with peer learners. This study is an exploratory study for a basic understanding of learner's conversation as a cognitive activity, and the scope of the study is limited to clarifying contents of learner-learner dialogue as a cognitive activity in speaking tasks. Based on the findings of this study, future research should be conducted on the function of learner-learner dialogue as a cognitive activity in Korean language learning and its role in the classroom of Korean language education.

Role of phospholipase D and osteopontin in reactive glial cells after transient forebrain ischemia

  • Kim, Seong-Yun
    • 한국응용약물학회:학술대회논문집
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    • 한국응용약물학회 2000년도 춘계학술대회
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    • pp.15-16
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    • 2000
  • Transient forebrain ischemia results in delayed neuronal death in the CA1 region of the hippocampus after injury, which is, at least in part, a consequence of excessive generation of reactive oxygen species. Previous in vitro studies using cell cultures or brain slices have demonstrated that phospholipase D (PLD) in the nervous system is involved in the signaling mechanism in response to a variety of agonists. Several recent studies have shown that reactive oxygen species stimulate phospholipase D (PLD) activity in several kinds of cells. Therefore, this raises the possibility that PLD activity is enhanced in the ischemic brain. Meanwhile, osteopontin (OPN) was initially identified as a sialoglycoprotein in bone, but has since been found in various tissues. Although not much is known about its function, OPN seems to play an important role in inflammation and tissue repair. Recently, it was reported that OPN was upregulated in the activated microglia after focal brain ischemia, suggesting that OPN might play a role in wound healing after a focal stroke.

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Bioconversion of Aniline to Acetaminophen and Overproduction of Acetaminophen by Streptomyces spp.

  • Jin, Hyung-Jong;Park, Ae-Kyung;Lee, Sang-Sup
    • Archives of Pharmacal Research
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    • 제15권1호
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    • pp.41-47
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    • 1992
  • In order to obtain acetaminophen, a popular analgesic-antipyretic, though microbial p-hydroxylation and N-acetylation of aniline, various Streptomyces strains were screened. Aniline N-acetylation activity was rather ubiquitous but-hydroxylation activity was selective. Microbial conversion pathway of aniline to acetaminophen was considered to be through N-acetylation and p-hydroxylation or vice versa. However, depending on species used, o-hydroxylation and its degradation activity (S. fradiae) and acetaminophen degradation activity (S. coelicolar) were also detected. Among the screened Streptomyces strains, S fradiae NRRL 2702 showed the highest acetanilide p-hydroxylation activity (203% conversion rate). Furthermore, in S. fradiae carbon source and its concentration, phosphate ion concentration and pH of growth medium were found to play the crucial roles in p-hydroxylation activity. Through the proper combination of factors mentioned above, the ten times more activity (26-30% conversion rate) was attained.

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