• Title/Summary/Keyword: Play experience

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Perception and experience of dental communication education based on the role played by some dental hygiene students (치위생의사소통 교육에서의 역할극 수업에 대한 인식과 경험에 대한 연구)

  • Choi, Yong-Keum;Moon, Hee-Jung;Jeon, Hyun-Sun
    • Journal of Korean Dental Hygiene Science
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    • v.5 no.1
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    • pp.1-11
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    • 2022
  • Background: This study aimed to examine the effectiveness of role-play in dental hygiene education by analyzing learners' perceptions and experiences of role-play classes. Methods: Role-play was used as a teaching method to run dental medical communication and practice classes for 31 3rd graders in the Department of Dental Hygiene to investigate the learner's perception of role-play classes, effectiveness of the classes, and learner's perception of the experience. The Mann-Whitney U test was used to analyze the differences in learners' perceptions of the role-play classes according to the main characteristics related to dental health communication education. Results: The correlation coefficient between awareness of dental communication education (4.74 ± 0.35) and awareness of role-play classes (4.44 ± 0.48) was an Rs of 0.634, showing a significant positive correlation (p<0.001). Conclusion: Learners recognized that dental hygiene communication competency is important for dental hygienists. In addition, a strategic teaching design is necessary to reduce the learner's burden on role-play considering the learner's experience, which is perceived as a disadvantage of role-play

A Study on the Types Classification and Analysis of Experience Activities in Rural Tourism Village (농촌관광마을의 체험활동 분류 및 분석 연구)

  • Han, Song-Hee;Son, Jin-Kwan;Choi, Yoon-Ji;Yoon, Yu-Shik
    • Journal of Agricultural Extension & Community Development
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    • v.22 no.1
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    • pp.31-41
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    • 2015
  • Rural tourism village experience is proceeded quantitatively without distinct characteristic. This research aimed at analyzing the experience and utilizing in the establishment of differentiation and contents development. Type of experience activity was classified as 10 types in Level 1 and 0~4 types in Level 2. As the result of analyzing 3,007 experiences in 168 villages, types of experience activity implemented per 1 village was 17.9. Among them, ecological experience type appeared to be the most, and appeared in order of food, agriculture farming experience. In respect of agriculture farming experience, 'harvest and utilization' was analyzed to be the highest, and regarding rural farmhouse living experience displayed 'farmhouse living' experience the highest. Tradition courtesy experience displayed 'traditional culture' experience the highest, and rural food experience was analyzed to implement 'food making' experience the most. Ecological experience mainly consisted of 'hunting and collecting' and 'observation/learning', in case of play experience, 'traditional play' experience activity was analyzed to be performed the most. Considering utilization material, it appeared in order of 'rice', 'sweet potato', 'potato', 'corn', 'chili', 'agricultural implement', 'farmhouse', 'animal', 'culture', 'history', 'rice cake', 'alcoholic drink', 'tofu', 'kimchi', etc. The place of ecological experience was performed in the forest the most, and lots of experience was performed in stream, valley, and river. The researcher expects that characteristic experience activity will be developed based on this result, by avoiding doubleness of the experience activity among the regions and the villages.

Measurement Method on Aesthetic Experience of Game Player (게임플레이어의 미적경험 데이터 측정방법)

  • Choi, Gyu-Hyeok;Kim, Mi-Jin
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.207-215
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    • 2020
  • Studies on aesthetic experience in games mostly focus on engineering approach centered on structural determination of specific target within the game as well as humanistic·social approach in forms of artistic conversation on game play experience. This paper have established a theoretic guideline regarding the progress of aesthetic experience which allows analysis from the perspective of player experience acquired during game play. Based on such guideline, the study classifies cognitive data (Eye-Tracking, Playing Action, Facial Expression) on aesthetic experience and suggests the methods to measure such data. By deducing errors and points to be considered related to measuring methods through pilot tests, this study will contribute to the execution of empirical study focused on player perspective.

Key words research of players' experience and presence in FPS genre-focusing on game play time and Steam reviews (FPS게임의 사용자 현존감과 플레이어 경험에 대한 키워드 연구 - Steam 리뷰와 게임 이용 시간을 중심으로)

  • Choi, Young-Woo;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.13-30
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    • 2021
  • This paper analyzed the user's presence experience and player experience in FPS according to game usage time using Steam's review data. Data was obtained through crawling using Python. In analysis result, it was confirmed that issues related to controllable physical presence and uncontrollable social presence emerged in the group with less game use time, and controllable physical presence was changed to controllable social presence in the group with more play timeFurthermore, through player experience analysis, it was found that the keyword "recoil," a factor in game play, was important.

The Development of Young Children's Constructive Play: An Analysis of Block Play (3, 4, 5세 아동의 구성놀이 발달에 관한 연구 : 놀이의 질에 대한 분석)

  • Koo, Hyun Ah;Lee, Jong Hee
    • Korean Journal of Child Studies
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    • v.19 no.1
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    • pp.155-167
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    • 1998
  • The purpose of this study was to analyze the quality of the constructive play of 3, 4 and 5 year-old children. The researchers used unit blocks as the instrument because they are the most representative examples of constructive play materials. The subjects were 73 children enrolled in a half-day early childhood education program. The children's block play was videotaped 8 times, for a total of 330 minutes. The videotapes were transcribed and assessments were made on the children's 233 constructions in terms of the developmental stage of block play, the variety of materials used, play duration, and play intensity. The data were analyzed through two-way ANOVA to check age and sex differences. The results showed that children's developmental stages of block play were low on the average and that girls did not show an active interest in block play. The results also implied that block play developed by play experience rather than by age. Therefore, this study was interpreted to highlight the importance of teachers' understanding, planning, and mediation of block play in order to induce high-quality constructive play.

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The Influence of Organizational Health on the Creative Personality of Teachers in Early Childhood Education: Examining the Mediating Effects of Play Teaching Efficacy (근무기관의 조직건강성이 유아교사의 창의적 인성에 미치는 영향: 놀이교수효능감의 매개효과 검증)

  • Im, Hannah;Choi, Insuk;Kim, He-ra;Chae, Jin-Young
    • Korean Journal of Childcare and Education
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    • v.15 no.4
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    • pp.1-20
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    • 2019
  • Objective: This study was conducted to examine the mediating effects of play teaching efficacy in the relationship between the organizational health of teacher workplaces and the creative personality of the teachers. Methods: The Pearson product-moment correlation analysis and one-way ANOVA were conducted for data analysis using SPSS 25.0. For mediating analysis, Baron & Kenny's (1986) multiple regression analysis using SPSS 25.0 and the Sobel test were also implemented. Results: There were significant differences in the organizational health of the workplaces according to age, years of working experience, type of workplace, and daily working hours. For play teaching efficacy, there were significant differences according to age, education level, years of working experience, type of workplace, and daily working hours of the teacher. On the other hand, significant differences were found in terms of age and education level in relation to the teacher having a creative personality. Play teaching efficacy was found to have a full mediation effect on the relationship between the organizational health of the workplace and the creative personality of the teacher. Conclusion/Implications: The organizational health of the workplace and play teaching efficacy should be improved in order to enhance the creative personality of teachers in early childhood education.

Differences of Aesthetic Experience Response Code by Player's Experience Level in Adventure Game (어드벤처 게임에서 플레이어 경험수준별 미적경험 반응코드 차이)

  • Choi, GyuHyeok;Kim, Mijin
    • Journal of Korea Game Society
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    • v.20 no.6
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    • pp.3-12
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    • 2020
  • Player experience study includes the behavior and psychological responses of player to game content. And, it focuses on the player's aesthetic experience for specific game elements rather than comprehensive game experiences. This paper presents the player's aesthetic experience data derived from the gameplay process as a code, and analyzes the aesthetic experience data by player experience level for adventure games. These researching results might complement the limitations of existing game analysis research, and provide practical data which creator could apply at the design stage of game.

Pre-visualization of Interaction on Game Character's Quest Play : Towards of Narrative Structure (내러티브 구조 관점에서 본 게임 캐릭터의 퀘스트 플레이에 대한 인터랙션 사전 시각화)

  • Kim, Mi-Jin;Woo, Kim-Sang
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.3-11
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    • 2011
  • A game designer is the initial design of the quest based on narrative. It is important that to predict game character of play experience to establish these static content. This paper deal with player's affective interaction distinguishing among game characters are perform quest-play based on their characteristic status. To achieve this, First of all, previous studies regarding pre-visualization of narrative structure for other visual media are reviewed. Secondly, it is specified that quest-play experience and player's cognitive behavior. At last, these features of status by character were pre-visualized with QUG(Quest Unit Graph), which could be represented differences in precess of quest-play through analysis on world of warcarft game. Previous research is about of numerical balance in terms of character's achievement, whereas this study is meaningful that is proposed that visual model of quest-play interaction focused on narrative structure to predict game designer's architecture of quest experience.

Conceptions of Play and Work Held by Mothers of Preschool Children in Korea (한국 유아원 아동 어머니의 놀이와 일의 개념-질적인 접근)

  • Nam, Hyun Sook
    • Korean Journal of Child Studies
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    • v.13 no.2
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    • pp.229-240
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    • 1992
  • Although play is a key element in child development, little research has been done on how play is conceptualized by adults directly involved with children on a daily basis. The purpose of the study was to determine meanings of the concept "play" held by mothers of preschool children in Korea. Specifically, the study sought to determine Korean mothers' conceptions of the nature and functions of play, and their conceptions of play in contrast to work. An open-ended/semi-structured interview instrument was constructed to generate research data. Interview questions focused on three content categories: (1) the nature of play, (2) the functions of play, and (3) conceptions of work. Questions in each content category consisted of four distinct types: (1) experience/behavioral, (2) opinion/value, (3) feeling, and (4) knowledge. The instrument was pilot-tested with two subjects, revised, and administered to eleven mothers of preschool children. Interview data were subjected to domain and taxonomic analyses. Analyses yielded two principal themes: (1) Play is viewed as an intrinsically motivated and pleasurable activity; (2) while play and work could be consonant, the values inherent in play and work are generally in opposition.

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Toddlers' Experience World through Play in the Nature-Friendly Outdoor Environment (자연친화적 실외 환경 놀이에서의 영아의 경험 세계)

  • Son, Won Kyoung;Jeon, Ju Young
    • Korean Journal of Childcare and Education
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    • v.7 no.3
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    • pp.143-164
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    • 2011
  • The purpose of this study was to examine toddlers' experienced world, which was shown in a play of the nature-friendly outdoor environment. Through this, the aim was to offer an opportunity of trying to seek a plan for activation in the nature-friendly outdoor play as for toddlers. This study targeted 9 toddlers between 22 months and 33 months who are attending S child care center where is located in Busan Metropolitan City, and was progressed with qualitative research method available for examining the in-depth significance of the phenomenon. A method of data collection was carried out the participatory observation and the in-depth interview. As a result of the study, the toddlers play experience in nature friendly outdoor environment provided special and various experience that can be limited in indoor at daycare center. First, toddlers were experiencing 'exploratory world of making a sense awakened.' Second, toddlers were experiencing 'communicative world of making emotion awakened.' Finally, on the early childhood education and the child-care education, a plan of offering enough time will need to be pursued now that toddlers can experience a play by being deeply immersed in nature, which is the space of free communication and the living sensational space, with escaping from the existing frame.