• 제목/요약/키워드: Play experience

검색결과 733건 처리시간 0.036초

과학관 놀이-학습 모형 개발 (Development of a Play-Learning Model in Science Museum)

  • 권이영;정은영
    • 한국과학교육학회지
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    • 제36권2호
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    • pp.191-202
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    • 2016
  • 본 연구에서는 과학관 교육의 목적인 교육하기, 참여하기, 즐기기를 추구하고 인지적 영역과 정의적 영역의 학습 효과를 향상시키기 위해서 과학관 학습 모형을 개발하였다. 모형을 개발하기 위하여 기존의 박물관 교육 모형을 '요인 중심 박물관 교육 모형'과 '과정 중심 박물관 교육 모형'으로 구분하여 고찰하고 과학관 교육의 특성화 방법을 고찰하였다. 선행 연구에 근거하여 과학관 학습 모형에서 전시물, 스캐폴딩과 소집단 내 상호작용, 놀이에 중점을 두었고, 개인적, 사회적, 물리적 요인을 포함하였으며, 각 요인들이 인지적, 정의적 영역에 영향을 줄 수 있다는 것을 고려하였다. 본 연구에서 개발한 과학관 학습 모형은 놀이에 중점을 두고 있는 점을 반영하여 '과학관 놀이-학습 모형'이라고 명명하였다. 이 모형은 '준비', '전시물 탐색', '체험', '정리'의 교수 학습 단계를 중심축으로 양쪽에 학생과 교사의 활동이 나타난 형태이다. '준비' 단계는 개인적, 물리적 요인을 고려하고, 학생은 관련 지식을 형성하며 놀이를 준비한다. '전시물 탐색' 단계는 개인적, 사회적 요인을 고려하고, 전시물, 스캐폴딩과 소집단 내 상호작용, 놀이가 집약된 이 모형의 핵심 단계이다. 이 단계는 학생들이 공동의 문제를 해결하기 위해 전시물을 탐색하는 과정으로 이러한 활동을 묶는 수단이 놀이이다. 학생들은 소집단으로 활동하며 상호작용을 통해 문제를 해결하고, 해결되지 않으면 교사의 도움을 받게 된다. '체험'과 '정리' 단계는 개인적 요인을 고려한 것인데, '체험' 단계에서는 '전시물 탐색' 단계의 활동과 연계된 조작적 활동을 하고, '정리' 단계에서는 놀이를 통해 학습 내용을 정리한다. 과학관 교육은 다양한 형태로 실행되므로 과학관 학습 모형에 대한 지속적인 연구와 다양한 교육 프로그램의 개발이 필요하다.

어린이집 교사의 개정 누리과정 교육 경험과 인식에 관한 탐색 (Exploration of the Revised Nuri Curriculum Education Experience and Perceptions of Childcare Center Teachers)

  • 김현영;이명숙
    • 한국콘텐츠학회논문지
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    • 제22권4호
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    • pp.519-534
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    • 2022
  • 본 연구는 어린이집 교사의 2019 개정 누리과정 놀이중심 교육 경험의 실제와 인식을 구체적으로 파악하여 유아교육 현장의 현실적 지원 정책을 마련하고자 하였다. 이를 위해 현 누리과정 교육 경험이 있는 서울 및 경기도 소재 어린이집 교사를 대상으로 개별 심층면담을 실시하였으며, 수집한 자료는 Hatch(2002)의 유형적 분석과 해석적 분석 그리고 Seidman(2006)의 면담 자료분석을 사용하여 시사점을 도출하였다. 본 연구 결과 첫째, 유치원과 어린이집은 동일한 통합 개정 누리과정을 적용하고 있지만, 어린이집은 보육적 관점과 안전을 더 고려한 교육을 지향하고 있다. 둘째, 교사들은 유아들이 주체가 되는 자기주도적인 열린 놀이활동 연계과정에서 교육적 매칭에 어려움이 존재하였다. 셋째, 교사들의 놀이활동에 대한 교육적 이해와 가치 파악 능력은 유아 상호작용 및 유대관계 성장에 기여한다. 결론적으로 현 누리과정의 효과적인 교육 시행을 위한 교사교육과 교류지원 그리고 유아비율 조정의 국가적 정책 방안이 시급하다.

차량용 음성대화 인터페이스의 Barge-in 기능이 주행 경험에 미치는 효과 연구 - 내비게이션 및 음악서비스 중심으로 - (The Effect of Barge-in Function of In-Vehicle Voice Conversational Interface on Driving Experience - Focus on Car Navigation and Music Services -)

  • 김택수;김지현;최준호
    • 디자인융복합연구
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    • 제17권1호
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    • pp.17-28
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    • 2018
  • 운전 중 주행목적 외에 기기를 손으로 조작하는 행동은 사고위험을 높이는 주된 요인이며, 이를 보완할 수 있는 차량용 음성대화 인터페이스의 디자인이 최근 활발히 연구되고 있다. 이 연구는 차량용 음성대화 인터페이스의 Barge-in 기능의 사용이 사용자 경험에 미치는 영향을 확인하고자 하였다. 실험참가자를 대상으로 모의 주행을 하면서 내비게이션 조작과 음악재생 맥락으로 나누어 두 가지 태스크를 수행하도록 하도록 하였다. 각 참가자의 태스크 수행 후 기능 사용자 경험 측정을 위한 설문조사를 실시하였으며, 사용자 경험 요인으로 유용성, 사용성, 만족도, 감성을 측정하였다. 그 결과 대부분의 경험 요인에서 Barge-in 기능을 사용할 경우가 더 낫다고 평가되었다. 내비게이션 조작에서는 사용성 차원, 음악재생에서는 사용성, 감성 차원에서 유의미한 차이가 나타나 Barge-in 기능이 실제 사용자의 사용성과 감성 차원의 긍정적인 효과가 있음을 알 수 있었다.

주거단지 내 아동 놀이장소의 지원 및 제약 요인에 관한 연구 - 초등학생의 인식을 기반으로 - (A Study on the Support and Restriction Factors of Children's Play Spaces in Housing Complex - Based on the Perception of Primary School Students -)

  • 박진희;이상호
    • 한국주거학회논문집
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    • 제27권1호
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    • pp.41-50
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    • 2016
  • This study aims to draw the factors of support and restriction as children play in the outdoor space through their participation. The 135 students (fifth- and sixth- graders) participated in the research using the mapping method included the daily diagram and the open-ended questionnaire. As the research results, the park, the school yard, the playground and the rest space were emerged as play spaces with high utilization rate. Through the analysis of play spaces based on children's perception, the physical and social-psychological factors are drawn as the factors of support and restriction. Some physical factors such as the location are relevant to social-psychological factors such as the friend and the danger. In conclusion, the physical factors which support or restrict children's activities have to be considered with the socialpsychological factors. And the result from children's experience and perception should be basis of providing appropriate spaces for children who are actual users of play spaces.

Improving Video Quality by Diversification of Adaptive Streaming Strategies

  • Biernacki, Arkadiusz
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제11권1호
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    • pp.374-395
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    • 2017
  • Users quite often experience volatile channel conditions which negatively influence multimedia transmission. HTTP adaptive streaming has emerged as a new promising technology where the video quality can be adjusted to variable network conditions. Nevertheless, the new technology does not remain without drawbacks. As it has been observed, multiple video players sharing the same network link have often problems with achieving good efficiency and stability of play-out due to a mutual interference and competition among video players. Our investigation indicates that there may be another cause for under-performance of the streamed video. In an emulated environment, we implemented three algorithms of adaptive video play-out based on bandwidth or buffer assessment. As we show, traffic generated by players employing the same or similar play-out strategies is positively correlated and synchronised (clustered), whereas traffic originated from different play-out strategies shows negative or no correlations. However, when some of the parameters of the play-out strategies are randomised, the correlation and synchronisation diminish what has a positive impact on the smoothness of the traffic and on the video quality perceived by end users. Our research shows that non-correlated traffic flows generated by play-out strategies improve efficiency and stability of streamed adaptive video.

단독주택지의 어린이공원 리모델링을 위한 아동 요구에 관한 조사연구 (Survey on Children's Remodeling needs for Play Park at Detached Residential Zone)

  • 최병숙;박선희;안득수
    • 한국주거학회:학술대회논문집
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    • 한국주거학회 2008년도 춘계학술발표대회 논문집
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    • pp.328-333
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    • 2008
  • This survey study is to find out children' needs of 'D' child park to remodel into a new one and their common opinions to the child playground, and to contribute this results to drive alternative plans. This park is very old and located in detached residental zone, Wooa-dong, Deokjin-gu, Jeon-city. This was performed by a questionnaire survey method, and the questionnaire was designed by researchers considering relative literatures. Data were collected from 198 children, who had attended elementary school in Wooa-dong. By analyzing those data, findings were as follows : 1) To play experience of 'D' child park was very important for children, so they memoried it. Above all, they membered the perception of 'D' child park through playing with play facilities and the communication with their friends. 2) Children would like to play unrestricted plays, but to need traditional play facilities as like a slide and a swing. So, future playground would be planned to adventure playground with some traditional play facilities.

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생애 초기 보육경험과 만 4세 유아의 사회정서발달 간 관계 (The Relations Between Early Child Care Experiences and Socioemotional Development of Children at Age 4)

  • 장영은
    • 가정과삶의질연구
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    • 제34권4호
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    • pp.1-19
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    • 2016
  • The present study aimed at investigating the relations between the amount of child care experienced in the first three years of life and socioemotional development of children at age 4 indicated by problem behaviors and peer competence. Using the longitudinal data of the Panel Study of Korean Children(PSKC), the information of 1,699 children were analyzed. The results indicated that any child care experience, hours in child care, full-time child care and early entry to child care were significantly related to children's externalizing behavior problem and play disruption at age 4. Some significant relations were detected between child care experience and better peer competence as well. Interestingly, the patterns of relations were different for boys and girls. Being in child care, a greater amount of child care and early entry to child care tended to be related to externalizing problem behaviors of boys and whereas they were more related to peer competence of girls indicated by play interaction, play disruption and play disconnection. Child care hours at age 3 were relative stronger predictors of children's development compared to those at age 1 or at age 2. The findings imply that the amount of child care during the first 3 years of life does not have strong harmful effects on preschoolers' socioemotional development and that there are differences in the effects of child care on boys and girls.

'말할 수 없는 것들'의 부정성 -수전 글래스펄의 『하찮은 것들』 "말할 수 없는 것에 대해 말할 수는 없다. 그것은 오직 제 스스로 말할 뿐이다." (Negativity, or the Justice for the Unsayable: Susan Glaspell's Trifles)

  • 노애경
    • 영어영문학
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    • 제55권4호
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    • pp.567-596
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    • 2009
  • A staple of feminist literary anthologies which was instrumental in reevaluating the writer Susan Glaspell, Trifles(1916) has received numerous comments from feminist scholars so far. Most of them tend to concentrate on the themes of female solidarity and justice challenging the androcentric system of law and order. Lacking in the plethora of thematic approaches to the play's feminist subject, however, are formal analyses considering the way in which the play's generic form assists in communicating such thematic concerns of feminism. An alternative to the typical scenario at the courtroom whose mistreatment of women must have loomed large to the young Glaspell as she revisited the old trial of a midwestern murderess which she had covered as a journalist for a local newspaper in Iowa, Trifles serves as a corrective to the courtroom dynamics offering a 'dramatic justice' as opposed to a strictly legal procedure. What this article discovers at the heart of this dramatic justice is the celebration of the unsayable, or what Wolfgang Iser termed negativity, of women's experience which has no room for reflection in the legal discourse at the courtroom tyrannized by the sayable and the evident. Examining how the dramatic form of Trifles gives a voice to the unsayable of woman's experience, which can not be properly represented at the courtroom governed by the straightforward and definitive male rhetoric, the article argues that the play is a better form than its fictional adaptation "A Jury of Her Peers"(1917) in that it syntactically suppresses the monopolizing operation of the verbal by giving precedence to the scenic and non-verbal which is constituted of setting, props, gesture and eye contacts. As a theoretical frame of reference with which to examine the modes of the unsayable in the play the article brings the concept of 'negativity,' defined by Iser as textual effects or modes of the unspeakable and unsaid, into the discussion of the taciturnity of the absent heroine and the non-verbal representation of drama.

Channel Integration Quality, Customer Experience and Patronage in Omnichannel Retailing

  • NGUYEN, Hai Ninh
    • 유통과학연구
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    • 제19권12호
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    • pp.23-32
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    • 2021
  • Purpose: By integrating multiple separate online, offline distribution channels, omnichannel distribution has modernized and revolutionized the retailing sector. Omnichannel distribution supports firms by delivering seamless shopping experiences for customers throughout all touchpoints of the shopping journey. This paper aims at exploring the impact of channel integration quality on customer experience and patronage intentions in the omnichannel distribution context. Research design, data and methodology: An online survey was taken with 351 omnichannel experienced shoppers by utilizing the structured questionnaire. The partial least square-structural equation modeling (PLS-SEM) and Smart PLS software were employed to analyze and test proposed hypotheses. Results: The findings reveal that channel integration quality dimensions including breadth of channel-service choice, transparency of channel-service configuration, content consistency, and process consistency, play crucial roles in the customer shopping experience. The perceived compatibility has been influenced by the integrated interactions in which content consistency and process consistency. The findings also demonstrate the positive and direct impact of perceived compatibility on customer experience, and both factors have substantial effects on customers' patronage intentions. Conclusions: This study sheds light on the literature on channel integration quality, omnichannel retailing experience and customer patronage. In addition, this study provides practical implications for omnichannel retailers in enhancing customer experience and patronage.

싸움도구를 사용하는 거친신체놀이에서 두 명의 유아들이 물리적 힘을 이해하는 과정 (The Process of Understanding Force As Used among Two Young Children in Rough-and-Tumble Play When Using Combative Objects)

  • 백은영
    • 아동학회지
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    • 제35권5호
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    • pp.63-82
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    • 2014
  • The purpose of this study is to elucidate how two young children understand force in rough-and-tumble play. For this purpose, a form of microanalysis(Forman, 2006) was used. They regarded black as the strongest color due to their daily experiences. They assumed that a structure made of black Lego-color-bricks would be strongest and made an experiment of beating it against blocks of other colors. Such repetitive behavior ultimately led them to realize that color had no correlation with strength. They also understood mechanical energy by which a boy's pushing power moves against an object. They tried to strike a bigger or protruding structure and understood that parts might be broken more easily by striking. This experience enabled the boys to realize the principle of resistance. That is to say, in the process of rough-and-tumble play, their misconceptions were gradually removed and they obtained scientific knowledge, including understanding of mechanical energy and the principle of resistance. This study found that two young children constructed knowledge together through the process of tool making and in contending for victory in rough-and-tumble play.