• Title/Summary/Keyword: Play learning

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Design of the Dasan Children's Park (다산 어린이 공원설계)

  • 김성균
    • Journal of the Korean Institute of Landscape Architecture
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    • v.29 no.5
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    • pp.51-59
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    • 2001
  • This paper presents a design of the Dasan Children\`s Park which is located Shindang- dong, lung-gu, Seoul which has an area of about 3,678$m^2$. Objectives for the design were to make nature-friendly space, learning space, interesting play space, space for every child, adventure play space, traditional play space, sense of place, and recycle space. For the space compositions a children\`s garden, a traditional play space, and a science play space were located around the S shaped main route. Facilities relating nature, science, culture. environment and adventure play were arranged in the 3 main spaces. The Children\`s Garden is a green space for learning and playing with natural elements. It is composed of a ecological learning space, a children\`s story garden, a children\`s song road, an environmental labyrinth, and a pall space leer handicap children. The Science Play Place is a place space for learning scientific theories through plays to which scientific theories were applied. It is composed of a total play structure, a math experience playground, a \"Keojunggi\" play space, a sound reflecting experience space, arid an infant playground. The Traditional Play Madang(space) is a space for traditional plays. It is composed of a traditional play pattern, a sun dial, and a floor fountain. The Recycle Road is a dragon shaped road fort learning about resource recycling and conservation. It is composed of a dragon head, body, tail space and a dragon bead(cint mani).int mani).

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A Study on the Effects of Learning Perception Using Role Play on Interpersonal Competence, Learning Satisfaction, and Learning Outcomes of Aviation Service Major College Students (역할극을 통한 학습인식이 항공서비스전공 대학생의 대인관계능력, 학습만족, 학습성과에 미치는 영향에 관한 연구)

  • Ha Young Kim
    • Journal of the Korean Society for Aviation and Aeronautics
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    • v.31 no.1
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    • pp.118-132
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    • 2023
  • This study aimed to analyze the relationship between the learning perception of aviation service subjects using role play on the interpersonal competence, learning satisfaction, and learning outcomes of college students majoring in aviation service. A survey was conducted targeting 217 university students majoring in aviation service who are enrolled in universities in the metropolitan area and Chungcheong area and have experience in class using role play. In addition, the hypothesis is verified using the structural equation model. Among the perceptions of role play classes experienced by university students majoring in aviation service, 'inter-dependency' was found to have a positive (+) effect on all sub-factors of interpersonal competence. And 'usefulness' confirmed the positive (+) influence relationship with 'temperament for others' and 'communication' except for 'relationship promotion' of interpersonal ability. Among sub-factor of interpersonal competence, it is confirmed that only the factors of 'temperament for others' and 'communication' had an effect on learning satisfaction. And it is proved that learning satisfaction is an important determinant of learning outcomes. Therefore, this study is expected to serve as a basis for deriving an efficient and optimal learning method for practical subjects in aviation service majors.

An approach to development of scientific thinking skills through science inquiry play of analogy (과학적 사고력의 신장을 위한 과학비유탐구놀이 학습방법의 구안)

  • 현동걸
    • Journal of Korean Elementary Science Education
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    • v.17 no.1
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    • pp.61-73
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    • 1998
  • This research suggests science inquiry play of analogy as a teaming method to help the students in concrete operational stage to develop scientific thinking skills and to understand abstract science conceptions. The research focuses on/considers the characteristics and merits of the science inquiry plays, and the learning method by analogical reasoning. This learning through the science inquiry play of analogy can be considered as a meta-model for scientific thinking skill. The learning has the following processes: 1) Students analogize the abstract science conceptions and facts into play-type activities including the concrete contents such as students themselves, their physical-sensory motions, concrete objects, play methods, and play rules. 2) Students as analogized objects play a role physically and sensuously according to the methods and rules analogized in the play. 3) Students find out the concrete contents included in the science inquiry play of analogy, draw the results, and deduce the new conceptions from the results by reflective thinking and analogical reasoning.

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Exploring the Meaning of Participation in a Teacher Learning Community for the Implementation of a Play-Centered Curriculum (유아교사의 놀이중심 교육과정 실행을 위한 교사학습공동체 참여의 의미 탐색)

  • Lee, Wonmi;Kwon, Yeonhee
    • Korean Journal of Childcare and Education
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    • v.18 no.2
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    • pp.1-18
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    • 2022
  • Objective: A teacher learning community was developed in order to implement a play-centered curriculum at a child care center, and teachers' experiences during the process were explored. Methods: The teacher learning community was carried out for a total of 23 sessions. One researcher and six teachers participated in this study. Data including the transcripts of recordings of the teacher learning community, transcripts of individual teachers' interview recordings, teachers' reflective journals, and social media posts were collected. Data were analyzed according to the qualitative data analysis procedure. Results: The teachers recognized their experiences of the teacher learning community as follows: (1) encouraging and empowering each other to find a way together, (2) self-reflection, communication and sharing with experiences, (3) becoming a teacher who practices change. Conclusion/Implications: The results of this study show the importance and effectiveness of managing the teacher learning community in a way that teachers interact with each other in a collaborative manner within the community based on initiative and spontaneity, and to provide help to each other in the process of understanding and practicing the play-centered curriculum. The teacher learning community supports the professionalism of teachers for the practice of a play-centered curriculum.

On the study of role play using the strategic methodology: With respect to the communicative competence improvement in language acquisition period (전략적 방법을 활용한 역할극 연구: 언어습득시기의 의사소통능력 향상을 중심으로)

  • Choe, Sook-Hee;Kim, Sung-Hun
    • English Language & Literature Teaching
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    • v.11 no.1
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    • pp.203-224
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    • 2005
  • The purpose of this study is to justify the effects of role play with respect to speaking and listening functions and to provide the strategic methodology for improving English communicative competence of fifth grade primary school students. We can expand role play as a strategic teaching method to develop English learning models, so that English can be more easily acquired to the students who are in the critical language acquisition period. Strategic role play reflects the events and experiences of many kinds of people in everyday life. It is suggested that one of the best methods to improve English communicative competence in the primary classroom is through role play. Students can develop meaning for language patterns by portraying situations in which these instances in language would be used. This study proposes to facilitate English communicative ability using various student-centered role play strategies. It is concluded that the student-centered activities using strategic role play help the students to improve their English communicative competence. This is done by deriving their own creative dialogues and presenting the role play with their interests in learning English and with subsequently positive learning effects.

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The Effect of Play-Based Assert ive Training Program on Self-expression and Learning Attitude (놀이 중심 자기표현 훈련 프로그램이 자기표현 및 학습태도에 미치는 효과)

  • Kim, Mi-Suk
    • The Korean Journal of Elementary Counseling
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    • v.5 no.1
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    • pp.185-204
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    • 2006
  • The object of this study is to inspect how much influence the play-based assertive training program has on the self-expression and learning attitude of elementary students. To perform this study, I set up two subjects of research. First, does the play-based assertive training program have influence on the self-expression improvement of elementary students? Second, does the play-based assertive training program have influence on the attitude of elementary students? I established 28 students in the third grade of K elementary school in Gongju City as experiment group for this research. In experiment group, 1 peformed play-based assertive training program in the class of discretion and extra-curricula activity twice a week and maintained the program for 6 weeks. By the standard of 12 times of performances, I put pre-test and post-test into operation. The major consequences revealed through above processes are followed: First, as the consequence of analyses of differences between pre-test and post-test about self-expression of experiment group adapted by play-using assertion training program, the level of self-expression was advanced meaningfully. Second, as the consequences of analyses of differences between pre-test and post-test about learning-attitude of experiment group adapted by play-based assertive training program, the level of learning-attitude was advanced meaningfully. Among 8 sub-fields of learning attitude, the field of superiority, accomplishment motives, concentration, self-study show statistically meaningful difference s respectively. The conclusion drawn from above consequences is that the play-based assertive training program is very effective in developing students' self-expression and attitude for learning.

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A Study on the Practice of Performance Assessment in the Elementary School Mathematics - Focussing on Self-assessment and Peer-observation - (초등학교 수학과 수행평가 실천에 관한 연구 - 자기평가.동료평가.관찰평가를 중심으로 -)

  • Kim Song-Ja;Choi Chang-Woo
    • Journal of Elementary Mathematics Education in Korea
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    • v.10 no.1
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    • pp.67-87
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    • 2006
  • This study is to recognize a problem in the practice of performance assessment in elementary school, and to find out some suggestive points for improvement of teaching·learning method in elementary mathematics through assessment by reducing time restriction according to assessment through the practice of self-assessment, peer-assessment and observation, and then by reflecting the results of assessment on teaching learning plan. For that, the questions of study set up are as follows ; 1. How should self-assessment and peer-assessment be applied to in elementary mathematics assessment? 2. How should the time for 'let's play an interesting game' be managed for assessment of elementary mathematics? 3. How should the results of assessment be reflected on the Process of teaching and learning of mathematics? To solve these problems, a researcher of this thesis performed self-assessment, peer-assessment on 40 students of second grade under her charge as a class teacher, and applied observation in the time management process for 'let's play an interesting game' for a semester. self-assessment was made by mathematics journal, self-assessment chart, peer-assessment was by the analysis of conversation record among students in the situations of assessment, and observation was by observation of activity when playing with the results data of play analyzed. the concrete methods of application as follows ; First, mathematics journal was applied $1{\sim}2$ times by each unit with reconstruction into the level of second grade on the basis of the preceding-study models. Second, peer-assessment was applied to the unit-assessment time and the play-activities time by the method of recording·analyzing the contents of conversation among students in the process of assessment. Third, mathematical attitude & dispositions of students making use of the self- assessment table were examined referring to the teaching learning plan. Fourth, the time management for 'let's play an interesting game' was made through the prior recognition of play method and the joyful play-activities by use of the play-plate. Assessment depended on analysis of play-activities results of students making use of an observation form. Fifth, the results of self-assessment, peer-assessment, and observation were analyzed, and then they were made use of as self-observation data, of teacher her/his self, or teaching·learning improvement data. Students' self-assessment datum (mathematics diary, self-assessment sheets, conversation contents in the process of assessment) and observation materials (check lists, Play-activity result materials, conversation contents in the process of play) obtained in the process of application was analyzed as follows ; 1. From the practice of self-assessment in form of mathematics journal, I could obtain not only datum showing how much students was understanding the learning aims by unit time and to any degree they reached but also information about their response to learning datum and favorable type of learning. 2. Assessment by self-assessment chart was useful in planning the mathematics teaching learning process because it helps ascertain mathematical attitude & dispositions of students. 3. Through the application of peer-assessment, students had the opportunity of communicating with other students looking back on his/her explaining process, and teachers could obtain basic materials for assessment of students. 4, In case of time management for 'let's play an interesting game', there was natural extension of play made through time-security by prior looking into the method of play-activity, and then, for a remained time, by making children play a new game. 5, I could easily record the activities of students by use of the observation. form, and make use of it as basic data for descriptive assessment. 6, Each kinds of data obtained from the results of assessment was helpful for securing self-observation materials in the process of teaching learning and for their betterment in mathematics subject. However, because they were in the second grade of elementary school and there was an individual difference, some students could not make use of mathematics diary or self-assessment form properly. In case of these students, assessment data would be obtained through interview or observation. And for effective operation of play, its purpose & method and matters that demand special attention when play-acting should be clearly guided. Also, when applying an effective play in addition to play activities in textbook, to lessons, interesting mathematics lessons could be guided.

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

  • Lee, Yong-Bae;Park, Ji-Eun
    • Journal of The Korean Association of Information Education
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    • v.16 no.4
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    • pp.489-502
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    • 2012
  • Today computer education puts an emphasis on algorithm education. There are little researches about how to express the given problem in algorithm and how to interpret the expressed algorithm. In this study play-based learning methods dealing with flow chart which is one of the expressing tools of algorithm are developed for lower graders of elementary school. Then we diagnosed the learning possibility of the tool after applying the methods in a classroom environment. There are four types of learning game activities; sequential play, selective play, repetitive play and puzzle play. Puzzle play is a game that students need to reconstruct the learned content to a real flow chart by using flow chart cards. The result of an achievement test after teaching students flow chart showed that the group who took the play-based lesson got their average score with about 7.5% higher than the group who took the ICT-based lesson. Both the groups got their average scroe of more than 9 out of 10 after the lesson. This result shows that flow chart lessons are adaptable for the lower graders of elementary school. It also shows that play-based education can be exceptionally effective.

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

  • Kwon, Yi-Young;Jeong, Eunyoung
    • Journal of The Korean Association For Science Education
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    • v.36 no.2
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    • pp.191-202
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    • 2016
  • In this study, a science museum teaching-learning model was developed with emphasis on play. In order to do this, the models of factor-centered museum education and process-centered museum education were reviewed and characteristics of science museum education were considered. The model developed in this study is called 'Play-Learning Model in Science Museum', and 'play' is defined as activities to achieve the mission in accordance with methods and rules set by individuals or small groups including scaffolding and play is divided into competition, simulation, and chance. 'Play-Learning Model in Science Museum' emphasizes learning using the articles on exhibition, scaffolding and interaction in small groups, and play. The model consists of four steps: 'Preparation', 'Exploring the exhibits', 'Experience', and 'Summary of learning content'. In the 'Preparation' step, the students form related knowledge and are ready to play. The 'Exploring the exhibits' step is the core step of this model, and entails the students solving problems in the mission by interacting with members of the small group. When they cannot find resolution, they get help. In the 'Experience' step, hands-on activities related to the prior step are included. In the 'Summary of learning content' step, the students summarize what they learned while playing. As science museum education is implemented in a variety of forms, continuous research about the science museum learning model and development of various programs are needed.

A reinforcement learning-based method for the cooperative control of mobile robots (강화 학습에 의한 소형 자율 이동 로봇의 협동 알고리즘 구현)

  • 김재희;조재승;권인소
    • 제어로봇시스템학회:학술대회논문집
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    • 1997.10a
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    • pp.648-651
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    • 1997
  • This paper proposes methods for the cooperative control of multiple mobile robots and constructs a robotic soccer system in which the cooperation will be implemented as a pass play of two robots. To play a soccer game, elementary actions such as shooting and moving have been designed, and Q-learning, which is one of the popular methods for reinforcement learning, is used to determine what actions to take. Through simulation, learning is successful in case of deliberate initial arrangements of ball and robots, thereby cooperative work can be accomplished.

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