• 제목/요약/키워드: Play perception

검색결과 324건 처리시간 0.023초

은유(metaphor)분석을 통한 예비유아교사들의 놀이중심교육에 대한 인식연구 (A Study on Pre-service Early Childhood Teachers' Perception of Play-oriented Education through Metaphorical Analysis)

  • 김혜윤
    • 문화기술의 융합
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    • 제9권4호
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    • pp.357-362
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    • 2023
  • 본 연구는 은유분석을 통해 놀이중심교육에 대해 예비유아교사들이 어떠한 인식을 하고 있는지 조사하여 예비유아교사들이 생각하고 있는 놀이중심교육의 의미를 파악하고자 하는데 목적이 있다. 연구대상은 경상남도 C시에 소재한 4년제 및 3년제 대학교 유아교육과에 재학중인 예비유아교사들로 최종 183명이 참여하였다. 연구도구로 놀이를 은유적으로 표현하고 그 이유를 서술하도록 한 질문지를 사용하였다. 수집된 자료는 체계적 은유분석 단계를 적용하여 분석하였다. 연구결과 놀이중심교육에 대한 예비유아교사들의 은유적 표현 범주에서 교수학습방법이 가장 많았으며, 환경, 즐거움·행복, 자율, 성장발달, 상호작용관계, 유아주도, 삶의 본, 흥미, 창의성, 잠재력, 가변성, 일상, 시작과 끝의 모호성, 자연스러움, 기타 순으로 분류되어 나타났다. 이러한 연구결과를 바탕으로 개정 누리과정에서 놀이중심교육을 어떻게 구현할 것인지에 대한 구체적인 예비유아교사교육 방법에 대한 시사점을 제공할 수 있을것이다.

간호대학생의 행복에 관한 인식- Q 방법론적 접근 - (Perception of Undergraduate Nursing Students toward Happiness: A Q-Methodological Approach)

  • 조계화
    • 한국간호교육학회지
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    • 제17권2호
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    • pp.178-189
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    • 2011
  • Purpose: The purpose of this study was to analyze types of undergraduate nursing student's perception toward happiness. Method: The Q-methodology, which provides a method of analyzing the subjectivity of each item, was used. The 34 selected Q-statements from each of 41 subjects were classified into a shape of normal distribution using a 9 point scale. The collected data was analyzed using a QUANL PC program. Result: Four types of perception of happiness in Korean undergraduate nursing students were identified. Type I is a family support vs. emotion type, Type II is a self satisfaction vs. perception type, Type III is a relation oriented vs. action type, and Type IV is a self regulation vs. belief type. Conclusion: It can be concluded that obtaining happiness by pursuing a satisfactory life through creation of values can play an important role in happiness. Therefore, the results of this study suggest that the concept of happiness might be included in nursing curriculum.

Major League Soccer and its U.S. Fan Base

  • Junsang AHN
    • Journal of Sport and Applied Science
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    • 제8권2호
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    • pp.1-12
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    • 2024
  • Purpose: The purpose of this study is to understand fans' perception of the MLS. Particularly, this study investigates both the avid fan's perception of the MLS as well as the same perception in a potentially larger audience. This study aims at (1) segmenting the findings into three groups, (2) understanding the characteristics of these groups from the sport marketing prospective and (3) comparing the three groups to see whether there are any similarities and differences. Research design, data, and methodology: Using motivational factors alongside the 4P's of marketing, these three segments were analyzed and their similarities and differences were compared. An online survey was created and distributed through different MLS databases. Results: Prior to the distribution, a few hypotheses were made regarding the motivational factors of fans; specifically, that the quality of play has led to a lack of interest in the league and that the presence of star athletes has the potential to bring in more fans for the league. The quality of play and star athletes are important and thus a bigger emphasis needs to be placed on the designated player rule. At the same time, more television coverage as well as more exhibition games with international teams can generate more buzz for the league and garner more fans. Conclusions: This study explored motivational factors which support fanship of Major League Soccer. Further implications were discussed.

실외 어린이 놀이터에 대한 아동의 인식 및 만족도 (Children's Perception of, and Satisfaction with, Outdoor Playground in Metropolitan City)

  • 석주영
    • 대한가정학회지
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    • 제36권9호
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    • pp.63-74
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    • 1998
  • This study aims to explore children's perception of, and satisfaction with, outdoor playground within their own residential area. In addition, it aims to provide essential data relevant to the building of outdoor playground for children which will both accord with their biological development and meet their needs. The subjects for this study were 866 children of the 2nd, 4th, and 6th grade living in Taegu Metropolitan City. Data were gathered via questionnaries and analysed by frequencies, percentile, chi-square test, one-way ANOVA, scheff test, and regression analysis. The major findings of the study are as follows; 1. As regards the interest children showed in using the playground, the percentage of those who showed 'no interest' was higher than that of those who showed 'interest', indication that the children did not have a strong interest in using the playground. The older the children were, the lower was their degree of interest. 2. As regards desirable outdoor playground facilities, 'toilet' was considered the most important, followed by 'drinks facilities' and 'sunblinds', indicating that children were not satisfied with existing leisure and rest facilities. 3. As regards the degree to which children's satisfaction with the outdoor playground influenced their overall satisfaction, it was found that the higher their satisfaction was with the different kinds of play facilities, the patterns of play facilities and the layout of the play facilities, the higher was their overall satisfaction with the playground.

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Utilization of Computer Pointing Game for Improving Visual Perception Ability of Children with Severe Intellectual Disability

  • Kim, Kyoung-Ju;Kim, Nam-Ju;Seo, Jeong-Man;Kim, Sung-Wan
    • 한국컴퓨터정보학회논문지
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    • 제23권4호
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    • pp.41-49
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    • 2018
  • The purpose of this study is to investigate the effect of computer pointing game on the visual perception ability of children with severe intellectual disability. Based on a literature review, we developed a computer pointing game to improve visual perception ability, which consisted of three stages; catching a hamburger, catching a hamburger and a soda, and catching various foods. At each stage, different instructional models were applied by difficulty level of the contents. Experiments were performed among four children with severe intellectual disabilities for three weeks. They belonged to H public school in Kyeonggi, Korea. Their visual perceptions were quantitatively measured four times by utilizing the Korean Developmental Test of Visual Perception tool (K-DTVP-2). For qualitative evaluation, an observation assessment diary was written and analyzed. All four children at the fourth test showed better visual perception ability, compared with the ability at the first test. As a result of the analysis of the observation assessment, they were considered successful in their learning and ordinary life related to visual perception. It can be concluded that the computer pointing game may play a role in helping children with severe intellectual disabilities improve their visual perception ability.

The Influence of Safety Climate, Safety Leadership, Workload, and Accident Experiences on Risk Perception: A Study of Korean Manufacturing Workers

  • Oah, Shezeen;Na, Rudia;Moon, Kwangsu
    • Safety and Health at Work
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    • 제9권4호
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    • pp.427-433
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    • 2018
  • Background: The purpose of this study was to identify the influence of workers' perceived workload, accident experiences, supervisors' safety leadership, and an organization's safety climate on the cognitive and emotional risk perception. Methods: Six hundred and twenty employees in a variety of manufacturing organizations were asked to complete to a questionnaire. Among them, a total of 376 employees provided valid data for analysis. To test the hypothesis, correlation analysis and hierarchical regression analysis were used. Statistical analyses were conducted using IBM SPSS program, version 23. Results: The results indicated that workload and accident experiences have a positive influence and safety leadership and safety climate have a negative influence on the cognitive and emotional risk perception. Workload, safety leadership, and the safety climate influence perceived risk more than accident experience, especially for the emotional risk perception. Conclusion: These results indicated that multilevel factors (organization, group, and individual) play a critical role in predicting individual risk perceptions. Based on these results, therefore, to reduce risk perception related with unsafe behaviors and accidents, organizations need to conduct a variety of safety programs that enhance their safety climate beyond simple safety-related education and training. Simultaneously, it needs to seek ways to promote supervisors' safety leadership behaviors (e.g., site visits, feedback, safety communication, etc.). In addition, it is necessary to adjust work speed and amount and allocate task considering employees' skill and ability to reduce the workload for reducing risk perception.

학령 전기 아동의 글씨 쓰기에 영향을 미치는 요인에 관한 연구 (A Study on Factors Influencing Handwriting of Preschool Children)

  • 김윤경;한수상;장철
    • 대한통합의학회지
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    • 제3권1호
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    • pp.1-10
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    • 2015
  • Purpose: This study investigated the relationships of handwriting legibility and perceptual-motor skills, and handwriting speed and perceptual-motor skills. And identified the predictors that most affect the handwriting of preschool children. Methods: Twenty-three typically developing preschool aged children (mean age: 68.61 months, SD=2.04) were selected through the Korean-Denver Developmental Screening Test-2(K-DDST-2). The children were tested with regard to handwriting legibility, visual perception, visual-motor integration and fine-motor coordination. Results: First, a significant relationship was not found among handwriting legibility, visual perception, visual-motor integration and fine-motor coordination. Second, a significant relationship was found among handwriting speed, visual perception and fine-motor coordination. Third, stepwise multiple regression analyses showed that general visual perception were significant predictors for handwriting speed. Conclusion: Occupational therapists should evaluate children's visual perception levels utilizing a standardized test, and focus on general visual perception in order to improve handwriting skill(speed). Also, occupational therapists are expected to play an important role in the management and treatment of children's handwriting skills.

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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간호학과 졸업예정자의 좋은 죽음에 대한 인식, 호스피스 완화의료 지식 및 인식 (Perception of Good Death, Knowledge and Perception of Hospice Palliative Care among The Nursing Graduates)

  • 조은아
    • 한국콘텐츠학회논문지
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    • 제18권12호
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    • pp.624-638
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    • 2018
  • 본 연구의 목적은 간호학과 졸업예정자의 좋은 죽음에 대한 인식, 호스피스 완화의료 지식 및 인식을 파악하기 위해 시도되었다. 연구대상자는 전국 권역별 8개 대학교의 간호학과 4학년 241명을 대상으로 하였다. 연구결과 좋은 죽음에 대한 인식은 호스피스 완화의료 인식과, 호스피스 완화의료 지식은 호스피스 완화의료 인식과 정적 상관관계가 있는 것으로 나타났다. 좋은 죽음에 대한 인식은 4점 만점에 평균 3.28점이었고 하위영역별 수준은 친밀감 3.53점, 통제감 3.14점, 임상증상 2.89점으로 나타났다. 호스피스 완화의료 지식은 20점 만점에 9.24점이었으며, 호스피스 완화의료 인식은 5점 만점에 평균 4.07점이었으며, 목적은 4.49점, 필요성은 3.79점이었다. 본 연구결과를 토대로 좋은 죽음과 호스피스 완화의료 지식 및 인식을 높일 수 있는 교과과정의 개선이 필요하며, 역할극, 시뮬레이션, 토론 수업 등 다양한 수업방법 및 프로그램의 개발이 필요하다.

패션필름에 나타난 햅틱(Haptic)지각 -로라 막스(Laura Marks)의 이론을 바탕으로- (Haptic Perception in Fashion Film - Drawing on the theory of Laura Marks -)

  • 정수진;임은혁
    • 한국의류산업학회지
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    • 제21권4호
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    • pp.379-389
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    • 2019
  • Fashion brands have traditionally conveyed emotions through brand image and images such as fashion photos; however, fashion films play an important role in conveying emotion to consumers due to changes that have resulted from the development of digital technology. This study investigates haptic perceptions in fashion films based on Laura Marks' theory. The study concurrently conducted literature and case studies. Haptic and is a condition of touching an object without actually touching it. Marks describes haptic theory as an embodied perception of physical effects that occur as images affect the body. Haptic perceptions that cause a sense of touching when looking at a fashion film can be understood as a formality embodied in the body of the object and spectator created by the object and spectator's clothing experience. Our bodies and apparel can be seen as being perceived and imprinted in our bodies by constantly experiencing and maintaining relationships in an inseparable relationship. Thus, when we look at fashion films, the haptic image invites feeling embodied in our body and provide a haptic perception. As a result, factors for the haptic perception in fashion film are ambiguity of images, fetish image, and non-narrative. Fashion companies are expected to make active use of haptic elements as an era of artificial intelligence arrives and the size of the e-commerce market grows.