• 제목/요약/키워드: Play skill

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플로우 4경로모형의 마음상태와 플레이(play) (State of Mind in the Flow 4-Channel Model and Play)

  • 손준상
    • 마케팅과학연구
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    • 제17권2호
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    • pp.1-29
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    • 2007
  • 본 연구에서는 플로우 4경로모형에서 마음상태와 플레이(play)가 하는 역할과 그 결과를 분석하고자 하였다. 이를 위해서 선행요인인 도전감 및 숙련도의 조합에 따른 마음상태를 측정하고, 플레이를 플로우 4경로모형에 투입하여 플로우이론에서 가설적으로 제시하고 있는 마음상태와 플레이의 영향관계를 분석하였다. 또한 플로우와 플레이의 웹충성도에 대한 영향도 분석하였다. 가설검정 결과에서는 첫째, 도전감과 숙련도의 조합에 따라 플로우, 두려움, 지루함, 무관심의 마음상태가 형성되는 것이 확인되었다. 그러나 두려움의 수준은 도전감과 숙련도가 모두 가장 낮은 무관심집단에서 가장 높게 나타났다. 이런 결과는 플로우이론의 설명과 일치하지 않는데, 무관심집단은 두려움으로 인해 온라인 쇼핑을 회피하는 것으로 해석할 수 있다. 둘째, 도전감과 숙련도에 따라 구분된 집단 간에 플레이 수준에서 유의적인 차이가 있는 것으로 나타났다. 셋째, 플레이는 플로우에 대해서는 정(+)의 영향을 미쳤고, 지루함에 대해서는 부(-)의 영향을 미쳤다. 그러나 두려움과 무관심에 대해서는 부(-)의 영향효과가 유의적이지 않았다. 넷째, 플레이와 플로우는 웹충성도에 유의적인 정(+)의 영향을 미치는 것으로 나타났고, 부정적 마음상태인 두려움, 지루함, 무관심은 웹충성도에 부(-)의 영향을 미쳤다. 플레이의 웹충성도에 대한 영향은 부정적 마음상태에서 강화되는 것으로 나타났다. 본 연구에서는 플로우 4경로모형에서의 마음상태를 확인하기 위해 이를 측정할 수 있는 척도를 개발하여 사용하였다. 마음상태별로 수립한 4개의 구조방정식 모형을 통해 플로우 뿐만 아니라 두려움, 지루함, 무관심의 부정적 마음상태에서 발생하는 영향관계를 종합적으로 입증하였다. 이런 결과는 부정적 마음상태의 영향을 확인하였다는 점에서 이론발전에 기여하였다고 본다. 또한, 플로우모형에서 플레이의 역할을 규명하였다는 점에서도 의미가 있다. 본 연구는 실무적으로도 인터넷 소비자들의 마음상태에 따른 시장세분화와 플레이를 활용한 마케팅전략수립에 시사점을 제공한다.

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보육 교사의 놀이 교수 효능감과 장애 유아의 사회성 기술 증진을 위한 교수 전략 수용도와의 관계 연구 (A Study on the Relationship between Daycare Teachers' Efficacy Belief on Play and Acceptability of Improving Social Skills Strategies for Children with Disabilities)

  • 안효진
    • 한국생활과학회지
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    • 제20권4호
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    • pp.777-787
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    • 2011
  • The purpose of the study is to examine the relationship between the day care teachers' efficacy beliefs on play and acceptability of social skills strategies for children with disabilities. 174 daycare teachers participated in this study. For this study, two instruments were used. One was the social interaction program features questionnaire (Odom et al., 1993), developed for the purpose of understanding the types of teachers' social interaction, which was modified. The other was the teachers' efficacy beliefs on play by Cho (1999) which was revised. Data was collected and analyzed by SPSS 12. The overall findings of this study were as follows. First, there was a meaningful difference in daycare teachers' acceptability of social skill strategies for disabilities children by factors. Secondly, there was a strong relationship between their acceptability and their efficacy beliefs on play. Thirdly, there was a meaningful differences between higher group and lower group of scores of teachers' efficacy belief on play in daycare teachers' acceptability of social skill strategies for disabilities children.

변증(辨證) 기반 진료수행시험(CPX) 시나리오를 이용한 역할극에 대한 학생 자가 평가의 일치도와 개선 방안 (Consistency of Student Self-Assessment of Role Play Using the Syndrome Differentiation-Based Clinical Performance Examination Scenario and Improvement Measures)

  • 조학준;조나영;박정수
    • 대한예방한의학회지
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    • 제26권2호
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    • pp.37-53
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    • 2022
  • Objectives : This study analyzed the concordance between student self-assessment and peer-evaluation in a role play using the Clinical Performance Examination (CPX) scenario developed based on Korean medical syndrome differentiation. Methods : The subjects of this study are first-year-students majoring in Korean Medicine. The role play based on clinical case was performed in the class of Korean Medicine Classics. Feedback on clinical skill competency got through student self-assessment and peer-evaluation, and this study was compared and analyzed of result. Results : A simple comparison of the results of self-assessment and peer-evaluation in the evaluation results of clinical skill competency may appear to be consistent. However, it was not statistically significant. It is necessary to enhance the discriminative ability in the evaluation of clinical skill competency. It will be possible to improve a bit by relatively increasing the weight of the scores on the items that students expect to respond differently among the evaluation items. In addition, in order to dramatically improve the systemicity and reliability of the evaluation of clinical skill competency itself, it is necessary to introduce the Introduction to Clinical Traditional Korean Medicine (ICTKM) course. Conclusions : Student's self-assessment and peer-evaluation as feedback on clinical skill competency are suitable for the purpose of education and training. However, the reliability of the evaluation was not statistically significant.

2세 남아의 공격적 행동에 대한 놀이치료 사례 (A Case Study of Play Therapy for Aggressive 2 Years Old Boy)

  • 이숙;노명희;최정미
    • 한국가정과학회지
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    • 제1권1호
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    • pp.1-13
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    • 1998
  • This case study was designed to test the effect of eclectic play therapy with parent's counseling and education programs for aggressive 2 years old boy. It was found that the boy had some important problems about emotion control ability, social problem-solving skill, and basic daily living practices adding to aggressive behavior. After the treatment of 10 sessions which taken once in a week, he showed much improved ability about emotion control, social problem-solving skill and basic daily living practices, and didn't show any more aggressive behavior without proper reason. (Korean J Human Ecology 1(1) : 1∼13, 1998)

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그룹감각통합치료가 아동의 놀이와 또래 상호작용에 미치는 영향 (The Effect of Group Sensory Integrative Intervention for Play Skill and Social Interaction)

  • 홍은경;김경미
    • 대한감각통합치료학회지
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    • 제7권1호
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    • pp.13-25
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    • 2009
  • 목적: 본 연구는 감각처리장애아동에서 그룹 감각통합치료의 적용 후에 놀이와 또래와의 상호작용에 미치는 영향을 알아보기 위한 것이다. 연구방법: 실험대상은 B지역에 거주하는 3-7세의 감각통합장애가 있는 아동 3명이었다. 평가는 그룹 감각통합치료 프로그램 전과 후에 감각처리능력과 놀이 기술, 그리고 또래와의 상호작용으로 나누어 실시하였다. 모를 통해 감각처리능력의 Sensory Profile과 또래와의 상호작용의 사회성숙도 검사를 하였고, 관찰을 통해 놀이 기술의 The Test of Playfulness와 또래와의 상호작용의 Peer Social Interactions Rating Scale을 평가하였다. 그룹 감각통합치료 프로그램 회기 동안에는 Goal Attainment Scale를 통해 감각처리능력과 놀이 기술, 그리고 또래와의 상호작용을 평가하였다. 그룹 감각통합치료 프로그램은 촉각, 전정감각, 고유수용성감각을 위주로 하여 구성하였고, 4주간 총 12회기 실시되었다. 연구결과는 SPSS/WIN 버전10.0과 엑셀을 사용하여 통계분석 하였다. 결과: 그룹 감각통합치료 프로그램 적용 전과 후에 놀이기술과 또래와의 상호작용에서 통계적으로 유의한 차이는 보이지 않았다. 그룹 감각통합치료 프로그램 동안 평가한 GAS의 결과, 놀이기술과 감각처리에서 점차 향상된 모습을 보였다. 결론: 본 연구 결과는 그룹 감각통합치료 프로그램이 감각통합장애아동에서 놀이기술과 또래와의 상호작용에 긍정적인 영향을 미친다고 명확하게 결론짓기에는 한계가 있다. 그러나 대상의 수와 실험기간을 늘려 치료를 적용한다면, 더 긍정적인 결과가 나올 것으로 예상된다.

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The Efficiency of a Patient & Doctor Role-play as a Participatory Clinical Clerkship in Korean Dermatology Department

  • Chang, You-Jin;Hong, Seung-Ug
    • 대한한의학회지
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    • 제34권4호
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    • pp.21-31
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    • 2013
  • Objectives: The purpose of this study was to evaluate the efficiency of patient and doctor role-play on participatory clinical clerkship by surveying student's satisfaction and assessing the improvement of skill and consultation ability after conducting a role-play in a Korean dermatology department. Methods: In 2013, 79 seniors participated in the clinical clerkship of the dermatology department at the college of Korean medicine. Two students were randomly selected and paired up. After a brief instruction, one student played the role of doctor and the other took the role of patient. After finishing the $1^{st}$ role-play, they swapped roles and conducted a $2^{nd}$ role-play, using another clinical case. When the two role-plays were completed, the students filled in a questionnaire about their satisfaction with the role-play as clinical clerkship. Also, we compared the scores of the $1^{st}$ role-play with those of the $2^{nd}$ role-play measured by a medical resident to assess improvements of students' skill and interview ability. Results: It appears that students' satisfaction with the role-play was quite high, considering that the overall mean score of the questionnaire was 4.30. According to the result of a t-test on 15 assessment questions, the $2^{nd}$ role-play had a higher mean score than the $1^{st}$ role-play in 12 questions, though this difference was not statistically significant. Conclusions: These results demonstrate that role-play is helpful to improve students' satisfaction and clinical performance ability in clinical clerkship. Further research and continuous development are necessary for better clinical clerkship.

원전 수업에서 변증(辨證) 기반 진료수행시험(CPX) 시나리오를 이용한 역할극에 대한 학생 만족도 조사 (A Survey of Student Satisfaction after Role Play using Syndrome Differentiation-based Clinical Performance Examination Scenario in Class of Korean Medical Classics)

  • 조학준;조나영;박정수
    • 대한예방한의학회지
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    • 제26권3호
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    • pp.73-86
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    • 2022
  • Objectives : The purpose of this study was to investigate the satisfaction of students who participated in a role play using the syndrome differentiation CPX (Clinical Performance Examination) scenario in Korean Medicine Classics class, and to find out whether the results were correlated with self-assessment of treatment skills and subject achievement. Methods : In the Korean Medicine Classics class in the first semester of 2022, 44 first-year students in the Department of Korean Medicine completed theoretical education and formative evaluation on the subject of internal damage fever, and then role-played using CPX scenarios. Among them, 41 students consented to the study. Students who agreed to the study answered the satisfaction questionnaire consisting of 13 questions in 2 areas on learning methods and effects, and self-evaluation was conducted according to the evaluation items of medical technology consisting of 23 questions. Satisfaction and self-assessment results were analyzed for correlation, and additionally, correlation with Korean Medicine Classics subject achievement was also analyzed. Results : The result of student satisfaction with the role play was 4.87±0.06 while the result of student self-assessment of clinical skill was 4.73±0.16. The student satisfaction with the role play showed statisticallysignificant correlations with the self-assessment of clinical skill and quiz score of Korean Medical Classics while it did not show correlations with the total score of Korean Medical Classics and paper test. Also, the self-assessment of clinical skill did not show correlations with the total score of Korean Medical Classics, paper test, and quiz. Conclusions : Even though the students who performed the role play using the syndrome differentiation based CPX scenario highly assessed their clinical skill and showed high satisfaction, it did not show significant correlation with the achievement of Korean Medical Classics.

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

  • 현동걸
    • 한국초등과학교육학회지:초등과학교육
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    • 제17권1호
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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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저소득층 아동의 발달과 놀이에 대한 연구 (The Development and Play Behaviors of Children in Low-Income Families)

  • 김명순;김창복;이미화
    • 아동학회지
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    • 제23권1호
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    • pp.87-104
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    • 2002
  • This study investigated developmental levels and explored play behaviors in 194 4- and 5-year-old children from low-income families attending 18 daycare centers in Seoul. The Developmental Test for Korean Kindergartners(Korea Institute Curriculum & Evaluation, 1996) was used to assess developmental levels in seven areas. Play behaviors were observed during free-play in their classrooms. Data were analyzed by two-way ANOVA and $x^2$. Results were that the children from low-income families showed highest scores in motor skill development and the lowest scores in mathematical and scientific development. The children engaged most frequently in group-functional play, followed by onlooker behaviors, group-dramatic, and group-constructive play. Onlooker behaviors were the most frequent activity of the 4-year-olds, and the block corner was the most frequently used area during free-play.

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표준화환자와의 의사소통기술 훈련이나 선택과목 '의사소통기술' 이수가 임상수행평가 성적에 영향을 미쳤는가? (Does Practicing Communication Skills with Standardized Patients or Completion of Elective Course of Communication Skills Affect the Scores of Clinical Performance Examination?)

  • 김종훈
    • 의학교육논단
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    • 제13권1호
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    • pp.35-43
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    • 2011
  • Purpose: Communication skills are considered as one of the essential requirements in medical education, and the training often involves exercising medical interviews with standardized patients(SP) or role play. This study investigated the helpfulness of the communication skills training programs for students' performance on the clinical performance examination (CPX). Methods: Fourth-year students who have taken one of two communication skills programs(exercising communication skills with SP or elective communication skill course with role play) completed a questionnaire on their evaluation of the helpfulness of communication skills programs immediately after finishing the CPX. Then, the programs were objectively assessed by comparing all fourth-year students' CPX scores between program participants and non-participants. Results: About 70% of participants answered that the programs were helpful to perform clinical clerkship and CPX. However, there was no difference in either the total CPX score or 2 categorical scores(integrated clinical encounter, communication and interpersonal skill) between program participants and non-participants. Conclusion: Although the students felt that the communication skills programs were helpful to their clinical activities, this study failed to find objective evidence of any effect of the programs on the CPX results. Communication skills training should be continued during clinical clerkship to maintain or enhance the skills, and it is necessary to introduce more effective methods for precise evaluation of students' communication skills.