• 제목/요약/키워드: Play skill

검색결과 115건 처리시간 0.028초

부모 및 교사가 보고한 아동의 정서·행동문제와 관련요인 (Children's Emotional and Behavioral Problems Reported by Parents and Teachers and Associating Factors)

  • 여종일;이경화
    • 한국생활과학회지
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    • 제23권3호
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    • pp.367-377
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    • 2014
  • The purpose of this study was to examine children's emotional and behavioral problems using parent and teacher ratings. The study also explored how children's individual factors were associated with their problems. The Strengths and Difficulties Questionnaire Korean version (SDQ-Kr) was completed by parents and teachers of 157 elementary school students. Parents reported perceptions of their child's social skills. Children completed the measure of self-esteem. The results showed that moderate to strong correlations were found between parents and teachers, revealing a stronger correlation in regard to hyperactivity than to emotional problems. Self-esteem and social skill were associated with emotional and behavioral problems in children classified by socio-emotional developmental level. Integrating information from parents and teachers can provide a more complete portrait of a child's adjustment and can better identify a child's problems. These findings highlight that self-esteem and social skill may play critical roles in intervening on children's emotional and behavioral problems.

Is the Korean IT Manager Different? - A Comparison of Skill Requirements for IT Managers in the US and South Korea -

  • 이충권;;유상진
    • 한국산업정보학회논문지
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    • 제13권4호
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    • pp.14-23
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    • 2008
  • 정보기술관리자는 기술과 비즈니스를 연결하는 교량으로서 매우 중요한 역할을 수행하기 때문에, 이들의 직무에 있어서 어떤 스킬이 요구되는지를 이해하는 것은 매우 중요하다. 기존의 많은 연구들이 정보기술관리자에게 필요한 스킬에 관해서 조사했을 지라도, 대부분의 연구들은 미국 내의 기업들로부터 얻어진 데이터를 기반으로 결과가 도출되었다. 그러나, IT 산업의 인력이동이 심해짐에 따라 다른 나라에서도 미국에서와 같은 스킬들이 요구되는지를 알아보는 것은 중요한 연구과제이다. 이에 본 연구는 IT관리자들의 직무수행에 요구되는 스킬에 있어서 한국과 미국 사이에 어떤 차이가 있는지를 알아보고자 한다.

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모바일 게임 자동플레이 사용 유저의 유형별 태도분석 (Type of attitude analysis of the Auto-play mobile games using user)

  • 이승재;백철호
    • 한국게임학회 논문지
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    • 제16권6호
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    • pp.163-172
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    • 2016
  • 본 연구에서는 모바일 게임의 자동플레이 기능을 사용하는 사용자의 태도 분석을 통해 유희적 감성의 변화를 확인하고자 한다. 분석을 위해 주관성 연구에 적합한 Q 방법론을 사용하였고, 분석에 근거하여 두 가지의 태도별 유형 그룹을 분류하였다. 편의 기능 의존비율이 높은 유형의 경우 수집과 성장을 통한 유희를 위해 자동플레이를 적극적으로 활용하고 게임 관리자와 같은 역할을 선호한다. 반대 유형은 게임 내 문제를 해결하는 과정의 경험과 이를 반복하여 얻는 능숙한 조작감을 유희로 인식하고 자신을 게임 속 주체와 동일화하는 경향이 있다. 그리고 두 유형 모두 모바일 게임에 한하여 자동플레이(auto-play) 기능 활용에 긍정적이었다. 이는 모바일 게임 사용자의 유희적 감성을 분석하는 사용성 평가로 이어져 게임 제작에 중요 데이터로 활용될 것으로 기대한다.

대쌍협력 상황에서 나타난 유아의 사회적 상호작용과 과제수행력 (Young Children's Social Interaction and Task Performance in Dyadic Collaboration)

  • 서미옥
    • 아동학회지
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    • 제24권3호
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    • pp.15-26
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    • 2003
  • This research investigated young children's social interaction and task performance in dyadic collaboration. The independent variables were gender and social skill level(high/low groups). Twenty-four pairs each 4-year-old boys and 4-year-old girls(total 96 subjects) worked at a block reconstruction. Two researchers judged degree of dyadic collaboration. Data were processed by 2 way ANOVA and Pearson's product correlation. While no main effect for gender was found, the effect for social skill level(high/low groups)was significant for social interaction. There was positive correlation between social interaction and task performance.

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효과적인 조리실습을 위한 학습모델에 관한 연구 - 조리 관련대학 중심으로- (A Study on the Learning Model for Efficient Culinary Practice)

  • 김태형;김원모
    • 한국조리학회지
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    • 제11권1호
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    • pp.1-17
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    • 2005
  • This study aims to develop the learning model for efficient culinary practice. Today, the environment of culinary education haw an oversupply of cooks who graduated from a lot of culinary schools. From now on , we should consider the quality than the quantity of culinary education. For improving the quality of culinary education, we have to study the learning model for efficient culinary practice. The learning model for culinary practice is based on the educational psychology and the study theories. For achieving the goal of this research, the educational psychology and learning theories need to be adopted to the teaching skill of culinary practice. It should play a very important role in improving the quality of culinary teaching skill in school. But this study has some limitations in this respect, because of being lack of professional studies and data for the educational psychology and leaning theories in the culinary practice part. The next study is needed the significantly adapting result of educational theories in culinary school.

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유아보육프로그램의 유형에 따른 유아의 활동분석 (Analyses of Young Children's Activities in Preschools of Different Child-Care Approaches)

  • 이소은;양선희
    • 아동학회지
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    • 제25권3호
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    • pp.101-113
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    • 2004
  • The purpose of this study was to compare young children's daily activities in the preschools of two different child-care approaches, i.e., project and traditional approaches. From two preschools. 20 children (M=71.3 months) were observed for 3 consecutive hours. The observers followed the target child, gathering data during 30-second "windows". The window was open every 2 and half minutes. To test the differences between two preschools, phi coefficient tests were used. Results showed that children of traditional approach were more exposed to and engaged in academic activities than those of project approach. In specific, children of traditional approach were more involved in academic and skill/nature lessons. A reverse tendency, however, was found in play activities. Children of project approach were more exposed to and engaged in play activities, especially in play with academic objects. And they were more exposed to conversation with their teacher than their counterparts. Children of project approach also showed more initiatives in their play activities.

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과학 놀이를 이용한 과학수업이 과학 탐구 능력과 과학 관련 태도에 미치는 영향 (The Effect of the Science Process Skills and Science Related Attitude on the Science-play through the Science Class)

  • 허귀희;이지화;문성배
    • 대한지구과학교육학회지
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    • 제7권1호
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    • pp.1-10
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    • 2014
  • The purpose of this study is to introduce the science-play in the regular class, stimulate the student's curiosity, motivate them and take active part in their science class. To make an effective science class, we developed the science-play activity instead of experiments in the text, and applied it to the class. The experimental group has statistically meaningful results in the science process skills, expecially in subordinate elements such as observation, deduction, expectation, data analysis and assumption establishments(p<.01). However, the comparative group has no meaningful results in the science process skills. Though the average value of the science related attitude in the experimental group had only a little increase and had no statistically meaningful results, that in the comparative group has decreased during the same period. As for the experimental group, the science-play activities were repeated and their science related attitude has increased a little. Even though there were no meaningful statistic results(p>.05), the science-play activity was effective in the science related attitude. As a result of this research, it could be said that the science-play activity can improve the student's science process skills and the science related attitude, and the science-play program should be further developed and applied to make easy and effective science classes.

간호대학생의 의사소통능력, 의사소통 자기효능감 및 의사소통교육요구도 (The Relationship of Communication Skill, Communication Self-Efficacy and Communication Related Educational Needs)

  • 조인영
    • 한국산학기술학회논문지
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    • 제16권4호
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    • pp.2593-2601
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    • 2015
  • 본 연구는 임상실습 전 간호대학생의 의사소통능력, 의사소통 자기효능감 및 의사소통교육요구도를 파악하기 위한 서술적 조사연구이다. 연구대상은 K시에 소재한 4년제 간호대학생 206명을 대상으로 설문조사를 실시하였으며, 수집된 자료는 SPSS 20.0을 이용하여 서술적 통계, t-test, ANOVA, Pearson's correlation coefficient로 분석하였다. 의사소통교육요구도 조사결과 대부분의 간호대학생(172명, 83.5%)은 임상실습 전 의사소통교육이 필요하다고 하였고, 역할극 형태의 수행중심의 의사소통교육을 선호하는 것으로 나타났다. 또한 간호대학생의 언어적 의사소통능력과 의사소통 자기효능감(r=.408, p<.001), 비언어적 의사소통능력과 의사소통 자기효능감(r=.327, p<.001) 모두 유의한 양의 상관관계를 나타냈다. 본 연구를 통해 임상실습 전 간호대학생의 대상자와의 긍정적인 관계형성을 위한 의사소통증진프로그램 개발의 기초를 제공할 수 있을 것으로 생각된다.

화제적인 회상에 기초한 가장놀이와 이야기 구술의 효과 (The Effects of Pretend Play and Storytelling upon Narrative Recall)

  • 김숙이
    • 아동학회지
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    • 제20권2호
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    • pp.205-223
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    • 1999
  • 이 학습은 단기간과 장기간으로 나누어 연구한 화제적인 회상을 중심으로 이야기 구술과 가장놀이의 그 효과들을 탐구하고 논증(Demonstration)하였다. 특별히 이 학습은 어린이들이 가장놀이의 연기와 구술을 하는 동안에 인지변화들을 동일시하고 시험하였다. 교육자들과 연구자들은 제안하기를 놀이와 이야기를 말하는 것은 한 사건의 인지적인 모형으로 유치원 어린이들이 기초적인 기교(Skill)를 배우는 것으로서 상징의 흐름(Stream of Symbolization)안에서 동시에 나타난다고 시사하고 있다. 가장놀이(Pretend Play)는 인지 발달과 사회성 발달 안에서 중요한 영역으로 오랫동안 고려되어져 오기도 했었다. 그런 의미에서 이 학습은 이야기 구술과 가장놀이, 단기간과 장기간의 기억력, encoding and inference 그리고 그것들의 상호관계들에 대한 발달적인 차이들에 초점을 두었다. 그 data에 의하면 화제적인 회상을 효율화하고 있는 가운데서 이야기 말하기와 가장놀이 사이에 유효한 차이가 있었음을 보여주었다. 그 data는 또한 encode에 대한 질문이 inferences의 능력을 초과했다는 것을 지적하기도 했다. 다시 말해서 그 어린이들은 inferences를 만드는 능력이 향상하지 않았음에도 이야기 구술과 가장놀이에 참여할 수 있었다. 이것은 즉 Inferences는 좀더 복잡한 인지 기교들을 요구하고 있었을 뿐, 이야기 구술과 가장놀이의 향상에는 관계하지 않았다는 것을 말해주고 있다. 또한 단기간과 장기간의 조건사이에는 유효한 차이가 있지 않았다.

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간호 관리 능력 개발을 위한 교육 연구 (Needs on Management Development Program for Head Nurse)

  • 박정선
    • 가정∙방문간호학회지
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    • 제5권
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    • pp.84-99
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    • 1998
  • The objectives of this study are to identify the actual educational contents of management for head nurse and to propose the educational subjects according to identity the needs of head, charge, and staff nurses. The subjects were investigated the actual Management Development Programs and educational needs of head nurses and prospective nurse manager(charge nurse, staff nurse with a lot of clinical experiences) in general hospitals. The tools were composed of two questionnaires: One was developed from the literature review for making items to measure actual situation. The other was revised Katz's model for measurement of educational needs. The first respondents of actual situation were 27 general hospitals with over 400 beds in Seoul and the second respondents were 89 head nurses, 67 charge nurses and 136 nurses at 3 hospitals by convenient sampling out of 27 general hospitals. Data were collected by telephone interview, mail questionnaire and visiting from 7th of October through 30th of November in 1997. In data analysis, general characteristics of the respondents and actual status of Management Development Programs were analyzed by frequency and percentage. Educational needs according to general characteristics were analyzed by ANOVA The results were as follows: 1. Actual situation of Management Development Program 1) Seven hospitals(26%) had Management Development Program for prospective managers and 14 hospitals (52%) for head nurses. 2) Education Department existed in 14 hospitals (52%). 3) One hospital(4%) had top level managers took part in the Management Development. 4) Two hospitals selected head nurse, who had finished courses of Management Development. Eight hospitals(30%) assessed educational needs. The assessment tools consisted of making a question via questionnaire(75%), determining at department meeting(12%) and interview(13%). 5) Educational programs had 3 types: 10 lecture type, 7 discussion type and 4 role play type programs. 6) One hospital evaluated the change of learner's attitude. 7) Four hospitals scored educational point, but that was measured only by attending. 8) Actual Management Development Programs were as follows. parenthesis indicates the number of hospitals. (1) Management Development Programs for Prospective manager. Role perception of Middle level Manager (1) . Role reconstruction of Nurse Manager (1). Workshop for Charge Nurse (1). Nursing Delivery System and Nursing Process (1). Communication (1). Motivation (1) (2) Management Development Programs for Head nurse.. Head nurse's Role (5). Administrative Work (7). Service Education (4). Prevention and Countermeasure of Nursing Incidence (3). Appraisal (3) 2. The results of needs on Management Development subject 1) The educational needs of all respondents on 3 skill domains showed positive agreement to strongly positive agreement. 2) High priority(more than 4.5) items were 12 of 24 Human skill items(50%), 1 of 6 Technical skill items(16%), and 2 of 13 Conceptual skill items (15%). 3) Out of high priority items, 8 items were instituted. 4) All respondents showed high needs on 3 skill domains regardless of 3 positions (head nurse, charge nurse, and nurse). Educational needs of Human skill domain, according to position were 108. S, 108.7, 106.8 (mean score = 72) , needs of Technical skill domain were 26.5, 26.6, 26.I(mean score=18), and needs of Conceptual skill domains were 56.9,56.7, 55.1(mean score=39). 5) Needs of 3 skill domains according to clinical career showed significant difference. Out of respondents, nurses with career of over 16years showed lowest degree of needs in Human skill domains(F=4.47, P=.004) and Conceptual skill domain(F=2.93, P=.034). 6) Educational needs according to educational background were not significant difference. But out of respondents, nurses educated at 3-year junior college relatively showed lowest needs in all of the 3 skill domains. With the above-mentioned findings, further study is necessary for generalization of this study at hospitals with different bed size and location. Also it is needed to study about management skill of nurse and charge nurse, and effective educational method.

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