• Title/Summary/Keyword: Role-Play

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The Characteristics of Spatial Configuration of Activity Areas in Classrooms According to the Types of Daily Routine in Child-Care Centers in South Korea (어린이집 일과유형에 따른 보육실 흥미영역구성 특성)

  • Park, Jung-A;Choi, Mock Wha
    • Journal of the Korean housing association
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    • v.25 no.4
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    • pp.83-91
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    • 2014
  • The purpose of this study is to clarify the characteristics between the type of daily routine and spatial configuration of activity areas in classroom and provide alternatives for space planning of activity areas in classroom of child-care centers. This study used the content analysis on daily activity plan and floor plans through field survey. Analysis on floor plans was conducted for 35 classrooms in 9 child-care centers which allowed field survey. The results of this study were as follows; There was no significant difference for classroom size according to the type of daily routine in 3 to 5-year-old classrooms. The average size of classrooms was $61.6m^2$ for care oriented type, $41.4m^2$ for indoor activity oriented type and $48.8m^2$ for group activity oriented type. There was no significant difference in composition of activity areas in classrooms according to the type of daily routine. In case of 0 to 2-year-old classrooms, they were composed of 6 activity areas including gross-motor, role play, block building, language, creative expression, exploration/manipulation. Activity area of the most low frequency was gross-motor area. In case of 3 to 5-year-old classrooms, most classrooms were composed of all the 7 activity areas including art, tone and rhythmic, block building, role play, language, math and science. Most accessible and central areas in 0 to 2-year-old classrooms were gross-motor and role play. Also, most separate areas were exploration/manipulation and block building. Most accessible and central areas in 3 to 5-year-old classroom were art and math. Also, most separate areas were tone and rhythmic and science.

The mediative effect of student-parent, student-teacher relationship on the effect of experience of school violence on depression: Difference between elementary and middle school students (학교폭력 피해 경험이 우울에 미치는 영향에서 학생과 부모, 학생과 교사 관계의 매개효과: 초·중학생 차이를 중심으로)

  • Choi, Kyung-Il
    • Journal of Digital Convergence
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    • v.15 no.4
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    • pp.521-528
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    • 2017
  • The purpose of this study is to find the mediative effects of students' relationship with parents or teachers in the effective path of school violence experience on depression, and to find out the path difference between elementary and middle school students. We used 1,385 students' data collected from the Korean Youth General Survey, and analyzed by multiple group analysis of structural equation. The results showed that elementary school students' relationship with parents or teachers did not play a mediative role. But the middle school students' relationship with parents or teachers play a negative mediative role. It means that if students were damaged by school violence, elementary school students' parents and teachers did not play a specific role but middle school students' parents and teachers caused more depression. Based on these results, some implications for parents and teachers about school violence and depression were suggested.

Project Team Leader's Roles and Team Performance (프로젝트 팀 리더의 역할과 팀성과)

  • 김영배;차종석
    • Journal of the Korean Operations Research and Management Science Society
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    • v.19 no.1
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    • pp.123-144
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    • 1994
  • This Study has empirically examined the relationship between the role of R & D project leaders and their team performance using data from 87 project teams in 6 R & d organizations. The results reveal that : 1) R & D project leaders play five different roles for performing their jobs-strategic plannar, team builder, gatekeeper, expert and champion : 2) all but the champion role of leaders are positively associated with project team performance unless they have too short team tenure to materialize their role efforts : 3) However, the relationship between the role of leaders and project team performance varies according to characteristics of their team and project tasks. More specifically, it becomes more important for leaders to focus on gatekeeping and championing roles as their team gats older. Team building role of leaders is more important for higher performance of relatively certain R & D projects, while for uncertain R & D projects gatekeeping role appears to be more important.

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The Role of Teachers in Reform the Culture of Mathematics Classroom (수학 교실 문화 개선을 위한 교사의 역할)

  • Park, Sung-Sun
    • Education of Primary School Mathematics
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    • v.10 no.2
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    • pp.151-161
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    • 2007
  • There were a lot of attempt to reform mathematics education. These may include reforms of teaching and learning methods, development of mathematics curriculum and textbooks, materials and resources for teaching. But the most important thing is reform of teaching and learning method. The teaching and learning in mathematics is related with culture of mathematics classroom. Thus the culture of mathematics classroom plays a critical role in the learning of mathematics. Although there is consensus what desirable culture of mathematics classroom is, the role of teachers is important to make desirable culture of mathematics classroom. So, this paper suggested the role of teachers in reforming the culture of mathematics classroom. Avoiding from routine and technical teaching, the teachers should play active role in constructing mathematical understanding of students.

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Play Motive Augmentation Research Method through Quest Understanding of MMORPG and Pluralistic Understanding of a Player (MMORPG의 퀘스트 이해와 플레이어의 다원주의적 이해를 통한 플레이 동기 증강 방안 모색)

  • Park, Yong-Hyun;Kyung, Byung-Pyo;Lee, Dong-Lyeor
    • The Journal of the Korea Contents Association
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    • v.9 no.10
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    • pp.122-129
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    • 2009
  • MMORPG Quest plays a strong role of motivation through compensation related with Avatar such as items and experience points rather than a role of story transfer. This situation finally made MMORPG become a difficult game that players should study the compensation of Quest for growth of a character, so it causes fixation of the user class. As a solving method of the fixation of the users, the possibility of Quest capable of strengthening play motive of various users through clarification of motivation structure of the Quest play and pluralistic understanding about players was investigated. This is a direct response to the user within the game system or how to use the player log information. The pluralistic understanding method of players will have values as a tool that can guarantee the objectivity and actual production of the data collected utilizing.

The Role of Language Development in the Relation from Home Environment to Peer Competence of Young Children (유아의 가정환경과 또래유능성의 관계에서 언어발달의 역할)

  • Chang, Young Eun;Sung, Mi Young
    • Korean Journal of Childcare and Education
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    • v.11 no.6
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    • pp.1-18
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    • 2015
  • The purpose of this study was to investigate the effects of the home environment of young children on their language and the quality of peer competence. The current study hypothesized that when the home environment of young children is desirable, the young children would be more likely to develop better language skills, which in turn, predict greater peer competence and lower levels of aggression and withdrawal in the interaction with peers at child care settings. The study used data of 1,802 families who have been participating in the Korean Child Panel Study since 2008. The results revealed that there was a significant relation from both positive home environment and better language skills to more positive play interaction and reduced play disruption and play disconnection. Home environment significantly predicted better expressive language development of young children and, in turn, higher scores on expressive vocabulary tests predicted greater peer competence and less negative play behaviors rated by child care providers. Statistical tests proved that the mediational effects of language skills between home environment and toddler's peer relationships were statistically significant. The study results emphasized the importance of language development in children's expanding social settings and the supporting role of rich and stimulus home environments in children's development.

The Effects of Education Using Case-Based Role Playing in Counseling Theory and Actual Subjects on the Empathy and Communication Ability of Nursing Students (상담이론과 실제 교과목에서 사례기반 역할극을 활용한 교육이 간호대학생의 공감 및 의사소통 능력에 미치는 효과)

  • Kim, Seon-Hee;Gang, Moon-Hee
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.3
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    • pp.221-229
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    • 2021
  • This study used a single group pre and post-experimental design for nursing students to understand the effects of counseling theory and actual subjects on empathy and communication ability by applying traditional lecture-style education and case-based role-playing education. The subjects of this study were 66 students who took counseling theory and actual courses, understood the purpose of the study, and voluntarily agreed to participate in the study among all 2nd grade students enrolled in C nursing college in G area. The curriculum consisted of six weeks of lecture-style education, followed by case-based role-play education for six weeks. Three surveys were conducted before training, after lecture-style training, and after case-based role-play training. The collected data were analyzed using the repeated measurement variance analysis using the SPSS 26.0 program. As a result of this study, when nursing students were selected as 20-29 years old and compared the effectiveness of the program according to gender and time point, there was no significant difference in the empathy ability of the subjects by group or time point. There was no significant difference in communication ability according to the group, but there was a significant difference according to the time point (F=4.20, p=.017). Therefore, it was proved that the application of education using case-based role play to counseling theory and actual subjects has a positive effect on communication ability of nursing students rather than lecture-style education.

Attributes of "Play" in Interactive Art: Interpreting Maurice Benayoun's Artworks (상호작용적 작품에서 놀이속성: 모리스 베나윤(Maurice Benayoun)의 작품을 중심으로)

  • Park, Yeonsook
    • The Journal of Art Theory & Practice
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    • no.15
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    • pp.83-109
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    • 2013
  • The study mainly discusses appreciation of interactive art works seen from the perspective of play attributes that make spectators glimpse the truth of things. The general studies of interactivity, as one of remarkable features in contemporary art, are regarding the relation between the effects of digital media and interactivity as well as video games. From the preceding discussion, I analyze the effects of the appreciating interactive art works which are focused on new sensory systems, the methods to intuit the essence of the art works. Based on the concept, as I investigate the play attributes found in the interactive art works, this study gives attention to the possibility that if the spectators can reach the inherent aspects of interactive art works, while interacting them. Thus to discuss the properties of the play, this article studies play concept of Johan Huizinga(1872-1945), psychologist and anthropologist and play theory of Hans Georg Gadamer(1900-2002) who considers play as a metaphor for art. As Huizinga thinks acting is the important attribute of play, Gadamer argues whenever the term 'play' is used, we should think about 'to-and tro movement' and the movement is absence of goal as well as endlessly renews through repetition. Then what we should pay attention to, seeing the essence of art and play as similar? That is, Gadamer claims, we can understand the truth of things through the play. To apply the play concept to the interactive art works, I research the works of Maurice Benayoun(1957 - ), French interactive artist. By employing interactivity, he attempts to extend and affect the experience of his art works to one of social phenomenon. Striving this, spectators can widen and deepen the breadth of their intuition and recognize the essence of art works. It is the interactive art works that can be the apex of the transformation of structure from the play to the art. The endless repetitive process of play, which is free creation-annihilation process, is similar with the interactive experience of spectators that is variable, de-centered, and multi-sensory. The pure action of the play lets us recognize, sense and accept the world and through the system of interactive art experience, we can expand the horizons of perception. Interactive art works with these play attributes are capable of playing the role that the spectators glimpse the truth of things and experience the world around them.

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Sinjungsin Mask Play Study (신중신탈놀이 연구)

  • Yun, Dong-Hwan
    • (The) Research of the performance art and culture
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    • no.40
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    • pp.163-192
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    • 2020
  • Sinjungsin Mask Play, one of Ttangseolbeop, is related to Seongjusin's life story. Sinjungsin Mask Play is a reconstruction of the story of the folk gods Seongjusin met while returning home. Seongjusin's life story proceeds in the form of Mask Play, and the monk who leads the sermon plays narration and main roles. Many believers play various roles and musicians. Sinjungsin Mask Play introduces many folk beliefs, sounds for intrigue, and talks. Sinjungsin Mask Play uses the same method of enumeration and repetition as the existing Mask Play. The repetition of a sentence or phrase plays a role in foreseeing the meaning of the context or foretelling the development of the plot to the audience. This repetition is intended to emphasize the situation of the scene and to create rhythm. Since Mask Play was exclusively for the common people, Mask Play actors use the repeating method commonly used in folk songs to form lines. This gives the audience a familiarity, effectively communicating the lines and responding to their tastes. Sinjungsin Mask Play borrowed people's way of playing for the public's mission. It inherits the dramatic forms of traditional traditional plays such as repetition of words or sentences or phrases, codification of words or sentences, borrowing of existing songs, and formal expression units. In addition, through repeated performances, believers can easily and easily learn and understand. This is the dramatic form and characteristics of Sinjungsin Mask Play. Sinjungsin Mask Play was handed down from Faith Communities and was used as a means of folk cultivation to spread illegality. Buddhism externalizes the process of accepting folk beliefs through Mask Play, and in the case of Shinto who participated directly or indirectly, they naturally acquire the belief system of Hwaeom Kyung through play. Sinjungsin Mask Play, one of Ttangseolbeop, can be said to have great value as an ICH, as well as popularization and mission.

A Study on Public Developer's Role through Urban Regeneration Projects in Japan (일본 도시재생사업에서 공공시행자의 역할에 대한 고찰)

  • Cho, Seungyeoun;Kim, Joojin;Lim, Jeong-Min;Ryu, Dong-Joo
    • Land and Housing Review
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    • v.6 no.4
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    • pp.177-184
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    • 2015
  • This study is focused on the public developer's role of urban regeneration projects in Japan to derive implications for economy-based-urban regeneration programs by the Special Act on Activation and Support for Urban Regeneration (Urban Regeneration Special Act). 4 case studies; Otemachi 1-1, Shinonome, Shibuya Station and Osiage-Narihirabashi were delivered to review public sectors' roles. Central government, local government and public developer play key roles each step. Urban Regeneration Special Act doesn't set up public sector's role to deliver urban regeneration projects after establishment of master plan. These cases build the governance organization to deliver urban regeneration projects among diverse interest groups including private sectors and landowners. Especially, public developers play a key role as a coordinator and a developer throughout whole urban regeneration projects.