• Title/Summary/Keyword: Science-play

Search Result 4,302, Processing Time 0.032 seconds

Impact of Role-play activities on academic achievement and learning attitude in science class (과학수업에서 역할놀이 활동이 학업성취도와 학습태도에 미치는 영향)

  • Kim, Myung-Sook;Oh, Ki-Sun;Cho, Dal-Hyun
    • Journal of Digital Convergence
    • /
    • v.10 no.4
    • /
    • pp.323-331
    • /
    • 2012
  • Cell division in biological education is an important and unintelligible unit. Most of students have no interest in learning the content, and don't concentrate on it because cell division unit contains relatively difficult content. In this vein, during considering the effective learning methods, the researcher found role-play as the method for student's positive access to important and unintelligent learning content. Effect of role-play on their learning achievement of science was analysed through the Chapter of cell division on 3rd grade of middle school students. For this study three levels of middle school students were selected from the school located in Seoul. And divided this students into experiment group and control group by 2 classes respectively. Before putting into practice this instruction, there took into account the before and after of students' learning achievement and their learning attitude by using same questionnaire. On the other hand, the researcher put into practice co-variate analysis by using SPSS statistical package as the measurement method.

Analysis on the Characteristics of Activity Areas in Classrooms of Childcare Centers Depending on Age Groups (어린이집 사례분석에 의한 연령별 보육실의 흥미영역 특성분석)

  • Park, Jung-A;Choi, Mock-Wha
    • Journal of the Korean housing association
    • /
    • v.23 no.1
    • /
    • pp.89-96
    • /
    • 2012
  • The purpose of this study is to find out the characteristics of activity areas according to the age difference and provide the alternatives for space planning of activity areas in classroom of childcare centers. This study used the content analysis method for field survey data collected from 36 classrooms of 9 childcare centers in the Daejeon area. Floor plans were converted to Autocad drawings to analyze the characteristics of activity areas. The results of this study were as follows; 1) In case of 0 to 2-year-old classrooms, they had 6 activity areas such as gross-motor area, role play, block building, language, creative expression, exploration/manipulation area. The activity area with the most low frequency was gross-motor area. 2) In case of 0 to 2-year-old classrooms, the size of activity area was in order of gross-motor area > role play > block building > language > creative expression > exploration/manipulation area. In case of 3 to 5-year-old classrooms, the size of activity area was in order of language > art > role play > math > block building > science > tone and rhythmic area. 3) The central areas with easy access in 0 to 2-year-old classrooms were Large-motor and Imaginary Play Areas. Also, more isolated areas were Manupulatives and Block Areas. The central areas with easy access in 3 to 5-year-old classrooms were Arts, Numbers and Manupulatives. While more isolated areas were Music, Movement and Science Areas.

Plug-and-Play Framework for Connectivity Control and Self-Reconfiguration of Weapon System Components (무기체계 구성장치의 연결성 제어 및 자율 재구성을 위한 플러그앤플레이 프레임워크)

  • Chang, HyeMin;Kang, SukJong;Cho, YoungGeol;Yoon, JooHong;Yun, Jihyeok
    • Journal of the Korea Institute of Military Science and Technology
    • /
    • v.24 no.3
    • /
    • pp.328-338
    • /
    • 2021
  • A study on common modular design based on open standards to reduce the life cycle cost of ground weapon system is underway. Since the ground weapon system includes major mission equipment such as fire control system, it is essential to apply the concept of fault tolerance through automatic reconfiguration and blocking unspecified equipment through connectivity control. However, it is difficult to generalize due to the difference in operating characteristics for each system. In this paper, we propose a plug-and-play framework, which includes plug-and-play architecture and mechanism. The proposed method can be used in common by the application of each component as it is divided into a common service layer. In addition, the proposed connectivity control and autonomous reconfiguration method facilitates reflection of operating characteristics for each system. We constructed a verification environment that can simulate ground weapon systems and components, and verified that the proposed framework works through scenario-based functional tests.

Inhibitory Activity of Lactic Acid Bacteria against Fungal Spoilage (유산균의 곰팡이 억제 활성)

  • Seol, Kuk-Hwan;Yoo, Jayeon;Yun, Jeonghee;Oh, Mi-Hwa;Ham, Jun-Sang
    • Journal of Dairy Science and Biotechnology
    • /
    • v.37 no.2
    • /
    • pp.83-93
    • /
    • 2019
  • Food spoilage by fungi is responsible for considerable food waste and economical losses. Among the food products, fermented dairy products are susceptible to deterioration due to the growth of fungi, which are resistant to low pH and can proliferate at low storage temperatures. For controlling fungal growth in dairy products, potassium sorbate and natamycin are the main preservatives used, and natamycin is approved by most countries for use in cheese surface treatment. However, a strong societal demand for less processed and preservative-free food has emerged. In the dairy products, lactic acid bacteria (LAB) are naturally present or used as cultures and play a key role in the fermentation process. Fermentation is a natural preservation technique that improves food safety, nutritional value, and specific organoleptic features. Production of organic acids is one of the main features of the LAB used for outcompeting organisms that cause spoilage, although other mechanisms such as antifungal peptides obtained from the cleavage of food proteins and competition for nutrients also play a role. More studies for better understanding these mechanisms are required to increase antifungal LAB available in the market.

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

  • Hong, Eun-Kyoung;Kim, Kyeong-Mi
    • The Journal of Korean Academy of Sensory Integration
    • /
    • v.7 no.1
    • /
    • pp.13-25
    • /
    • 2009
  • Objective : The purpose of the study is to find out how group sensory integrative (SI) intervention enhances play skill and social interaction of the children with sensory integration disorders. Method : Three children who were showing problems related in sensory integration received 12 SI intervention sessions. The Sensory Profile (SP) and The Social Maturity Scale (SMS) were accomplished by the subject's primary caregiver. Test of Playfulness (ToP) and Peer Social Interactions Rating Scale (PSIRS) were utilized to investigate the children's play skills and social interactions with their friends. Goal Attainment Scale (GAS) is applied to assess the children's play skill, social interactions with peer, and sensory processing at each session. Data was collected before- and after the intervention and analyzed by the Wilcoxon matched-pair signed rank test with SPSS/WIN version 10.0 and Microsoft Excel. Results : The average scores of ToP, PSIRS, and SMS were increased after the sensory integrative intervention. However, there is no significant difference in the play skills and social interactions between data of pre-intervention and the one of post-intervention. The score of the GAS was frequently increased in terms of the play skills and sensory processing throughout the whole sessions. Conclusions : This study reveals a possibility of that the group sensory integrative intervention may affect not only sensory processing ability, but also play skills and social interactions of children experiencing difficulties of sensory processing. Future research should supplement limitations of this study regarding insufficient number of the subject and the short period of the experiment.

  • PDF

The Integration of heterogeneous applications through Plug-and Play (플러그 앤드 플래이(Plug-and-Play)개념을 이용한 이형 응용 프로그램의 통합 기법)

  • Baek, Sun-Cheol;Choe, Jung-Min;Jang, Myeong-Uk;Park, Sang-Gyu;Min, Byeong-Ik;Im, Yeong-Hwan
    • The Transactions of the Korea Information Processing Society
    • /
    • v.2 no.6
    • /
    • pp.947-959
    • /
    • 1995
  • In this paper, we discuss an effort to develop a multi-agent architecture through which heterogeneous applications communicate and cooperate by means of plug-and play mechanism. Three componets are created in order to challenge the plug-and-play mechanism : meta-information, PnP agent module, and ICM. The meta- information is used to automatically set up a suitable configuration for a new plugged application, eliminating the need for direct addressing among heterogeneous applications. The PnPagent module is a homogeneous controller that operates on an application to ensure that its activities are coordin ated with those of the others within the community, provides a homogeneous communication envelope for all heterogeneous applications. The combination of these three components is used to meet the desire for implementing the plug-and-play mechanism. In this distributed, open architecture, one should be able to simply plug in a new application and it should work.

  • PDF

Study of Effect of Information Representation Learning in Middle-School with Play Activities Materials on the Learning Achievement (놀이 활동 교육 자료를 활용한 중학교 정보 표현 학습이 학업성취도에 미치는 영향)

  • Nam, Dong-Soo;Park, Jin-Hwa;Seo, Soon-Shik;Lee, Tae-Wuk
    • Journal of the Korea Society of Computer and Information
    • /
    • v.16 no.12
    • /
    • pp.157-165
    • /
    • 2011
  • As the contents of information were reinforced the rules of computer science, it was necessary to develop the new teaching and learning plans and various education materials that encourage students and easy to access. So, in this study developed a wide ran of play activities and educational materials without using a computer for the area of information representation and applied to 68 students, second grade of middle school for 4 weeks. After the class, the effect on the learning achievement was verified by the t-test. As a result, it was shown that there was a significant difference between learning with play activities materials and the traditional lecture-type. It means that learning with play activities materials in the information representation influences a positive effect to the learning achievement.

Analysis of the relationship between play experience, playfulness, and grit of pre-service early childhood teachers (예비유아교사의 놀이경험과 놀이성, 그릿 간의 관계 분석)

  • Park, Seon-Mi
    • Journal of the Health Care and Life Science
    • /
    • v.9 no.1
    • /
    • pp.41-49
    • /
    • 2021
  • The purpose of this study is to analyze the relationship between play experience, playfulness, and grit of pre-service early childhood teachers and to find out the factors that affect grit. For these, a survey was conducted using Google questionnaire targeting a total of 164 students in the 2nd and 3rd year of early childhood education department of colleges in Seoul, Chungnam and Jeonbuk. The results are as follows. First, as a result of analyzing general characteristics and differences by grade of variable General characteristics and differences by grade of variable, it was found that the pre-service teachers' playfulness was slightly higher than the average, and the grit was at the average level. Second, there were some significant correlations between play experience, playfulness, and grit. Third, for grit, it was found that play experience had an explanatory power of about 10% and playfulness about 30%. Based on the above research results, suggestions for grit enhancement programs for pre-service early childhood teachers and follow-up studies were presented.

Understanding the Importance of Presenting Facial Expressions of an Avatar in Virtual Reality

  • Kim, Kyulee;Joh, Hwayeon;Kim, Yeojin;Park, Sohyeon;Oh, Uran
    • International journal of advanced smart convergence
    • /
    • v.11 no.4
    • /
    • pp.120-128
    • /
    • 2022
  • While online social interactions have been more prevalent with the increased popularity of Metaverse platforms, little has been studied the effects of facial expressions in virtual reality (VR), which is known to play a key role in social contexts. To understand the importance of presenting facial expressions of a virtual avatar under different contexts, we conducted a user study with 24 participants where they were asked to have a conversation and play a charades game with an avatar with and without facial expressions. The results show that participants tend to gaze at the face region for the majority of the time when having a conversation or trying to guess emotion-related keywords when playing charades regardless of the presence of facial expressions. Yet, we confirmed that participants prefer to see facial expressions in virtual reality as well as in real-world scenarios as it helps them to better understand the contexts and to have more immersive and focused experiences.