• Title/Summary/Keyword: Social Play

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Low- and middle-income preschoolers' pretend negotiation in social pretend play (동성또래와의 사회적 가상놀이 상황에 나타난 저소득층 및 중류층 유아의 가상협상 비교)

  • Sung, Mi-Young
    • Korean Journal of Human Ecology
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    • v.17 no.6
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    • pp.1093-1103
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    • 2008
  • The purpose of this study is to investigate low- and middle-income preschoolers' pretend negotiation. Pretend negotiation of 78 five-year-old children were analyzed by children's sex and their socioeconomic status. Dyads were participated in social pretend play session during 20 minutes. The play session was videotaped and the videotaped data were transcribed. Each transcript was analysed according to the modified version of Howe et al. (1998)'s coding schemes. Results showed that children from middle-income families were higher in directive and responsive pretend negotiation than children from low-income families. And girls from middle-income families were higher in pretend negotiation (play role) than girls from low-income families.

Literacy-Related Communication and Information Types in Social Pretend Play (사회적 가상놀이에서 나타난 문해 관련 의사소통 및 정보 유형)

  • Cho, Eun Jin;Bae, Jae Jung
    • Korean Journal of Child Studies
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    • v.20 no.4
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    • pp.247-263
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    • 1999
  • Literacy-related communication and information types naturally occurring in the dramatic play area were observed during free play over a 4 week period. Participants were 21 boys and 16 girls enrolled in a kindergarten class in Taegu. Types of literacy-related communication frequently used during social pretend play were Description, Suggestion, Question, and Answer. Negative types of literacy-related communication, such as Threat, Protest, and Warning were rare. Types of frequently occurring literacy information were about letters & words, and literacy functions. These findings were discussed with respect to curricular implications for the classroom.

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The relationships of rough & tumble play and children's social language use (유아의 사회적언어 사용과 거친 신체놀이의 관계)

  • Kang, Young-Sik;Ma, Ji-Sun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.12
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    • pp.6125-6132
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    • 2013
  • This study was designed to examine the relationships between rough and tumble play and children's social language use. The subjects were 90 children in a nursery school in N city. The data was analyzed using the Pearson correlation and stepwise regression. The results were as follows. First, there was a significant positive relationship between rough and tumble play, and the children's social language use. Second, the children's social language use' sub valuables had an effect on rough and tumble play. In particular, 'demand of action' has negative effects on the 'pull and push', and 'catch'. Furthermore, 'rejection' has negative effects on 'collapse' and 'rush'. This suggests that a rough and tumble play program can be developed to enhance the children's social language use.

The Changes of Social Distance, Disability Awareness, and Activity Satisfaction of Occupational Therapy Students through the Parachute Play (낙하산 놀이에 따른 작업치료과 학생들의 성인 지적장애인에 대한 사회적 거리감, 장애인식, 활동 만족도의 변화)

  • Kim, Su-Hyeon;Son, Sung-Min
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.393-402
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    • 2020
  • The purpose is to provide the basic information about the changes of the social distance, disability awareness, and activity satisfaction of the occupational therapy students through the parachute play. The subjects were 10 students in the third grade of the occupational therapy. They participated in the parachute play for 4 weeks. Their social distance, disability awareness and activity satisfaction were evaluated. The results showed the changes that the social distance was decreased, disability awareness and the activity satisfaction was increased after the play. Thus, to form the positive social distance and disability awareness and increase the activity satisfaction, the parachute play should be provided for the occupational therapy students.

A Study on the Relationship between Father's Verbal Control Modes, Children's Self-efficacy, Social Competence, and Interactive Peer Play (아버지 언어통제유형과 유아의 자아효능감, 사회적 유능성 및 상호작용적 또래놀이의 관계)

  • Kwon, Heekyoung
    • Korean Journal of Childcare and Education
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    • v.9 no.5
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    • pp.321-334
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    • 2013
  • The purpose of this study was to examine the relationship of father's verbal control modes, children's self efficacy, social competence and interactive peer play. The subjects were pairs of 195 three, four and five year-old-children and their fathers. Data were analyzed with mean, standard deviation, and bivariate correlation. Results indicated that father's verbal control modes were significantly correlated with children's self efficacy, social competence and interactive peer play. Father's person-oriented control verbal mode was positively related to children's self-recognition, self-emotion, social competence, leadership and interactive peer play while imperative control verbal mode was negatively related to children's instability, interrupted play behavior, and disturbed play behavior.

Analysis of Causal Relationships among Playfulness, Interactive Peer Play, Teacher-Child Relations and Creative Characteristics (창의적 행동특성과 놀이성, 상호작용적 또래놀이, 교사-유아관계 간의 구조분석)

  • Hwang, Yoon-Se
    • Korean Journal of Child Studies
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    • v.29 no.6
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    • pp.245-257
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    • 2008
  • Subjects in this study on causal relationships among playfulness, interactive peer play, teacher-child relationships, and creative characteristics were 286 3- to 5-year-old children. Instruments were the Rating Scale for Creative Characteristic of Preschoolers (Lee et al., 2002), Children's Playfulness Scale (Bemett, 1990), Penn Interactive Peer Play Scale (Fantuzzo et al., 1995), and Student Teacher Relationship Scale (Pianta, 1991). Results showed : (1) significant relationships among social spontaneous, cognitive spontaneous and children's humor in sub-areas of children's playfulness, friendliness in sub-areas of teacher-child relationships, play interaction in sub-areas of interactive peer play and creative characteristics. (2) Children's creative characteristics directly influenced social spontaneous, cognitive spontaneous and children's humor in sub-areas of children's playfulness and of play interaction in sub-areas of interactive peer play.

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Theoretical Background of Games for Social Change (사회 변화를 촉구하는 기능성 게임의 이론적 배경)

  • Chu, Jean Ho
    • Journal of Korea Game Society
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    • v.22 no.1
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    • pp.55-64
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    • 2022
  • Serious games are developed under particular purpose. This study provides a theoretical background on serious games for social change as a basis for future experiments and practice. By examining the elements of games and related theories, narrative immersion and critical participation are identified as the two main experiences of games, which are realized through role play. Based on educational theories for behavioral and cognitive change, this study suggests to use role play as a strategy on serious games for social change. Analyzing the cases of serious games in Korea, this study concludes that participants are able to experience the context of the situation through role play.

A comparative analysis of play songs and lyrics among children of Han heritage in the context of socioeconomic development (사회경제발전에 따른 한민족 아동 놀이와 놀이 노래의 특성)

  • Soon-Hyung Yi
    • Korean Journal of Culture and Social Issue
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    • v.17 no.1
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    • pp.155-174
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    • 2011
  • The purpose of this study was to compare the kinds of plays and the meanings of words in play songs among children of Han heritage. A total of three data sets were used. Data for two of the data sets were obtained from only South Korean children in 1990 and 2005, respectively, while the other data set contained responses from South Korean, Chinese Korean, and North Korean children collected in 1999. The three societies of Han heritage differed in the level of economic and industrial development and ideological orientation, and each society tended to socialize and educate their children in different ways. The kind of plays and the lyrics of the play songs were different in each stage by the level of economic and industrial development, and ideological orientation. In each society, a dominant play changed periodically. For instance, physical play decreased while television, video, and internet game plays increased. The increase in internet game play was related to the level of industrial development. Although three groups shared some common play songs prior to 1945, they have developed their own play songs after 1945 according to their respective social ideological characteristics. Notwithstanding these differences in play songs, common themes, materials, rhythms, and the Korean emotionality exist across all groups.

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A Case Study on the Relationship between Children's Play Behaviors and Outdoor Play Environments of Child Care Center in Daejeon (실외놀이터 환경 특성과 아동 놀이행동과의 관계성 - 대전지역 어린이집의 사례분석을 중심으로 -)

  • Choi, Mock-Wha;Byun, Hea-Ryong
    • Korean Journal of Human Ecology
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    • v.15 no.6
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    • pp.919-935
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    • 2006
  • The purpose of this study was to analyze the relationship between outdoor play environments and child's play behaviors. The data were collected by field measurement survey, and non-participatory observation from 9 child care centers in Daejeon. The field measurement survey were conducted from June 20 to July 20, 2004, whereas non-participatory behavior observation were conducted from September 2 to October 10, 2004. The major results showed the following. 1) The characteristics of outdoor play environment in child care centers showed that most of them were too small and did not use the adequate surfacing to play various activities. In many cases, outdoor play settings was made of play equipment setting, play props and manipulative settings, and tree/vegetation. 2) Child's play behavior has been focused on functional play activity and construction play activity. 3) The relationship between outdoor play environments and child's play behaviors showed that small outside play environment with monotonous construction and multi-complex play equipments produced functional play behaviors on children. On the other hand, where various play areas were put together, we could observe relatively diverse play behaviors. However, in some cases, despite the small and monotonous play area, diverse play behaviors were observed. These playgrounds at least differed from others in that they provided the place where multi purpose play was possible. This finding shows that multi purpose play areas can be an alternative in small playground environment.

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The Intention to Play Online Games in China (중국 게이머의 온라인게임 참여의도에 관한 연구)

  • Yoon, Ki-Chang;Xu, Hasisheng;Lim, Dal-Ho
    • The Journal of Industrial Distribution & Business
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    • v.9 no.4
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    • pp.63-72
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    • 2018
  • Purpose - The purpose of this paper is to investigate the effects of online game properties, social interaction, and player satisfaction on intention to online games in Chinese gamers. Research design, data, and methodology - This study is an empirical analysis assuming that properties of online games, social interaction and satisfaction will induce Chinese gamers' intention to play online games. We set the relationship between the six variables as follows. First, the properties of online games, exogenous variables, were identified by three factors: entertainment, security, participation and challenge. Second, we had input social interaction among gamers as another exogenous variables. Third, the gamer's satisfaction of online games was added to the research model as a mediating variable between exogenous variables and endogenous variables. Finally, gamer's intention to play influenced by satisfaction and social interaction was used as final endogenous variable. The data used for the empirical analysis were collected through questionnaires for Chinese under age 35 who enjoy the online games. The data used in the research were finally extracted from 195 questionnaires. The collected data were tested through the analysis of the measurement model (Step 1) and the analysis of the structural model (Step 2). The covariance structure equation model (SEM) was used for the analysis. The measurement model and structural model were evaluated by the maximum likelihood method. Results - The results of the empirical analysis are as follows. The satisfaction of online games were entertainment and security had a significant effect to satisfaction; but participation and challenge and social interaction had no significant effect on satisfaction. The social interaction among gamers and the satisfaction with online games have a significant influence on the intention to play online games. As a result, the attributes of the game were affecting the intention to play the game after satisfaction. Social interaction influenced the intention to play online games rather than satisfaction itself. Conclusions - This study provide some practical implications for the new companies who want to enter the online game industry and seek to competitiveness in China, and provide theoretical implications on the role of interaction among gamers in the study of online games.