• 제목/요약/키워드: Social Play

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콩그리브의 『세상만사』 속 세상 읽기: 미라벨, 그는 영웅인가? 난봉꾼인가? (Reading the World of Congreve's The Way of the World: Mirabell, Is he a Hero? or a Rake?)

  • 장금희
    • 영미문화
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    • 제14권1호
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    • pp.193-218
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    • 2014
  • This essay explores Congreve's last play The way of the World in terms of English new identity of the gentry represented by Mirabell in political, social and historical context of the Bloodless Revolution. Particularly, this essay focuses on behavioral differences between Mirabell and Fainall as characters who manage a certain type of acceptable Englishness through their heir. The acceptable Englishness separates what the differences are between two rakes from the outside of normative principle. The Way of the World reflects Lockean republican ideology in personal and familial relationships. Mirabell as a heroic rake represents new expectations for Englishmen who rejects absolute sovereign contrasted by Fainall's foreign tyrannical ways of domesticity. The Foreignness of Fainall's in the play is displaced by corollary change in the new model of English identity exemplified by Mirabell. Through the play, Congreve tends to satirize repressive morality of Hobbesian extremism and emphasizes the Revolution settlement based on consent sand trust instead. Mirabell's normative will harmonizes individual desire for happiness with social demand. In a sense Congreve's The Way of the World is a play reaching typical Restoration ending of intrigue and conspiracy through two rakes's interaction. Accordingly, this essay tries to show what separates the heroic rake from tyrannical libertine through their way of love, money, compromise and negotiation, which is their way of life.

HOME, 사회인구론적 변인과 아동의 지적, 사회적 능력간의 관계분석 I -만 4세 아동을 대상으로- (Analysis of the Relationship of HOME, Socio-demographic Variables and Children's Intellectual and Social Abilities I - at Age Four -)

  • 정영애
    • 대한가정학회지
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    • 제27권1호
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    • pp.181-194
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    • 1989
  • This study examined the characteristics of the relationship of HOME, socio-demographic variables and children's intellectual and social abilities. The subjects of this study were 80 children at age four and their mothers. Instruments included inventory of home stimulation (HOME) and the inventory of socio-demographic variables and K-Binet scale, social naturation scale, and the social-emotional developmental rating scale. The results obtained from this study were as follows: 1. HOME, socio-demographic variables had a significant positive correlation (.37∼..66) with children's intellectual ability. 2. HOME, Socio-demographic variables had a significant positive correlation(.26∼..67) with children's social ability. 3. The variables that significantly predicted children's intellectual ability were play materials, breadth of experience and quality of langage environment. 4. The variables that significantly predicted children's social ability were play materials, economic status of the home and parent education. 5. The results of the causal model showed that the kind of variables that affected children's intellectual ability directly were direct stimulation, parent's education, indirect stimulation, and the emotional climate of the home. 6. The results of the analysis of the causal model showed that the kind of variables that affected children's social ability directly were direct stimulation, parent's education, economic status of the home.

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구성놀이 질과 문제해결력 간의 관계 (Relations Between Qualities of Constructive Play and Problem Solving)

  • 한석실;박주희
    • 아동학회지
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    • 제28권5호
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    • pp.143-159
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    • 2007
  • This study examined the relation between the quality of constructive play and convergent and divergent problem solving. The subjects were 48 five-year-old children. Unit blocks were used to test the quality level of constructive play; a 40 piece puzzle and pattern blocks were used to test convergent problem solving; the pattern blocks also were used to test divergent problem solving. Children's block play was videotaped and pictures were taken of constructions made by children. Data were analyzed by correlation and stepwise multiple regression. Results showed statistically significant correlations between the quality of constructive play and convergent and divergent problem solving. Among the sub variables of constructive play, social play patterns affected convergent problem solving; diversity affected divergent problem solving.

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놀이이론 기반의 인터넷 루머의 집합적 확산자에 관한 연구 (Dynamic Process of Collective Internet Rumor Based on Play Theory)

  • 장용호;박령주
    • 한국시스템다이내믹스연구
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    • 제14권4호
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    • pp.5-35
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    • 2013
  • The study examines the play theory based internet rumor process by using simulating tools, Vensim, which offer a new theoretical basis from which to explore complex adaptive social system. Internet rumor is not a simple linear diffusion process, but a complex interaction behavior between the actors of production and diffusion. Rumor actors consist of two type of diffusion, which is rumor mongers and playful mongers. These two type of mongers make the internet rumor as collective system. Playful mongers play strategically to maximize playfulness. Internet rumor as play is consequence of collective framing constituted by dynamic interaction and playfulness. The networking space spreading internet rumor function as a playground which mobilize play rule, ignoring fact based framing. Rumor as paly, even though it turns out to be a false and loses the public attentions rumor sustains the game play function which makes the rumor without natural extinction. The study proves that playful mongers is a main actors in rumor play ground.

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ICT 시대에서 게임놀이활동이 학령기 지적장애아동의 뇌파와 사회적 기술, 자기 통제력에 미치는 영향 (The Effects of Game Play Activities on the EEG, Social Skills and the Self-control of the Children with Intellectual Disabilities in ICT era)

  • 배선영;조화영;최수희;오명화
    • 한국전자통신학회논문지
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    • 제11권8호
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    • pp.807-816
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    • 2016
  • 본 연구는 게임놀이활동이 학령기 지적장애아동의 주의력관련 뇌파, 사회적 기술, 자기 통제력에 미치는 영향을 알아보고자 하였다. 본 연구의 대상자는 지적장애로 진단 받은 학령기 아동 6명으로 게임놀이활동을 주 2회, 50분씩 총 12회기 실시하였다. 연구결과 게임놀이활동을 받은 실험군(p<.05)에서 중재 후 주의력 관련 뇌파(알파파, 베타파)와 사회적 기술, 자기 통제력 모두 유의하게 향상되었다. 실험군과 대조군의 집단 간 비교에서는 주의력 관련 뇌파중 알파파와 사회적 기술, 자기 통제력에서 실험군이 대조군보다 의미 있는 변화를 보여주었으며(p<.05), 베타파에서는 집단 간 변화의 차이가 없었다(p>.05). 이처럼 게임놀이활동은 지적장애 아동이 흥미롭게 자발적으로 참여할 수 있다는 점에서 지적장애 아동을 이해하고 문제의 예방과 치료에 보다 효과적으로 활용 될 수 있다.

사용자의 디자인 요구 분석에 의한 보육시설 실외놀이환경 디자인 유형화 (Classification of the Playground Environment Design in Child Care Center according to User Needs Analysis)

  • 최목화;변혜령
    • 한국생활과학회지
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    • 제17권4호
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    • pp.661-677
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    • 2008
  • The purpose of this study is to develop the playground environment model for child care center by analyzing user needs of playground environment. To systemize the playground environment design factors and guidelines, we reviewed the previous research, actual measurement and observation were used as the research methodology. And to recognize the needs of users, the survey and picture survey was conducted to the staffs and children. The scope of survey included child care centers in Seoul and Daejeon, ultimately selecting 12 places in Seoul and 13 places in Daejeon. In terms of the survey period, actual measurement was conducted from June of 2006 to February of 2007, survey and picture survey was conducted from August to September of 2006. For analysis, we used SPSS 10.0 to check the frequency and percentage, as well as to perform cluster analysis. The findings of research can be summarized as below: 1. In playground environment, we observed the area of play ground and ground cover, the independence of play area, play equipment, and the composition of play area. The result of observation showed that while playground area varied widely, ground cover, play equipment, and the composition of play area turned out to be identical, regardless of the playground's area. Therefore, in order to classify various playground environments, we categorized them into 5 types, using the number of children and the area of play ground as a category. Type A had large facilities and small playground area. Type B had small sized facilities and large playground area. Type C had medium sized facilities and small playground area. Type D had medium sized facilities but large playground area. Type E had large sized facilities and large playground area. 2. On the other hand, staffs wanted a tunnel, playhouse, comprehensive play equipment, and a maze to be installed as play facilities, and there were requests for adventure play area and carpenter play area. The picture survey to children showed that they wanted equipments that can provide more thrill, adventure and challenge to them than the ones they see now. Therefore, existing child care center play environments must change from the monotonous and identical environments to the ones that can provide diversities, challenges, and adventures. In the contexts of 5 playground types suggested by this research, type B and D, E where the area of playground were larger than the legally required, should include various play areas and install appropriate play equipments and facilities. Type A and C where the area were small, should provide multipurpose play area to attract the various play behaviors of children.

가정환경변인과 아동의 사회적 능력간의 관계 : 인과 모형 분석 (The Relationship of Home Environments to Children's Social Development : Analysis of a Causal Model)

  • 장영애
    • 아동학회지
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    • 제8권2호
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    • pp.17-44
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    • 1987
  • The study examined the characteristics of the relationship of home environment variables and children's social development. Two studies were conducted ; Study I examined (1) the correlation of home environment variables and children's social ability and (2) the predictability of home environment variables for children's social ability by children's age. Study II investigated the causal relationship among the variables which are supposed to affect children's social ability. The subjects of this study were 240 children at age four, six and eight attending nursery schools, kindergartens and elementary schools and their mothers. Instruments included the Inventory of Home Stimulation (HOME), the Inventory of Sociodemographic Variables, social maturation scale, and the social-emotional developmental rating scale. The results obtained from this study were as follows : 1) Home environment variables had a positive correlation with children's social development at age four and six, but at age eight, only HOME variables had a significant positive correlation with children's social development. 2) The home environmental variables that significantly predicted children's social development differed according to children's age. That is, play materials, economic status of the home, and parent education were predictive of children's social development at age four, while parent's education, fostering maturity and independence, and play materials were predictive at age six. Fostering maturity and independence, aspects of physical environment, and economic status of the home were predictive at age eight. 3) The causal model of home environment effect on children's social development was formulated by exogenous variables (parent education and economic status of the home) and endogenous variables (direct stimulation, indirect stimulation and the emotional climate of the home). 4) The results of the analysis of the causal model showed that the variables that have a direct effect on children's social development differed according to children's age. That is, direct stimulation had more effect on children's social development at earlier ages, and indirect stimulation had more effect on children's social development at later ages. Among socio-demographic variables, parent's education was most closely related to children's social development. The amount of variance that explained children's social development decreased with increase in children's age.

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SNG 플레이어의 성격유형에 따른 사회적 행동과 유희성 (Social Behavior and Perceived Playfulness according to Personality Types of SNG Players)

  • 김영실;김미진
    • 한국게임학회 논문지
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    • 제13권4호
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    • pp.5-14
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    • 2013
  • 본 논문은 소셜 네트워크 게임(SNG) 플레이어의 플레이 행동 중 사회적 행동을 기준으로, SNG 플레이어의 성격유형별 플레이 행동 결과에 따른 유희성 수준 반응을 비교 분석하였다. 이를 위해 게임 플레이 공간에 따라 SNG 플레이 행동을 사회적 연결성 행동과 비사회적 연결성 행동으로 분류하고, 성격유형 5가지 기준에서 각 성격유형별 SNG 플레이어의 행동과 유희성의 관계를 실증적 실험을 통해 확인하였다. 결과는 SNG 플레이어의 행동에 대한 유희성이 성격유형별로 뚜렷한 특징을 보이며, 사회적 행동에 대해서 성격유형 간 유의미한 차이가 있음을 보여준다. 이는 SNG 플레이 설계 시 플레이어의 성격유형을 고려하여 SNG의 주된 재미의 목적인 사회적 연결성에 대한 플레이 비중을 결정하는 자료로써 활용 가능할 것이다.

유아의 자부심과 수치심이 또래놀이행동에 미치는 영향: 일상적 스트레스의 매개효과를 중심으로 (Effects of Pride and Shame on Interactive Peer Play of Young Children: Focusing on the Mediating Effects of Their Daily Stress)

  • 최송이;신나리
    • 한국보육지원학회지
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    • 제13권1호
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    • pp.107-124
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    • 2017
  • Objectives: The purpose of this study was to investigate the effects of children's pride and shame on their interactive peer play, mediated by their daily stress. Methods: The participants of this study were 172 five-year-old children (80 boys and 92 girls) attending kindergartens or child-care centers in Chungbuk, Korea. The data were analyzed by descriptive and correlational analyses, and structural equation modeling using SPSS 19.0 and AMOS 21.0. Results: Children's shame had a significant indirect effect on their interactive peer play, including play-disruption, play-disconnection and play-interactions, mediated by daily stress; children's shame had a significant direct effect on play interaction. However, children's pride did not have a direct effect on daily stress and an indirect effect on their interactive peer play. In other words, high levels of shame among children led to high perceived daily stress. In turn, perceived daily stress increased play-disconnection and play-disruption, while it decreased play-interactions. Meanwhile children's shame led to a low level of play-interaction among young children. Conclusion/Implications: The results imply that children's perceived shame would influence their behaviors in social contexts as well as their psychological wellbeing such as the level of daily stress.

A Sustainable Strategy and Action Plan of Social Enterprise in Korea

  • Kim, Gye-Soo
    • International Journal of Quality Innovation
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    • 제9권2호
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    • pp.91-98
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    • 2008
  • Social Enterprise (SE) has a vital role to play in helping meet some main commitments for Korea-growing economy; supporting stronger communities; closing opportunity gap-together with the developing a vibrant third sector. The Strategy and action plan is intend to grow and develop us of social enterprise business model in Korea. The sustainable strategy and action plan will be useful for Korea's Social enterprise. This paper will suggest that from the sustainable strategy to action plan of social enterprise in Korea.