• 제목/요약/키워드: a group of playing activities

검색결과 46건 처리시간 0.026초

아동 및 청소년의 인터넷 게임 사용수준에 따른 인터넷 게임 이용동기와 학교생활 적응 (The Relationships Among Children's/Adolescents' Frequency Levels of Playing Internet Games, Motives for Playing Internet Games and Adaptation to School)

  • 변성희;김정민
    • 가정과삶의질연구
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    • 제25권2호
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    • pp.47-58
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    • 2007
  • The purpose of this study is to examine children's/adolescents' motives for playing internet games and adaptation to school in accordance with their frequency levels of playing internet games. Participants were 236 children from grades 4, 5, and 6 in two elementary schools and 237 adolescents from grades 1, 2, and 3 in one middle school. They were measured on frequency levels of playing internet games, motives for playing internet games, and adaptation to school. Collected data were analyzed by SPSS WIN 12.0 for reliability, frequency, Chi-square test, t-test, Pearson's correlation, and one way ANOVA. Major findings of the research are as follows: First, children's/adolescents' frequency levels of playing internet games differed by their gender. The male ratio was much higher than the female ratio in the potential risk group and the high risk poop. In contrast, no grade differences on the frequency levels of playing internet games were found. Second, children's/adolescents' motives for playing internet games differed by their gender. Especially, among the motives the greatest difference between male and female was marked for 'Social Relationship'. Third, children's/adolescents' motives for playing internet games differed by their frequency levels of playing internet games. For 'Conformity,' the low risk group differed from the high risk group. For 'Spending Time', 'Benefit', 'Competition', and 'Social Relationship', the low risk group differed from the potential risk group and also from the high risk poop. Fourth, children's/adolescents' adaptation to school differed by their frequency levels of playing internet games. The high risk group exhibited a low level of adaptation in 'Academic Activities', 'a subcategory of adaptation to school.

특수학급(特殊學級)의 공간구성(空間構成)에 관한 건축계획적(建築計劃的) 연구(硏究)(2) - 학습활동 집단의 공간과의 대응관계를 중심으로 - (A Study on the Spatial Organization of Special Classes in Elementary and Middle Schools(2))

  • 최병관
    • 교육시설
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    • 제12권5호
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    • pp.13-24
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    • 2005
  • This study is the second that aims at offering the basic information on the appropriate spatial organization of the special classes by looking at the relationship between a group of learning activities and a group of playing activities in Elementary and Middle Schools The learning space unit of the special classes should be more flexible for the various learning activities and be prepared in order to correspond to the needs of a territory for different learning appeared according to the degree of handicap, learning ability and the contents of learning. This study dealt with the learning space unit to tackle the problems of special classes. In fact, it is unwise to offer so many different kinds of learning spaces in every school. Due to the manifold and multiple characteristics of handicap, the problem of special classes should be approached by the overall educational system of special educational facilities rather than by a special classes space alone. In this respect, it can be said that this problem should be tackled by reorganization of the special classes in the community through specialization and network system of special class facilities in order to make more effective educational environment.

유아발달특성에 따른 신체-운동 공간의 가변성에 관한 연구 (A study on the new transition space for infants of their physical activities)

  • 박태욱
    • 한국실내디자인학회논문집
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    • 제17권1호
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    • pp.130-137
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    • 2008
  • The society changes very fast from the extended family system to the nuclear family system, as increasing a one-child family for the low birth-rate. Thus, it causes that the education, having been performed inside of the family group, is performed outside of the family nowadays such as an infant educational institution. Fundamentally, the space of educating infants must be considered their behavior and meet their needs. For infants, playing is not only studying, but also is related to physical, intellectual and emotional development. Therefore infants in a qualifiedly good playing environment, are easy to focus on their playing. But, variety of playing activities can help improve infants' development physically, socially, emotionally, linguistically and intellectually. So far, an infant educational institution has provided a general education than a special educationally considering their age and status of a development. However, it is necessary to provide an integrated and well-organized place for each infant because their playing is a studying and education that will be based of individuals' character when they are grown up. The objective of this thesis is to study on the new transition space for infants of their physical activities. For this study, at first, it is important to understand what are the points of well-built kindergarten around the world. They have the flexible space in common. The transition(flexible) space will be a solution for space for infants' development.

게임욕구조절 프로그램이 인터넷게임 중독완화와 자기효능감에 미치는 효과 (The Effects of Game Control Program on the mitigation of Internet Game Addiction and Self-Efficacy)

  • 표명화;이영만
    • 한국초등상담교육학회:학술대회논문집
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    • 한국초등상담교육학회 2004년도 학술대회
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    • pp.105-118
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    • 2004
  • The purpose of this study was to examine the effects of a group training program designed to control the desire for internet games and to promote self-efficacy and alternative activities. The subjects participating in this study were 32 fifth graders, divided into the experimental group of 16 and the control group of 16, who were carefully selected from 175 children in the fifth grade in S elementary school in J city. All the subjects belong in the top 20% according to the internet game addiction level and spend more than two hours and thirty minutes a day playing computer game. And they participated in the game desire control program, which were consisted of total eight-session' treatment for six weeks. The results of the game addiction diagnosis and self-efficacy measurement were verified and analyzed by ANOVA to verify the effects of the program. As well as, data about average playing time spent on computer games and time the children spent on playing computer games alternative activities were analyzed and collected by the interview and other written materials such as letters from the parents to their children and writings of the children on their feelings about interret games. The results of this study were as follows: The internet game control program was effective in decreasing the degree of game addiction. The children participating in the internet game control program showed greater increase in self-efficacy than those of the control group. The children participating in the program showed a sharp decline in the time spent on playing computer games and greater increase in the time spent on alternative activities than those of the control group.

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열전달에 대한 역할놀이 비유활동 구성 및 수행과정에서 초등학생이 겪는 어려움 (Difficulties of Elementary School Students in the Role-playing Analogy Activity for Concept Learning of Heat Transfer)

  • 장재철;나지연
    • 한국과학교육학회지
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    • 제37권6호
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    • pp.1063-1073
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    • 2017
  • 본 연구에서는 열전달에 대한 역할놀이 비유활동 수행과정에서 초등학생이 겪는 어려움을 분석하였다. 이 연구를 위하여 초등학교 5학년 학생 11명을 선정하여 역할놀이 비유활동에 대한 오리엔테이션 수업, 교과서에 제시된 방법으로 교과 수업, 개념에 대응되는 비유표현을 만들고 시연하는 역할놀이 비유활동을 하였다. 수업이 끝난 후에 간단한 설문과 반 구조화된 면담을 실시하여 초등학생들이 역할놀이 비유활동을 수행하는 과정에서 발생하는 어려움을 조사하였다. 연구결과는 다음과 같다. 첫째, 학생들은 과학 개념 외적인 표현에 집중하거나, 과학 개념에 대한 이해가 부족하여 비유를 표현하는 데에 어려움을 겪었다. 또한 학생들은 비유 상황을 표현하는 표현력이 부족하거나 비유 대응 관계 설정이 어려웠기 때문에 어려움을 겪었고, 장소가 협소하여 구성한 역할놀이 비유를 표현하는 데에 어려움을 겪었다. 둘째, 학생들은 활동에 대한 이해가 부족하거나 활동 경험이 부족해서 활동 수행에 어려움을 겪었다. 셋째, 학생들은 선호 역할이 충돌하거나 원하지 않는 역할을 수행해야 했기 때문에 역할 선정의 어려움을 경험하였다. 넷째, 모둠원이 활동에 집중하지 않거나 역할을 불이행하고 방관자적 태도를 보였기 때문에 모둠 활동에 어려움을 경험하였다. 다섯째, 일방적인 의견 전달, 의견 충돌, 제시된 의견 부족으로 인한 의사소통의 어려움을 경험하였다.

온라인 커뮤니티에서 공부와 게임의 재미와 플로우 관계 (The Relationship of Interest and Flow of Study and Game in the Online Community)

  • 권순재
    • 한국정보시스템학회지:정보시스템연구
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    • 제21권2호
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    • pp.161-180
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    • 2012
  • One of them is online community which is popular among this modern society. However, it is not appropriate to suggest that online community is solely for personal usage or solely for work-related usage. The usage of online community goes beyond only one purpose. On the other hand, our daily activities whether personal or work-related activities are usually accompanied with preconception ideas whether it is a fun activity or not. However, even with this preconception, individuals are still enjoying themselves while doing activities that are considered as boring or mundane. Furthermore, individuals are really into the activities that they forgot about their surrounding and found themselves being in flow while conducting these activities. Unfortunately, there is little research done in South Korea addressing this emotion related factors. Because of that, more research concerning emotion related factors need to be conducted to better understand users behavior especially in online environment. With regards to that concern, this research studied two distinct everyday activities which are studying and playing games in online community. It is expected that when an individual feels more enjoyable and feels more comfortable, it will be more likely for them to be more satisfied. This satisfaction will lead them to being in a flow state. Hence, this study proposed three hypotheses. In order to investigate these three hypotheses, studies were conducted in two stages. The first stage was conducted in order to derive the implicit knowledge about fun from the participants. The second stage was done by an empirical study. It was conducted with two sample groups. The first group is the study group and the second group is the play games group. There were asked a set of questionnaires related to their enjoyment, comfort, satisfaction and flow while conducting the relevant activity. The results showed that both groups reached the state of flow regardless whether they belong to the study group or play games group. Therefore, the preconception idea about an activity does not promote or prevent individuals from feeling enjoyment, feeling comfortable and achieve satisfaction while conducting those activities.

생물 II '세포호흡' 단원에서 역할놀이 비유 수업의 효과 (Effect of the Analogical Role-playing Activity on the "Cellular Respirations" Unit in Biology II Class)

  • 김동렬
    • 한국과학교육학회지
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    • 제29권4호
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    • pp.463-476
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    • 2009
  • 본 연구의 목적은 학생들이 직접 세포호흡 과정의 주요부분이 되어 역할을 행동으로 옮기는 역할놀이 비유 수업을 실시하여 학생들의 세포호흡에 대한 학업 성취도와 과학 학습동기에 미치는 효과를 알아보는데 있다. 역할놀이 비유 수업의 적용 효과를 알아보기 위해 부산 소재의 인문계 고등학교 생물 II를 선택한 2개반을 대상으로 1개 반(27명)은 실험집단으로 1개반(28명)은 통제집단으로 구성하여 연구를 진행하였다. 본 연구를 통해 얻은 결과는, 첫째, 역할놀이 비유 수업은 세포호흡에 대해서 학생들이 역할을 분담하고 직접 신체 감각적 활동을 통하여 개념을 설명할 수 있는 기회를 제공하여 학업 성취도를 향상시킨 것으로 나타났다. 둘째, 역할놀이 비유 수업을 통해 학생들은 과학에 대한 자신감과 과학과의 관련성을 발견하고 성취감이 증가하면서 만족감을 느끼고 이를 통해 과학 학습동기가 향상된 것으로 나타났다. 셋째, 개념 변화에 대한 면담 결과에서, 학생들은 선개념에 대한 불만족을 가지고 있었고, 역할놀이 비유 수업은 지적으로 이해할 수 있는 대안으로 생각하고 있었으며, 그 대안은 그럴듯하고 유용한 것으로 나타났다.

유아전통음악교육이 유아의 음악적 태도 변화와 리듬감 발달에 미치는 영향 (The Effects of Korean Traditional Music Education on the Development of Music Attitude and Rhythmic Sense)

  • 정애경;이윤경
    • 아동학회지
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    • 제25권3호
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    • pp.115-126
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    • 2004
  • The purpose of this study was to examine the effects of Korean traditional music education for young children on the development of musical attitude and rhythmic sense of young children. The subjects were 42 four or five-year-old children enrolled in two classes of a public kindergarten. Half were in the experimental and half were in the control group. Instruments were "Music Interest Test for Young Children" (Kim, 2000), "Musical Attitude Rating Scale for Young Children" (Ahn & Han, 1999) and "Primary Measures of Music Audiation" (Gordon, 1986). The procedure included pre-test, treatments and post-test paradigm. Experimental group had Korean traditional music activities three times per week, including listening, appreciation, singing, playing traditional instruments and creative movement. The control group was merely provided with materials related to the Korean traditional music. Data was analyzed by t-test. Results indicated significant differences in music attitude and rhythmic sense between the experimental group and the control group.

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해외 한인공동체의 문화적 정체성 읽기 - 하와이 한인농악단 활동을 중심으로 (Exploring the Cultural Identity of Korean Community Abroad Focusing on the Activities of Korean Farmer's Bands in Hawaii)

  • 김묘신
    • 공연문화연구
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    • 제42호
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    • pp.321-359
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    • 2021
  • 이 논문은 미국 하와이주에 거주하는 한인공동체를 중심으로 1970년대 이래 나타난 세 개의 한인농악단을 통해 표현되는 이민 1세의 세대별 특징과 정체성이 농악이라는 공연예술 매개체를 통해 어떻게 발현되고 변화되었는가에 주목한다. 와히아와 한인농악단(Wahiawa Korean Farmer's Music Band), 칼리히-팔라마 한인농악단(Korean Farmer's Music Band at Kalihi-Palama Immigrant Service Center), 하와이 한인농악단(Hawaii Korean Farmer's Music Association)은 각각 1970년대, 1980년대, 1990년대에 형성된 농악단으로 각 농악 단체의 형성과 연행의 역사는 한인 디아스포라의 시대적 특성을 반영한다. 오랜 기간 활발히 활동했던 와히아와 한인농악단과 칼리히-팔라마 한인농악단은 더이상 운영되고 있지 않으며, 현재는 1990년대에 만들어진 하와이 한인농악단이 활동하고 있다. 세 단체를 비교해보면 전체적인 변화의 흐름이 있는 것을 알 수 있다. 첫째 친목이 목적인 음악연행 단체에서 음악이 목적인 단체로의 변화이다. 둘째 서로의 음악적 차이를 조절하여 새로운 음악을 만들어내는 단체에서, 음악적 위계질서를 따르는 단체로, 나아가 음악적 향상을 추구하는 단체로의 변화이다. 셋째 각 단체는 무속적 원형(prototype)과 관련이 있는 단체, 농악만을 연행하는 단체, 농악과 사물놀이를 겸하여 연행하는 단체라는 특징을 보여준다. 세 단체의 차이는 구성원 모두가 이민 1세이기는 하지만 모국에서의 농악에 대한 경험이 다른 것과 사물놀이라는 음악 장르에 대한 인식과 수용이 다른 것에 근거한다. 농악을 연행하는 것이 단체의 친목에 중점을 두는 반면 사물놀이의 연행은 음악적 성취에 목표를 둔다. 나아가 이러한 변화는 농악이라는 문화적 매개체를 통해 나타나는 한국인으로서의 정체성이 더이상 외부에 알리려고 노력해야 하는 것이 아닌, 스스로의 즐거움을 통해 자연스럽게 표출되는 것으로 변화되었음을 시사한다.

초등학생들의 놀이, 웃음활동, 디지털 게임의 선호도 실태 고찰 (A Study on Preferences about Play, Laughing Activity, Digital Game in Elementary School Students)

  • 배진순
    • 한국게임학회 논문지
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    • 제16권6호
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    • pp.7-18
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    • 2016
  • 본 연구는 놀이와 웃음활동을 인성교육과 접목하여 프로그램을 구안하고자 초등학교 5, 6학년 학생들을 대상으로 놀이(규칙놀이 영역, 전통놀이 영역, 보드게임 영역), 웃음활동, 디지털 게임의 실태와 선호도를 설문조사하였다. 학생들의 선호도는 보드게임 영역에서 가장 높았고, 그 다음으로 디지털 게임, 규칙놀이 영역, 전통놀이 영역, 웃음활동 순으로 나타났다. 규칙놀이 영역에서는 그룹놀이를 가장 선호했고, 전통놀이 영역에서는 윷놀이를 가장 선호하였다. 보드게임 영역에서는 7세 이상 대상 2연령의 보드게임을 가장 선호하였고, 디지털 게임은 모바일 게임을 가장 선호하였다. 따라서 초등학생들에게 양질의 놀이 교육 프로그램을 개발할 때에는 학생들의 놀이 실태를 잘 파악하고 성별에 따라 선호도가 다름을 이해하는 등 놀이의 특성을 고려하는 것이 매우 중요하다고 사료된다.