• 제목/요약/키워드: a play within a play

검색결과 848건 처리시간 0.026초

유아의 가작화 놀이에서 정신세계의 표현에 대한 연구 (Talk about Mental States in Preschoolers′Pretend Play)

  • 신유림
    • 대한가정학회지
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    • 제40권6호
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    • pp.213-221
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    • 2002
  • This study investigated talk about mental states in pretend play, to whom mental states were attributed, and function of mental-state terms. Also, frequency of mental-state terms of pretend versus non-pretend turns was examined. Thirty 4 year old preschoolers, each paired with a self-chosen peer, were observed and videotaped during a 20-minute play session. The observations presented the following conclusions: Knowing and pretending were the most frequently expressed. Children attributed a large proportion of mental state to themselves. The mental-state terms were used to refer his or another's thoughts and beliefs, to direct interaction, and to attract the other child's attention. Mental-state talk occurred within pretend more often than within non-pretend turns.

과학 놀이 활동이 아동들의 과학적 태도와 탐구능력에 미치는 효과 (An Effectiveness of Science-Play Activity on the Scientific Attitudes and the Scientific Inquiry Skills of Elementary School Students)

  • 김용권;이충형;이석희
    • 한국초등과학교육학회지:초등과학교육
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    • 제23권1호
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    • pp.17-26
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    • 2004
  • The purpose of this study is to verify the effect of science-play activity that isn't easily completed in a course of study, put in practice an development activity class on the scientific inquiry skills and the scientific attitude of elementary school students. For this purpose, the general activity was applied for the comparative group (40 students), the science-play activity was applied for the experimental group (34 students); they are composed of 5th and 6th graders elementary school students of 74, a class of an hour during a week. The results were analyzed by means of comparing between groups as well as within groups. The results of this research is as follows: Firstly, the science-play activity as an development activity was effective in the improvement of the scientific attitudes of elementary school students. Secondly, the science-play activity as an development activity was effective in the improvement of the scientific inquiry skills of elementary school students.

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지체장애 아동의 놀이 환경 기본 계획에 관한 연구 (A Study on Basic Planning of Play Environment for Physically Disabled Children)

  • 김영은;강병근;성기창;이건하
    • 의료ㆍ복지 건축 : 한국의료복지건축학회 논문집
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    • 제9권2호
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    • pp.51-58
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    • 2003
  • The elements of a medium for gathering the able bodied and the disable bodied children are examined within the scope of this study. Starting from the importance of play for the children, the characteristics and the properties of middle childhood are chosen as domain. This study showed that though most of the playground sites were accessible to Physically disabled Children, and were safety. For Physically disabled Children, the opportunities to play in a play area depend largely on the accessibility of the facilities, this study also explored the play experience of children with disability. The play spaces and the playgrounds including the equipment are examined. The results of study suggest there be creatived planning items in terms of accessibility and domain, which, in detail, are summarized in following six points; Accessibility, Barrier-free, convenience, movement, safety, domain. A guideline on the design of an accessible & safety playground for Physically disabled Children should be made.

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유아교사의 놀이중심 교육과정 실행을 위한 교사학습공동체 참여의 의미 탐색 (Exploring the Meaning of Participation in a Teacher Learning Community for the Implementation of a Play-Centered Curriculum)

  • 이원미;권연희
    • 한국보육지원학회지
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    • 제18권2호
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    • pp.1-18
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    • 2022
  • Objective: A teacher learning community was developed in order to implement a play-centered curriculum at a child care center, and teachers' experiences during the process were explored. Methods: The teacher learning community was carried out for a total of 23 sessions. One researcher and six teachers participated in this study. Data including the transcripts of recordings of the teacher learning community, transcripts of individual teachers' interview recordings, teachers' reflective journals, and social media posts were collected. Data were analyzed according to the qualitative data analysis procedure. Results: The teachers recognized their experiences of the teacher learning community as follows: (1) encouraging and empowering each other to find a way together, (2) self-reflection, communication and sharing with experiences, (3) becoming a teacher who practices change. Conclusion/Implications: The results of this study show the importance and effectiveness of managing the teacher learning community in a way that teachers interact with each other in a collaborative manner within the community based on initiative and spontaneity, and to provide help to each other in the process of understanding and practicing the play-centered curriculum. The teacher learning community supports the professionalism of teachers for the practice of a play-centered curriculum.

초등학교 놀이시설의 위험성에 관한 연구 -전주시를 중심으로- (A Study on the Danger of Play Apparatus in Elementary School- Case study of CHONJU City-)

  • 신상섭;장정백
    • 한국조경학회지
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    • 제24권1호
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    • pp.1-14
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    • 1996
  • The purpose of this study was an analysis of the elementary school child's attitude and dangerous factors of play apparatuses n elementary schools. The results were summarized as follows; 1. 53.0% of the reply child thought that play apparatuses were dangerous, and 41.0% of the total reply had experienced accidents by apparatuses, the child under 10 had experienced the accidents manytimes. 2. The types of injuries most frequently occurred are falls from play apparatuses, and part of the body most frequently injured parts of the body are arms and legs. 3. The danger of fall in play apparatuses that is over 3M amounted 19.6%, it asked safety of bottom materials. 4. Destructed play apparatuses reached up to 20.0%, and rusted or decomposed apparatuses reached to 28.4%. 5. The distance of each apparatus were very close ; it was within 0.3~1.5M, which was 24.9%, it was very dangerous factor. 6. The most frequent hazards of educational play apparatuses are ; - inappropriate size of apparatuses(height, gap, thick etc.)- inappropriate shape and finished state(bad welding and cutting, projection part etc.)- unsuitable use of bottom material in playground and safety color.- insufficient use zone.-inappropriate maintenance and inspection(endurance passage, erosin of iron-ware and wooden ware, projection of foundation concrete)

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RPP(Role-Play Presentation)를 통한 교사의 AI 교사와의 지각된 상호작용성 분석 (An analysis of in-service teachers' perceived interactivity with AI teachers through RPP(Role-Play Presentation))

  • 고호경;허난;노지화
    • 한국수학교육학회지시리즈A:수학교육
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    • 제60권3호
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    • pp.321-340
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    • 2021
  • 본 연구에서는 롤플레이 게임(Role-play Game) 개념을 차용한 역할연기발표(Role-play Presentation) 기법을 적용하여 미래 교육에서 인간 교사-인공지능 교사 간의 상호작용성에 대한 교사의 인식과 기대감을 시각화함으로써 교사들의 협업과정에서 성과 있는 토론활동을 수행할 수 있도록 하였다. 분석 결과 교사는 수업 상황에서 인간 교사가 수업의 주도권과 학생과의 상호작용 활성화를 전제로 수업의 질적 향상과 개별학습을 지원할 수 있는 보조 도구로써의 인공지능 교사의 상호작용 요인들을 제안하고 있었다.

웹기반 다차원 민군겸용 인터액티브 디지털 콘텐츠의 효과적인 구현 방안 (An Effective Implementation Method for Dual Use of Web-based Multidimensional Interactive Digital Contents)

  • 강석훈;김대청
    • 안보군사학연구
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    • 통권3호
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    • pp.197-242
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    • 2005
  • Active catalog is a kind of digital content that enables consumers to test the functions and features of products from their PCs as if they were using it in real life, by simulating the actions and responses of the product. This new type of interactive digital content can be used extensively to make sales personnel training manuals, sales tools, user manuals and user trouble shooting documents. With active catalogs, companies will be able to compare different designs, show actions according to different functions, and evaluate user reaction to new products without having to produce a single physical prototype or mock-up. At the same time, consumers will be able to understand and 'operate' the product and make well-informed purchase decisions. In this paper, we present a visual event-driven modeling tool, PlayMo, for creating active catalogs, analyze the advantages of using PlayMo, describe the event-driven method used by PlayMo and also introduce two enhanced characteristics of the Event Flow Chart with which the events in PlayMo are structured. Interactive digital content by using the PlayMo3D makes easy, simple and effective design for e-learning, e-catalogue, e-marketing/sales, e-prototyping, customer support, etc. Through its application-ready 3D function visualization solution, engineers and designers can rapidly turn a CAD design model into a 3D interactive virtual product, and the effective function prototyping job can be also completed within a minute.

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문화콘텐츠학 정립을 위한 놀이 개념에 대한 탐색적 연구 (An Exploratory Study on the Concept of Play for Establishing Cultural Contents Studies)

  • 김기정
    • 한국콘텐츠학회논문지
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    • 제19권9호
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    • pp.646-657
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    • 2019
  • 문화콘텐츠가 1990년대 후반 우리 사회에서 새롭게 부상하여 성장한 지 벌써 20년이 되어가고 있다. 그러나 문화콘텐츠 개념 규정 및 독립적인 학문으로 정립하기 위한 노력은 상대적으로 빈약하다. 다양한 이유가 있겠지만 가장 중요한 것으로 '문화콘텐츠'라는 말이 가진 폭넓은 의미의 자장을 포괄하면서도 핵심을 통어하는 주요 개념을 제시하지 못한 것을 들 수 있다. 따라서 본 연구는 문화콘텐츠는 21세기의 놀이학이 되어야 한다는 전제 아래, 놀이에서 문화콘텐츠학을 정초하기 위해 필요한 개념적 자원을 확보할 수 있는 가능성을 검토하였다. 이를 위해 우리가 현재 사용하는 문화콘텐츠의 의미와 관련이 깊다고 판단되는 세 가지 개념적 범주 즉, 모방, 미학, 권력을 중심으로 각각에서 놀이가 어떠한 의미를 획득하고 활용되는지를 살펴보았다. 결과적으로 놀이는 감성, 예술, 지각, 인식, 교육, 우연, 힘, 헤게모니, 계급, 종교, 의례, 육체 등과 같은 다양한 개념들과 연관되어 다채롭게 사용되는 것을 확인하였다. 놀이 개념의 이러한 다양한 활용법은 문화콘텐츠 연구자들에게 일정 부분 놀이의 관점에서 문화콘텐츠를 연구할 수 있는 계기를 제공할 수 있을 것이라 생각한다.

유아교육기관 실외놀이 시설 설비 실태와 안전평가에 관한 연구 (A Study on Actual Conditions of Outdoor Facilities Safety in Kindergarten Playground)

  • 이희선;최미란
    • 대한가정학회지
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    • 제45권10호
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    • pp.97-111
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    • 2007
  • This study examined the actual conditions of outdoor facilities and evaluated safety evaluations levels in playgrounds based on types of kindergartens. The samples for the survey were 100 kindergartens in Seongnam city Gyeonggi-Do province. Most outdoor facilities consisted of playgrounds with sand area and complex playing equipments, while wood-working area, sensory playing area, and mud playing area were less equipped than other facilities. In the case of outdoor playing facilities there were meaningful environmental differences within kindergartens. The public has less diversity in play areas and equipments and providing safety guidelines in playgrounds than privates. The score for the safety evaluations in the outdoor play environment was higher than average. As the range outdoor playing facilities increased, safety was dually considered, while kindergartens with a higher ratio of child-teacher numbers exhibited less consideration to playground safety.

Situating social games in the everyday: an Australian perspective

  • Willson, Michele
    • Journal of Contemporary Eastern Asia
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    • 제14권1호
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    • pp.57-69
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    • 2015
  • This paper explores some of the ways in which social games - games played with others through social network sites such as Facebook - are situated within the everyday. It argues that social games are more than just games; they perform a range of interactive and integrative functions across and within people's lives and therefore need to be investigated as such. Social games en-able spaces for and practices of creative expression, and identity management. They also form a mechanism through which relations can be enacted and maintained across and outside of the game environment. This argument requires the researcher to consider the panoply of ways in which people integrate social games within their lives and everyday practices. Part of a larger project, this paper explores some findings from an exploratory survey of Australian game play-ers about their management and integration of game play within the everyday with a particular focus on gender.