• 제목/요약/키워드: education and play

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그림책과 연계한 유아 로봇놀이 경험과 의미 (The Experience and Meaning of Robot Play in Young Children linked to Picture Books)

  • 안지수;남기원
    • 문화기술의 융합
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    • 제9권5호
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    • pp.311-317
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    • 2023
  • 본 연구는 유아·놀이 중심의 2019 개정 누리과정을 기반으로 만 5세 유아들이 그림책을 감상하는 과정에서 상상한 놀이적 아이디어를 T로봇(Turtle Robot)으로 실현하는 놀이창안의 경험과 그 의미를 살펴보는데 목적이 있다. 수집된 놀이사례는 각 그림책을 중심으로 놀이흐름도로 정리하여 놀이양상을 분석하였으며. 놀이 의미 읽기과정을 통한 놀이 범주화로 그 의미를 발견하였다. 따라서 본 연구는 그림책 속의 다양한 놀이적 상상이 유아용 로봇으로부터 실현되는 놀이경험인 <그림책 연계 유아 로봇놀이>를 지원함으로써 유아주도의 창의적인 놀이창안의 경험을 심층적으로 살펴보는 데 의의가 있으며, 나아가 유아 주체의 놀이중심 SW교육 방향모색에 근거를 제공하는데 가치가 있다.

영유아보육시설의 생태교육 활성화를 위한 외부공간계획에 관한 연구 (A Study on the Outdoor Space Planning of Child Care Facility for Ecological Education)

  • 이지수;남해경
    • 한국농촌건축학회논문집
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    • 제22권3호
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    • pp.9-16
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    • 2020
  • The trend emphasizes children-oriented, play-oriented ecological education programs for children's ecological education. And most of these nature -friendly and eco-friendly education takes place outdoors. Therefore, outdoor space planning is important in childcare facilities. This case study aims to analyze the actual conditions of outdoor spaces in daycare centers and to provide standard data for outdoor space planning. In order to provide basic data on the improvement direction and planning standards of outdoor spaces, this present study conducted the composition, utilization status and related problems of outdoor spaces for nature -friendly ecological education in childcare facilities. Accordingly, outdoor space planning for ecological education should consider outdoor space characteristics such as free and easy accessibility between indoor and outdoor spaces, openness of space, flexibility, dynamic/static space, and nature affinity. Therefore, for an ecological education environment, children should be able to freely approach nature and play in the natural environment without any restrictions and artificial controls. Also, in urban areas, natural environment such as parks and open spaces should be considered as outdoor play spaces for children.

유아들의 쌓기놀이에 관한 질적 연구 (A Qualitative Research on Block Play for Children)

  • 이경순;최석란
    • 아동학회지
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    • 제25권5호
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    • pp.95-110
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    • 2004
  • This research employs the grounded theory approach among various qualitative methodologies in order to reach a deep understanding of both the experiential process that children undergo in block play and the essential meaning of it. The objects of this study are 22 children(female 7, male 15) in a 5-year-old class of K kindergarten at Guro district, Seoul. The result of this research shows that first, children take pleasure in block play because of the delight and sense of accomplishment in building, the joy in demolishing, and the happiness of embracing the world through dramatic play with building structures. Second, the characteristics of children's block play are popular subject of the play, decision of the subject, impromptu transformation and elaboration of building structures, and flow of the play according to friend/non-friend relationship. Third, the implicit rules shared by children have more significant influences upon the block play than the agreed rules at the beginning of semester.

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유아들의 거친 신체 놀이 양상과 이에 영향을 주는 요인 (An Investigation into the Aspects and Factors At Work in Children's Rough and Tumble Play)

  • 고여훈;엄정애
    • 아동학회지
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    • 제31권4호
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    • pp.75-90
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    • 2010
  • This study sought to investigate the aspects and other factors at work in rough and tumble play by children, through a qualitative research approach. The participants consisted of 25 5-year-old children and their teachers at A kindergarten, located in Seoul. The results of the research are as follow:(1) there are various aspects in the initiation of, development of, as well as the way children's rough and tumble play ends. (2) The factors that trigger children's rough and tumble play include : limitation and creation of toys, teacher absence, particular times throughout the day, gender awareness, peer relationships, the reactions of teachers, and social and cultural factors at work in class.

인공지능 도구 활용 초등 저학년 놀이 중심 한글교육 프로그램 개발 (Development of Play-Centered Korean Language Education Program for Low-End Elementary School Students Using Artificial Intelligence Tools)

  • 송정범
    • 실천공학교육논문지
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    • 제12권2호
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    • pp.301-308
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    • 2020
  • 근래 다문화가족의 급증 및 코로나-19로 인한 원격수업 등 비대면교육의 지속으로 초등 저학년의 교육격차가 발생하고 있다는 우려가 있다. 특히, 초등 저학년에서는 우리 말을 읽고, 쓰고, 듣고, 말하는 능력이 정착이 되어야 한다는 점에서 중요성이 부각되고 있다. 따라서 이 연구에서는 최근 관심도가 높은 인공지능 도구를 활용함으로써 이해도를 높이고, 놀이를 통하여 흥미롭게 한글교육을 할 수 있는 콘텐츠를 개발하였다. 앞으로 인공지능 도구들이 초등 저학년 교과교육에서 활용할 수 있는 다양한 시도가 필요하다.

만4세 유아의 놀이에 나타난 관계적 공격성에 관한 질적연구 (A Qualitative Research of Relational Aggression of 4-year-olds' Play)

  • 정은희
    • 수산해양교육연구
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    • 제29권1호
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    • pp.242-256
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    • 2017
  • The purpose of this study was to describe and understand the characteristics of morphological, contextual as relational aggression among 4-year old children during free play periods. The ethnographic methods included participants observation of children's play interaction behaviors, field notes, video taping and analysis of transcribed date. The results are as exclusion occurred by group power taking the relational attribute, including direct language, while the other would not be revealed easily other than being in line with real relation. Also as follows; proactive relational aggression was more frequently observed in girls, and their major strategies employed against someone they disliked were ignoring them, distorting play-rules, and so on. Major strategies of reactive relational aggression in girls were largely manipulative in nature, for example, 'threatrning their friend' and 'withdrawal of friendship'.

Implementation of Pseudo Golf Club and Virtual Golf Simulation System

  • Min, Meekyung;Kim, Kapsu
    • International Journal of Internet, Broadcasting and Communication
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    • 제10권3호
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    • pp.121-127
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    • 2018
  • In this study, we propose a pseudo golf club which can sense user's swing motion and virtual golf simulation system using the pseudo golf club. The proposed system is a virtual golf simulation system of a complex play type in which a player can enjoy various types of golf play according to the user's taste by providing a play mode for hitting an actual golf ball and a play mode for swinging the pseudo golf club. This virtual golf play system calculates and displays the trajectory of a golf ball by a simulator just like playing a real golf, and suggests suitable swing motion, so it helps users to learn golf easily.

전통놀이에 나타난 어머니-영아간 신체적 상호작용 (Mother-Toddler Physical Interaction in Traditional Play)

  • 이행숙;한유진
    • 아동학회지
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    • 제29권3호
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    • pp.253-272
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    • 2008
  • This study compared mother-toddler physical interaction by play type (traditional play, free play, block play), and child's sex and age. Subjects were 10 boys and 10 girls ranging in age from 25- to 36-months and their mothers. An observer videotaped the children and their mothers at play in their homes. Results showed that (1) mothers' physical interaction was not distinguished by play type or by child's sex or age. (2) Mothers expressed more positive emotion in traditional than in block play. (3) Younger children's play interactions were more nonverbal. (4) Children expressed more positive emotions in traditional play. This study provides groundwork for mother-toddler traditional play programs with potential for improving positive expression of emotion and attachment.

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3, 4, 5세 아동의 구성놀이 발달에 관한 연구 : 놀이의 질에 대한 분석 (The Development of Young Children's Constructive Play: An Analysis of Block Play)

  • 구현아;이종희
    • 아동학회지
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    • 제19권1호
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    • pp.155-167
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    • 1998
  • The purpose of this study was to analyze the quality of the constructive play of 3, 4 and 5 year-old children. The researchers used unit blocks as the instrument because they are the most representative examples of constructive play materials. The subjects were 73 children enrolled in a half-day early childhood education program. The children's block play was videotaped 8 times, for a total of 330 minutes. The videotapes were transcribed and assessments were made on the children's 233 constructions in terms of the developmental stage of block play, the variety of materials used, play duration, and play intensity. The data were analyzed through two-way ANOVA to check age and sex differences. The results showed that children's developmental stages of block play were low on the average and that girls did not show an active interest in block play. The results also implied that block play developed by play experience rather than by age. Therefore, this study was interpreted to highlight the importance of teachers' understanding, planning, and mediation of block play in order to induce high-quality constructive play.

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Development of Infants Music Education Application Using Augmented Reality

  • Yeon, Seunguk;Seo, Sukyong
    • 한국멀티미디어학회논문지
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    • 제21권1호
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    • pp.69-76
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    • 2018
  • Augmented Reality (AR) technology has rapidly been applied to various application areas including e-learning and e-education. Focusing on the design and development of android tablet application, this study targeted to develop infant music education using AR technology. We used a tablet instead of personal computer because it is more easily accessible and more convenient. Our system allows infant users to play with teaching aids like blocks or puzzles to mimic musical play like game. The user sets the puzzle piece on the playground in front of the tablet and presses the play button. Then, the system extracts a region of interest among the images acquired by internal camera and separates the foreground image from the background image. The block recognition software analyzes, recognizes and shows the result using AR technology. In order to have reasonably working recognition ratio, we did experiments with more than 5,000 frames of actual playing scenarios. We found that the recognition rate can be secured up to 95%, when the threshold values are selected well using various condition parameters.