• Title/Summary/Keyword: play strategy

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Children's Play as a National Policy and Strategy : The Case of the UK (아동 놀이의 국가적 정책화 : 영국의 사례)

  • Lee, Jong-Hee
    • Korean Journal of Child Studies
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    • v.31 no.3
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    • pp.161-181
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    • 2010
  • This study reviews policies related to children's play which are being implemented by the UK at a national level from 2008 to 2020. The Department for Children, Schools, and Families, in cooperations with other central government departments and professional organizations, are developing and implementing the strategy. The purpose of the strategy is to improve play opportunities for all children and young people in England by raising the value and status of play in every community. This study examines the strategy by focusing on firstly, the purpose, vision, and steps to be undertaken; secondly, the methods used and the participating organizations; and thirdly, the legal, social, and academic basis upon which the strategy is founded. By way of conclusion, the researcher argues that we need to consider and learn from the case of the UK to come up with desirable polices for children's education and well-being.

Play-based SW Education Teaching-Learning Strategy to Improve Computational Thinking (컴퓨팅 사고 신장을 위한 놀이중심 SW교육 교수학습 전략)

  • Han, SeonKwan
    • Journal of The Korean Association of Information Education
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    • v.21 no.6
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    • pp.657-664
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    • 2017
  • This study investigates the effect of play-based software education instruction strategy for improving computational thinking as a method of software education. The play-based instruction strategy is a teaching-learning strategy in which the presented code is navigated through play, and the functions are revised and newly reconstructed. We designed an education program with the play-based instruction strategy and applied the program to elementary students. In order to verify the effectiveness of the research, we examined the competence of computing thinking concept and computing thinking practice. As a result, the computing thinking concept and computational thinking practice were that the proposed teaching-learning model is higher than the direct teaching method.

Exploration of related variables to teacher strategy and child strategy of teacher-child interaction about play rules in kindergarten (유치원 놀이 규칙에 대한 교사-유아 상호작용에서 교사 전략과 유아 전략에 영향을 미치는 변인 탐색)

  • Wee, Su-Kyeng;Park, Eun-Hye
    • Korean Journal of Human Ecology
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    • v.16 no.6
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    • pp.1169-1183
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    • 2007
  • The purpose of this research is to explore the strategy of teacher and the strategy of child in teacher-child interaction according to related variables. The participants of this research are 2 classroom teachers and their 54 5-year-old kindergarten children(27 boys and 27 girls). To collect the data, child's classroom activities were observed and videotaped using event sampling 90 times(30 times per beginning, middle, and end). Repeated test, two-way ANOVA, Scheffe test used for data analysis. The results of this research were as followed; First, over time there were differences between strategies of teacher and strategies of child during teacher-child interaction. Second, in child variables there were differences in strategies of teacher and strategies of child during teacher-child interaction according to child's gender. Third, in environment variables there were differences between strategies of teacher and strategies of child according to play rules and play areas.

A Study on the Corporate Management Strategy of OTT Service: Focusing on Coupang Play

  • Jae Hyun, Cho;Min Jung, Kang
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.1
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    • pp.150-156
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    • 2023
  • In a recent study, the phenomena of attention being drawn to the media business, particularly over-the-top (OTT) services, was the focus. Particularly, after the Squid Game was broadcast in September 2021, the total number of Netflix users had topped 213.6 million since the company first entered the domestic market. Domestic companies have also introduced OTT services like 'Wave', 'Tving', and 'Watcha Play' to capitalize on this market trend. However, questions persist about how Korea's native OTT providers, both large and small, are being harmed by Netflix's strong financial position and massive content quantity. In order to offer realistic performance metrics, we analyze Coupang Play among domestic OTT service providers after reviewing the business model and management strategy of representative OTT service firms.

Study of Korean-Content Development Strategy -Focusing on Netflix and Watcha Play- (K-콘텐츠 발전 전략 연구 -넷플릭스와 왓챠플레이를 중심으로-)

  • Moon, Da-Young;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.2
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    • pp.399-404
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    • 2019
  • This study proposes a strategy for developing Korean entertainment video service by studying the current status of user's experience of OTT(Over the Top, online video streaming service), mainly Netflix and Watcha Play. Firstly, as case study research, I investigated the features of domestic video streaming services and that of foreign services and K-content service needs. Secondly, I interviewed eight Netflix and Watcha Play users to understand the user experience and the demand for K-content video streaming service. As a result, I was able to derive two points about the strategy. First, isolated channel strategy. Second, content diversification and personalization strategy. This study is meaningful that it presented a strategy for the direction of the Korean entertainment industry. I hope that the follow-up study will help improve the Korean entertainment industry and help develop Korea's entertainment strategy.

Relationships between recall, organizational strategy, and metamemory in young children (아동의 회상수행, 조직화 책략 및 상위기억간의 관계)

  • Cho, Mi Hae
    • Korean Journal of Child Studies
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    • v.10 no.1
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    • pp.11-25
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    • 1989
  • The purpose of the present research was to study developmental trends in and relationships between recall, organizational strategy, and metamemory in young children. The subjects were 84 children, 14 boys and 14 girls at each age level, 4, 6, and 8. Two tasks (memory task & metamemory task) were used to assess children's recall, organizational strategy, and metamemory based on Sodian et al.(1986). All subjects were randomly assigned either to the play-and-remember condition or to the sort-and-remember condition. The two tasks were administered to children individually with the memory task followed by the metamemory task. The data were analysed by the statistical methods of two-way ANOVA, Student-Newman-Keuls post hoc test, Mann-Whitney U test, Kruskal-Wallis test, Pearson's correlation coefficient and Kendall's Tau. Children's recall (free, conceptually-cued, and perceptually-cued) level increased with age. There were significant experimental condition differences in free recall and conceptually-cued recall, but not in perceptually-cued recall. Children's organizational strategy showed differential developmental trends by experimental condition. Use of conceptual strategy at both encoding and retrieval increased with age in both experimental conditions. Use of perceptual strategy (PS) at encoding showed an inverted-U age effect in the play-and-remember condition, but PS decreased linearly with age in the sort-and-remember condition. There were significant age differences in metamemory, and there were significant correlations between recall and organizational strategy.

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A Sustainable Strategy and Action Plan of Social Enterprise in Korea

  • Kim, Gye-Soo
    • International Journal of Quality Innovation
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    • v.9 no.2
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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.

Optimum Strategies in Discrete Red & Black

  • Chul H. Ahn;Sok, Yong-U
    • Communications for Statistical Applications and Methods
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    • v.8 no.1
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    • pp.147-151
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    • 2001
  • In discrete red and black, you can stake any amount s in your possession, but the value of s takes positive integer value. Suppose your goal is N and your current fortune is f, with 0$\frac{1}{2}$ where the house has the advantage over the player, and with the value of p greater than $\frac{1}{2}$ where the player has the advantage over the house. The optimum strategy at any f when p<$\frac{1}{2}$ is to play boldly, which is to bet as much as you can. The optimum strategy when p>$\frac{1}{2}$ is to bet 1 all the time.

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Macroscopic Recognition and Decision Making for the GO Game Moves

  • Nishino, Junji;Shirai, Haruhiko;Odka, Tomohiro;Ogura, Hisakazu
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 1998.06a
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    • pp.674-679
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    • 1998
  • In this paepr, we proposed a new way to make a pre-pruned searching tree for GO game moves from macroscopic strategy described in linguistic expression. The strategy was a consequence of macroscopic recognition of GO game situations. The definitions of fuzzy macroscopic strategy, fuzzy tactics and tactical sequences using fuzzy set are shown and its family, so called "multi level fuzzy set". Some examples are also shown.

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Factors affecting the VOD advertising in IPTV: Focus on Program and Ad location factors (IPTV VOD 광고효과에 영향을 미치는 요인: 프로그램과 게재위치 요인을 중심으로)

  • Yu, Seung-Yeob
    • Journal of Digital Convergence
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    • v.14 no.2
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    • pp.123-130
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    • 2016
  • This study was done to find out what is a factors affecting VOD advertising in IPTV. To this end, the location form of the Pre-play and program insert ad in IPTV was prepared to compare the test stimuli. And the experiment was conducted. The results were as follows. First, attention to ad and commitment of program had a significant impact on VOD advertising attitude. On the other hand, the program viewing satisfaction had no significant effect. Second, the attention to ads had a significant effect on the purchase intention on advertised products in VOD. Third, attitudes to ad and purchase intention between the Pre-Play and program insert ads positions, did not have a significant difference. Accordingly, it concludes that current Pre-play advertising strategy is effective. It is also expected to help establish a strategy that is able to effectively show VOD ads in IPTV to consumers in the future.