• Title/Summary/Keyword: play-within-play

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The Exploratory Study of Children's Use of Smart Devices in Information Society (정보사회에서 어린이들의 스마트기기 이용생활에 대한 탐색적 연구 -초등학교 고학년을 중심으로-)

  • Han, Byoungrae;Gu, Jungmo
    • Journal of The Korean Association of Information Education
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    • v.18 no.3
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    • pp.423-432
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    • 2014
  • With wide spread of smart devices, the use of children's smart devices were increased. We have performed an exploratory study about children's use of smart devices in the viewpoint of lives of children. The children was encouraged on the school centered learning by their parents. In this study, we wanted to explore the state of life of children's using of smart devices in the view of the children's life at the age of information society. The results show that there was a difference in children's using of smart devices between big and small city. This research shows that the students have the lack of the experiences of learning of desired usages and learning with devices. In the play with the non-electronic media, outside play was more than indoor play. Half of the answers at the amount of time to play the game and to watch the TV were "within an 1 hour". We know that the proportion of children's indoor play portion is more than outdoor play of it.

Situating social games in the everyday: an Australian perspective

  • Willson, Michele
    • Journal of Contemporary Eastern Asia
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    • v.14 no.1
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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.

Examining Children's Peer - relationship Strategies of Free Play in a Child-care Center (어린이집의 자유놀이에서 놀이 틀 유지와 변화를 위한 유아의 또래관계 전략들)

  • Jeon, Ga Il;Yi, Soon Hyung
    • Korean Journal of Childcare and Education
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    • v.9 no.5
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    • pp.407-436
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    • 2013
  • This study, based on understanding the play features of the participants, explores early children's peer-relation strategies of maintaining and altering play frame and understanding the meaning of the strategies. Free play of 5-year-old children's was observed. The child-care center was visited 1 or 2 days a week, from March to October, 2012. The data collected were based from field notes, interviews with participants, their workbooks and more. The participants used strategies such as 'refusing', 'incapacitating', 'interpreting in a way to sympathize', and 'changing the rules of play' to maintain the play, whilst 'tell-on', 'being on the same side', 'accepting 3rd party' features were used to alter play frame. Participants using these various play-frame strategies experienced life implications of 'dialectic of exclusion and selection' and 'quiver of boundary'. This study, specifying efforts of the children to maintain and alter the play frame, will provide an understanding of perception of "social exclusion" to children, which has been viewed negatively in the past. It will also benefit on-site teachers in helping them understand peer-relationship within children and provide a more in-depth intervention for peer-relationship issues.

Care-giver's Needs and Evaluation on the Actual Condition of the Playgrounds in Child Care Facilities (보육시설의 실외놀이 환경실태 및 환경특성에 대한 교사의 평가와 요구)

  • Choi, Mock-Wha;Byun, Hea-Ryun
    • Journal of the Korean housing association
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    • v.19 no.6
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    • pp.105-114
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    • 2008
  • The purpose of this study is to classify playground types according to the physical characteristics of playgrounds in child care facilities, to analyze the needs of care-givers and to evaluate the adequacy of playgrounds according to playground types. The specific areas discussed in this study were the evaluation of the adequacy in the physical characteristics of playgrounds for children's outdoor play activities by the care-givers, who assist in the outdoor play activities of children and manage safety in the playground, and a report on playground requirements of them. Data was collected from field survey carried out to investigate the physical characteristics of playgrounds of 21 child care facilities. This survey incorporated a structured-questionnaire for the purpose of evaluating the adequacy of the physical characteristics of playgrounds (location and size of the playground, play equipments, the composition of play areas, ground covers, and location of sidewalk in the playground) by the 181 care-givers from the facilities and investigating the needs of them. The major results showed the following. 1) In field survey, it was observed that while the location and the size of the playgrounds varied widely, ground cover, play equipments, and the composition of play area turned out to be identical, regardless of the location and the size of the playgrounds. 2) The playgrounds were classified into five types according to the number of children and the size of the playground. The five types include A-type as a large-scale facility/smallsize playground, B-type as a small-scale facility/large-size playground, C-type as a small-scale facility/small-size playground, D-type as a middle-scale facility/large-size playground, and E-type as a large-scale facility/large-size playground. 3) The adequacy of the physical characteristics of playground in the D-type was evaluated to be higher than that of the other types. The adequacy of the C-type playground was evaluated to be lower than that of the other types in terms of size and the composition of play areas within the playground. 4) The care-givers of the D-type and the E-type playground expressed a desire to install various play equipments, while the care-givers of the C-type playground did not wish to install play equipment. 5) Various outdoor play areas were needed in the D-type playground.

A Study on the Playback Theatre, the Improvisational Theatre based on Storytelling (Storytelling을 기반으로 한 즉흥연극, 플레이백 씨어터(Playback Theatre) 연구)

  • Jung, Sung Hee
    • The Journal of the Korea Contents Association
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    • v.17 no.4
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    • pp.532-540
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    • 2017
  • This study analyzes and compares the meaning and the value of storytelling with characteristics of the Playback Theatre, which is an improvisational play. On one side, the Playback Theatre, invented by Jonathan Fox in 1975, is an improvisational and communication-based theatre format; and it usually brings in the storytelling of audiences and often entails no play script. On the other side, storytelling requires imagination and creativity; presupposes the sympathy between the speaker and the listener. In fact, this theatre format is utilizing the educational and healing effects of verbal cultures, group sacrificial ceremonies, and/or psychodrama; and it is contextualizing them in our modern society. The Playback Theatre provides the audiences with opportunities to share their own stories within the play itself. The actors first listen to the stories of audiences; and then make them into a play impromptu, right in front of the speaker(s) and other audiences. For this very reason, it is called a "play-back". In this process, the individuals and the community are invited to experience the educational and healing effects.

Comparative Study of U-Healthcare Applications between Google Play Store and Apple iTunes App Store in Korea

  • Nam, Sang-Zo
    • International Journal of Contents
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    • v.10 no.3
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    • pp.1-8
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    • 2014
  • In this paper, we collect and analyze the status of mobile phone applications (hereafter apps) in the healthcare and fitness category of the Apple iTunes App Store and Google Play Store. We determine the number of apps and analyze statistical aspects such as classifications, age rating, fees, and user evaluation of the popular items. As of September 30, 2013, there were 236 popular apps available from iTunes. Google Play offered 720 apps. We discover that apps for healthcare and fitness are diverse. Apps for physical exercise have the greatest popularity. The proportions of apps that are suitable for all ages among the Google and iTunes popular apps are 55.8% and 89.4%, respectively. The user evaluation of apps in iTunes is relatively less positive. We determine that the proportion of paid apps to free apps in Google is higher than that of the apps in iTunes. We perform hypothesis tests and find statistically significant differences in age rating and perceived satisfaction between the apps of the Apple iTunes App Store and Google Play Store. However, we find no meaningful differences in the classification and price of the apps between the two app stores. We perform hypothesis tests to verify the differences in age rating and perceived satisfaction between the paid and free apps within and across the Google Play Store and iTunes App Store. There are statistically significant differences in the age rating between the paid and free apps in the Google play store, between the Google free and iTunes free apps, between the Google paid and iTunes paid apps, between the Google free and iTunes paid apps, and between the Google paid and iTunes free apps. There are statistically significant differences in the perceived satisfaction between the Google free and iTunes free apps, between the Google paid and iTunes paid apps, between the Google free and iTunes paid apps, and between the Google paid and iTunes free apps.

Multi-cultural Children's Language Abilities and Play-Interactions with Their Mothers (다문화가정 유아의 언어능력과 유아-어머니간 놀이상호작용 - 동남아시아 결혼이민자가정을 중심으로 -)

  • Song, Yo-Hyun;Hyun, On-Kang
    • Korean Journal of Child Studies
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    • v.31 no.2
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    • pp.35-52
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    • 2010
  • The purpose of this study is to examine the factors that are associated with a child's development within a multi-cultural family, taking into account the factors that influence the child's language ability and their play interactions with their mothers. First, there was no significant difference in the children's language ability based on the child's gender, or based on the language in which the mother communicated with her children. However there were significant differences depending on the children's age, the mother's native country, and the period of time the mother had lived in Korea. Second, there was no significant difference in the child-mother play interaction based on the children's age, gender, the mother's native country, the period of time the mother has lived in Korea, or the language in which the mother communicated with her children. However, the boys showed a more hostile attitude toward their mothers, in comparison to the girls. In conclusion, it can be said that there is an urgent need for comprehensive social support services and policies for the overall development of multi-cultural children, especially through programs for children and mothers.

Game Bot Detection Approach Based on Behavior Analysis and Consideration of Various Play Styles

  • Chung, Yeounoh;Park, Chang-Yong;Kim, Noo-Ri;Cho, Hana;Yoon, Taebok;Lee, Hunjoo;Lee, Jee-Hyong
    • ETRI Journal
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    • v.35 no.6
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    • pp.1058-1067
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    • 2013
  • An approach for game bot detection in massively multiplayer online role-playing games (MMORPGs) based on the analysis of game playing behavior is proposed. Since MMORPGs are large-scale games, users can play in various ways. This variety in playing behavior makes it hard to detect game bots based on play behaviors. To cope with this problem, the proposed approach observes game playing behaviors of users and groups them by their behavioral similarities. Then, it develops a local bot detection model for each player group. Since the locally optimized models can more accurately detect game bots within each player group, the combination of those models brings about overall improvement. Behavioral features are selected and developed to accurately detect game bots with the low resolution data, considering common aspects of MMORPG playing. Through the experiment with the real data from a game currently in service, it is shown that the proposed local model approach yields more accurate results.

Skemp's Activities and It's Effects on Area of Operations in Elementary Mathematics (초등학교 연산능력 신장을 위한 Skemp 활동과 효과)

  • Kim Pan-Soo;Kang Yeong-Hi
    • Journal of Elementary Mathematics Education in Korea
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    • v.5 no.1
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    • pp.55-75
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    • 2001
  • The purpose of this paper is to find out the full extent of abilities of elementary students on area of operations and the effects on student's affective domain toward mathematics, after providing 3rd grade students with Skemp's play activities instead of providing activities suggested in the textbook of 7th curriculum. For this study, we will first analyse new elementary mathematics curriculum of 3rd grade and then explore mathematical factors for play activities related to operational sections. The play activities are revised from that of Skemp's for our classroom circumstances, but the ideas included from Skemp's such as thinking aloud were not changed. The experimental group while consists of 39 students were taught Skemp's play activities instead of usual textbook activities for 30 hours for the second term. In all other area, both the experimental group and the comparative group were taught the same contents. Statistical data is as follows 1) In addition and subtraction, the experimental group had 5.6% higher score than the comparative's, but the difference of mean of the both groups is not significant within 5% level. 2) In multiplication and division, the experimental group had 7.8% higher score than the comparative's and also the difference of mean of the beth within 5% level is significant. 3) When measured the effects in affective domain, the interests, attitude, and values for mathematics had about 10% higher score after the experiment than before the experiment. So we conclude that Skemp's activities are more effective than the activities suggested in the textbook on the area of operations, especially in multiplication and division.

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Polarization in the Gaming Industry: The dystopian model

  • Hwang, Jin Ha;Yoon, Young Doo
    • The Magazine of Kiice
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    • v.17 no.1
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    • pp.57-63
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    • 2016
  • What will the gaming industry look like in the future? Where is it heading? Most producers, developers, and gamers have been pondering such questions since the very beginning of video games. This paper asserts that the current trend in video games to emphasize rationalization will, in time, bring about an extreme polarization within the game industry. Each year the barriers to entry are becoming lower and the size of the game market is growing, which will bring about an emphasis on who has the power to be recognized in the industry. This paper argues that such trends will, in turn, lead to a power play in which the winner will always be the player with the most monetary power. In time, this prolonged power play is expected to bring about what this discussion refers to as a dystopian model within the game industry.