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      초등학교 게임 영역의 학습 내용 모형에 관한 연구 = A Study on the Model for the Contents of Game Areas in Elementary School Physical Education

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      https://www.riss.kr/link?id=A2098585

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      다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

      Children can find various games in their everyday life and they develop self-control discipline by adapting themselves to the rules of the games. Their social adaptabilities increase because mixed feelings such as joy, sorrow, pleasure, satisfaction, etc. they experience through game activities help them control their emotions. Because games consist of cooperative and competitive elements, learners' expectation for victory and their desire for achievement elevate. In this sense, games may be called sports of high value.
      Notwithstanding such educational effects, educators in Korea have thought little of game area in the curriculum of the insufficient supply of new, planned information about the contents of games. Unique characteristics of games like pure joy and pleasure children can feel while they are playing games are distorted, children are forced to believe that winning the game is the one and one purpose of their participation in games.
      The purpose of this study is threefold: (ⅰ) to inquire into the intrinsic qualities of the game area; (ⅱ) to find out an efficient teaching method; and (ⅲ) to provide a necessary and basic guideline for the teaching-learning procedures by abstracting and analyzing programs.
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      Children can find various games in their everyday life and they develop self-control discipline by adapting themselves to the rules of the games. Their social adaptabilities increase because mixed feelings such as joy, sorrow, pleasure, satisfaction, ...

      Children can find various games in their everyday life and they develop self-control discipline by adapting themselves to the rules of the games. Their social adaptabilities increase because mixed feelings such as joy, sorrow, pleasure, satisfaction, etc. they experience through game activities help them control their emotions. Because games consist of cooperative and competitive elements, learners' expectation for victory and their desire for achievement elevate. In this sense, games may be called sports of high value.
      Notwithstanding such educational effects, educators in Korea have thought little of game area in the curriculum of the insufficient supply of new, planned information about the contents of games. Unique characteristics of games like pure joy and pleasure children can feel while they are playing games are distorted, children are forced to believe that winning the game is the one and one purpose of their participation in games.
      The purpose of this study is threefold: (ⅰ) to inquire into the intrinsic qualities of the game area; (ⅱ) to find out an efficient teaching method; and (ⅲ) to provide a necessary and basic guideline for the teaching-learning procedures by abstracting and analyzing programs.

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      목차 (Table of Contents)

      • Ⅰ. 서론
      • 1. 연구의 필요성과 목적
      • 2. 연구의 방법
      • Ⅱ. 이론적 배경
      • 1. 게임의 개념
      • Ⅰ. 서론
      • 1. 연구의 필요성과 목적
      • 2. 연구의 방법
      • Ⅱ. 이론적 배경
      • 1. 게임의 개념
      • 2. 게임의 지도내용
      • 3. 게임의 지도 방법
      • Ⅲ. 게임 영역의 학습 내용 모형
      • 1. 3학년 학습 내용
      • 2. 4학년 학습 내용
      • 3. 5학년 학습 내용
      • 4. 6학년 학습 내용
      • Ⅳ. 요약 및 결론
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