Jang Eun-mi et al.: Play guidance using digital media
The textbook has written a map of play along the main and inner-city courses, highlighting the teacher's capacity to use digital media and to record play and to highlight the various kinds of games that we use digitally. Here is a feature of the play story that we are introducing in this textbook:. First, instead of separating the analog from the digital context, both contexts have an impact on each other and provide examples of infant-born play with initiative. Young infants are naturally seen in the example of driving their play through analogs and digital contexts. Second, in the play given in the case, digital context contributes positively to infant development and fosters the creativity and beauty of young infants. When digital media were used, infants became more active in learning and engaged in play. Third, the use of digital media, such as seeing and touching and feeling and using smartphones' apps in the course of play, occurs at the same time, so that the use in digital media and content does not interfere with real education, sensory education, but rather increases the spread of play. Fourth, we've given examples of what media is being selected and used in infant training and how it contributes to the learning of infants. We've seen examples of the use and choice of digital media to suit the play and curiosity of young infants of each age. Fifth, the play cases where there is a lot of active interaction between infants.
Korean title: 디지털 미디어를 활용한 놀이지도
Korean author: 장은미 외
Korean publisher: 양서원
ISBN-13: 9788999413605












