• Title/Summary/Keyword: 교육적 스토리

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KOREN based Domestic and International Verification Test of Mass Abyss Storage (대용량 Abyss Storage의 KOREN 네트워크 기반 국내 및 해외 실증 테스트)

  • Cha, ByungRae;Cha, YoonSeok;Choi, MyeongSoo;Park, Sun;Kim, JongWon
    • Smart Media Journal
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    • v.6 no.1
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    • pp.9-15
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    • 2017
  • The trends in ICT are concentrated in IoT, Bigdata, and Cloud Computing. These mega-trends do not operate independently, and mass storage technology is essential as large computing technology is needed in the background to support them. In order to evaluate the performance of high-capacity storage based on open source Ceph, we carry out the demonstration test of Abyss Storage with domestic and overseas sites using educational network KOREN. In addition, storage media and network bonding are tested to evaluate the performance of the storage itself. Although there is a substantial difference in aspect of the physical speed among storage medias, there is no significant performance difference in the storage media test performed. As a solution to this problem, we could get performance improvement through network acceleration. In addition, we conducted actual performance test of Abyss Storage internal and external network by connecting domestic and overseas sites using KOREN network.

Making Storytelling of Geomorphological Landscape of Yongyu-dong (용유동 지형경관에 대한 스토리텔링 내용 구성)

  • KEE, Keun-Doh
    • Journal of The Geomorphological Association of Korea
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    • v.20 no.4
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    • pp.133-145
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    • 2013
  • There are many traditional natural heritages, so-called Dongcheon-gugok, in the Sobaek mountainous region ranged from Sangju city to Mungyeong city. Because Yongyu-dong has the beautiful scenery, well conserved, and many related documents, making amusing storytelling is allowed. Therefore, this study is to construct the storytelling by putting together the geomorphological explanation of topographical landscape and travel writing or poetry and prose by ancient people. The main themes of storytelling are the sculpture of the letter, gutters and pot holes on the broad and flat rock, and the arguments of the forming processes of Yong-choo. I expect this storytelling to help understanding and symphasizing the traditional natural heritages.

The Effect on Use Satisfaction and Revisit Intention of Spatial Storytelling Components in Historical Theme Park - Focused on Samgukyusa Theme Park in Gunwi-Gun - (역사테마파크 공간스토리텔링 구성인자가 이용만족도 및 재방문의사에 미치는 영향 - 군위 삼국유사테마파크를 중심으로 -)

  • Kim, Oh-yeon;An, Seung-Hong
    • Journal of the Korean Institute of Landscape Architecture
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    • v.52 no.2
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    • pp.64-78
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    • 2024
  • Storytelling is a communication technique to express and convey the story using various media, where the audience accepts the story, reinterprets the topic and interacts with the storyteller. It was assumed that the user's significance and awareness about the storytelling technique applied to historical theme parks would have an impact on the satisfaction of using the theme park and intention to revisit. In this study, it was purposed to derive the structural factors of spatial storytelling in historical theme parks, and to understand the impact of user's awareness and constituent factors on user responses. Based on previous researches, the structural factors of spatial storytelling in historical theme parks were derived related to theme, experientiality, unusualness, educationalness, unity, expressiveness, interactivity, and interest, and for which the users' awareness was surveyed. The survey was conducted targeting the users of Samguk Yusa Theme Park located in Gunwi-gun, Gyeongsangbuk-do, where the collected data was analyzed using EXCEL2020 and SPSS 21.0 statistical programs, and the results are as follows: First, the spatial storytelling technique applied as a conveying method of the theme of Samguk Yusa Theme Park affects users' satisfaction and intention to revisit, and most respondents responded that the storytelling was significant. Second, it showed that the significance of unusualness and educationalness among the awareness of significance of the spatial storytelling constituent factors of Samguk Yusa Theme Park has a significant impact on user's satisfaction, and the significance of unusualness, interactivity, educationalness, and interest has a significant impact on intention to revisit. Third, it showed that the awareness of interest, theme, and unity has a significant impact on user's satisfaction depending on the user's awareness of spatial storytelling constituent factors of Samguk Yusa Theme Park, and the awareness of interactivity and experientiality has a significant impact on intention to revisit. This study is meaningful in quantitative analysis and interpretation of the influence of storytelling on user's response to historical theme parks by the exploratory analysis of characteristic factors and spatial storytelling constituent factors on historical theme parks and deriving the structural factors of spatial storytelling in historical theme parks.

The Development and Application of Storytelling based Software Education Board Game (스토리텔링기반 소프트웨어교육 보드게임의 개발 및 적용)

  • Park, Jung-Ho
    • Journal of Digital Contents Society
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    • v.18 no.6
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    • pp.1057-1065
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    • 2017
  • Coding education for elementary school student spreads around the world. Game activity that children like is one of coding education methods. Among these, a board game is a tool where 3~4 children can participate together. This study developed a storytelling-based board game to help elementary school students understand Software education. The board game is composed of board, three types of command cards and dice. This study simultaneously surveyed and interviewed 57 fifth- and sixth-grade students at elementary school after playing the board game 4 times so as to analyze the usefulness of the developed software board game. In the results of study, most of elementary school students would be interested and participated in active. Elementary school students actually got to know algorithm easily through board game activity, and learned basic programming concepts such as sequence, condition, loop, variable and operation.

Analysis of use and satisfaction factors through Domestic Character Preference Survey - Focused on Storytelling and Design - (국내 캐릭터 선호도 조사를 통한 이용충족 분석연구 -스토리텔링과 디자인을 중심으로-)

  • Lee, Jong-yoon;Eune, Ju-hyun
    • Cartoon and Animation Studies
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    • s.47
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    • pp.381-412
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    • 2017
  • Character conveys rich storytelling and various design elements. Domestic characters are changing and developing in various forms through SNS and offline sources, which are being developed in the aspect of contents industry. The purpose of this study is to find out and discuss the factors that character users are using Korean characters as storytelling and color factor. In terms of storytelling, they prefer adventure, fantasy, absurd and humorous stories. In terms of color, it seems that they prefer a character with simple and simple color/ warm color and warm / cute color composition. On the other hand, characters with a simple story, which is the main subject of early childhood education, fashion, or toys in the aspect of storytelling, are not preferred. In terms of color, it was shown that 4 or more colors were combined without a main color. These main colorless characters gave complex feelings that are not preferred. In terms of storytelling, it is necessary to develop and develop the contents of OSMU(One-source Multi use) through story development with adventure and fantasy structure. In terms of color, it is necessary to configure the user with a simple and simple color which is preferred by the users. Also, the assembly robot toy character needs to increase the satisfaction of the character through simple color composition. As a result of this study, the factors that satisfy the users in terms of storytelling and color are derived. These results will contribute to the development of theoretical aspects, storytelling aspects, and character design industry aspects. Despite the significance of the above paper, it was inevitable to limit the research on the analysis of the storytelling of specific characters, the research through the color analysis framework, the accurate data analysis on the color analysis, and the simple comparative analysis of one.

A Case Study on the Effect of the Artificial Intelligence Storytelling(AI+ST) Learning Method (인공지능 스토리텔링(AI+ST) 학습 효과에 관한 사례연구)

  • Yeo, Hyeon Deok;Kang, Hye-Kyung
    • Journal of The Korean Association of Information Education
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    • v.24 no.5
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    • pp.495-509
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    • 2020
  • This study is a theoretical research to explore ways to effectively learn AI in the age of intelligent information driven by artificial intelligence (hereinafter referred to as AI). The emphasis is on presenting a teaching method to make AI education accessible not only to students majoring in mathematics, statistics, or computer science, but also to other majors such as humanities and social sciences and the general public. Given the need for 'Explainable AI(XAI: eXplainable AI)' and 'the importance of storytelling for a sensible and intelligent machine(AI)' by Patrick Winston at the MIT AI Institute [33], we can find the significance of research on AI storytelling learning model. To this end, we discuss the possibility through a pilot study targeting general students of an university in Daegu. First, we introduce the AI storytelling(AI+ST) learning method[30], and review the educational goals, the system of contents, the learning methodology and the use of new AI tools in the method. Then, the results of the learners are compared and analyzed, focusing on research questions: 1) Can the AI+ST learning method complement algorithm-driven or developer-centered learning methods? 2) Whether the AI+ST learning method is effective for students and thus help them to develop their AI comprehension, interest and application skills.

An Educational Application of Mathematics Narrative (수학 내러티브의 교육적 활용)

  • Lee, Gi Don;Choi, Younggi
    • Journal of Educational Research in Mathematics
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    • v.24 no.3
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    • pp.443-465
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    • 2014
  • Mathematics subject has been recognized as a subject in which we resolve some problematic situations through the logical and mathematical thinking according to mathematical concepts, principles, and rules. So we has focused on cultivating logical and mathematical thinking abilities when teaching and learning mathematics. However according to Bruner, we can use the narrative mode of thought which supplements the logical and scientific mode of thought when we think about logical and scientific matters, and we could make meanings by doing so. On the other hand, the Ministry of Education has announced recently that it would develope the textbooks of storytelling type of mathematics, and then many people have been interested in using stories in mathematics subject. The purposes of this article are to investigate the effects and the defects of using stories in mathematics subject, to probe the narrative characteristics of mathematics, and to inquire how using mathematics narrative can make students to make meaning about mathematics which compensates the defects of using stories in mathematics subject. And the main purpose is to inquire the implications of using mathematics narrative in teaching and learning mathematics.

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The Effects of Mathematics Lessons Applying Story Making in the Mathematics Achievement and Attitude toward Mathematics (스토리구성을 적용한 수학 수업이 학업성취도 및 수학에 대한 태도에 미치는 영향)

  • Jang, Yu Jin;Choi, Jae Ho
    • Journal of Elementary Mathematics Education in Korea
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    • v.19 no.2
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    • pp.231-250
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    • 2015
  • The objective of this study is to analyze the effects 6th grade mathematics lessons applying story making have on the mathematics achievement and attitude toward mathematics. For this study, using two examination devices for measuring mathematical attitudes and mathematics learning achievement, a pre-test and post-test were conducted. In the pre-test, it was found that the two groups are identical groups. The post-test was used for verifying the research problems and the results of post-test were analyzed using t-test. The findings of this study are below. First, lessons applying story making influenced the mathematics achievement of children. This implies that lessons applying story making are more effective for improving a mathematics achievement than a general teaching and learning method. Also, when carrying out the t-test of pre-test and post-test results of learning achievement in experimental groups, there was a significant change as well. It is therefore supposed that lessons applying story making have positive effect on the mathematics achievement of children. Second, lessons applying story making influenced the mathematical attitudes of children. This implies that the lessons are more effective for improving mathematical attitude than a general teaching and learning method. Also, when carrying out the t-test of pre-test and post-test results of mathematical attitudes in experimental groups, there was a significant change as well. It is therefore supposed that lessons applying story making have positive effect on mathematical attitudes of children. From the results, it was found that mathematics lessons applying story making can be used to change the mathematics achievement and mathematical attitudes of students positively.

Development of Maker Education Programs Based on Storytelling for Traditional Living Culture Education: Focusing on Traditional Patterns and Obangsaek(Korean Traditional Five Colors) (전통 생활 문화 교육을 위한 스토리텔링 기반 메이커 교육 프로그램 개발: 전통 문양과 오방색을 중심으로)

  • Kim, Saetbyeol
    • Journal of Korean Home Economics Education Association
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    • v.32 no.1
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    • pp.51-76
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    • 2020
  • The purpose of this research was to develop the education program on traditional living culture for home economics(HE) based on the 2015 revised national curriculum. The existing school curriculum for traditional living culture tends to overly focus on the theories about traditional culture and suffer from absence of continuity in learning activities. It can be argued that HE is an ideal subject for dealing with traditional living culture as it aims to develop students' ability to recreate the traditional culture, meeting present needs and trends. This study, thus, attempted to present the practical ways of improving the quality of education on traditional living culture by developing HE education program for high school students. To fulfill the purpose, this research, as a teaching topic, selected the traditional patterns and the "Obangsaek"(Korean traditional five colors) which can commonly be dealt with in the subjects of traditional Korean food, Korean costume and Korean style house. In particular, the program was developed following the ADDE process. In the stage of analysis, this article analyzed the HE curriculum and making activities included in HE textbooks based on the 2015 revised national curriculum, as well as the needs of teachers and students regarding traditional living culture education. In the stage of design, this study developed the instructional model, selecting class topics, tools and materials. In the stage of development, the programs on traditional living culture including costume, food and house were developed. In the evaluation phase, this research conducted the validity test and received the feedbacks from 12 HE educators in order to complete the programs. This study finally suggested that future studies in this area examine the effect of the presented programs on enhancing the students' perception of traditional culture and the will of developing and succeeding the traditional living culture.

Signification Education for Communication of Creative Semiotic System on Social and Cultural Value - Focused on Advertising Story - ('사회문화적 가치'에 대한 창조적 기호계(semiosphere)와 의사소통을 위한 의미 표현 교육 - 광고스토리를 중심으로 -)

  • Lim, Ji-Won
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.5
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    • pp.145-153
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    • 2019
  • The present study is a discussion in which the flow of 'social and cultural values' inherent in the creative advertising story is considered against Bart's symbolism and the creative symbol system, and attempted to reproduce the work through the cognitive thinking of the inmates. The interaction of correct social and cultural communication is not just a strategy for persuasion and effectiveness. Starting with these issues, I thought that experiencing the 'symbolic production' and 'cognition interpretation' of the most creative, aesthetic and implicit advertising stories was the realization of concrete cultural values. The reason why I pay attention to advertising as a target tool of the original school is that it gives anyone access to the social and cultural values based on the productivity of meaning, the sharing of meaning and social small-call work by paying attention to the most implicit symbols in a short period of time. I also think that with the trend of the times, it is well worth it as a tool of positive communication for social and cultural member harmony and solving future problems. The reality of social and cultural advertising stories conducted in conjunction with the analysis of meaning at the cognitive thought level is very appropriate to apply in creative classes for college students. The Dong-A Ilbo is a discussion that suggested that the work of realizing the cognitive meaning of advertising stories, a "symbol complex" based on creativity in a complex, multi-media era, will become an age-old communication tool to join university students' strategies for solving future problems