• Title/Summary/Keyword: 교육적 스토리

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A Design and Implementation of Distance Education System for Teacher's Multimedia Literacy (교사들의 멀티미디어 리터러시를 위한 원격교육 시스템 설계 및 구현)

  • Heo, Myung;Hong, Myung-Hui
    • 한국정보교육학회:학술대회논문집
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    • 2004.01a
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    • pp.35-44
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    • 2004
  • 교사가 수업의 질을 높이고 학습자에게 양질의 학습 컨텐츠를 제공하기 위해서는 멀티미디어 리터러시가 꼭 필요하며 이의 향상을 위해서 시공간적 제약을 받지 않는 원격교육이 적합하다고 할 수 있다. 본 연구는 교사들에게 필요한 멀티미디어 리터러시 향상을 위하여 원격교육 시스템을 설계하고 구현하는 방안을 모색한다. 알맞은 교육내용을 선정하고 스토리보드를 작성한 후 멀티미디어 데이터를 제작하고 HTML문서로 저작, 서비스하는 일련의 과정을 구체적이고 체계적으로 설계와 구현 방안으로 나누어 정리하였다. 원격교육에서 소홀하기 쉬운 상호작용성을 증가시키기 위한 다양한 방법을 모색하였으며, 원격교육에 관심 있는 교사라면 누구나 쉽게 적용할 수 있고 개발할 수 있도록 시스템을 설계하고 구현하였다.

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A Study on the Expression Class through Story-telling about Interracial Married Women's Homeland Cultures (결혼이주여성의 자기문화 스토리텔링 활용 표현교육 사례 연구)

  • Kim, Youngsoon;Heo, Sook;Nguyen, Tuan Anh
    • Cross-Cultural Studies
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    • v.25
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    • pp.695-721
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    • 2011
  • The purpose of this study is to provide the case study of expression education using story-telling about their cultures from which they came to the women who get interracial married and study korean cultures with the pride of their homeland. This research is also for the diverse members of korean society to deeply understand interracial married women, get higher understanding cultural diversities. And it is expected that these women could learn and study more korean cultures, too. In this study, process-based instruction method is used in the first step and second step such as brainstorming, questioning, discussing, investigating, teacher's asking in order to create some ideas about their home countries. Suggesting an example answer by teacher and free-writing are also involved. As the core of the process-based writing activity, the second step is focused on revising and correcting. Through reviewing their own writing task, feedback from teacher, interviewing from the difficulty of writing after this activity to cultural and linguistic backgrounds, they could appreciate their errors or mistakes in writing are natural and this affects their learning abilities positively. In third step which is focused on speaking activities, teacher provides feedback to learners after checking their common errors or habits in speaking. Meanwhile, by evaluating the role of the appraiser, It is helpful for the learners to have self-esteem of their own. When interviewing after fourth step's activities, the teacher compliments each learner's improvement while pointing out some errors. Afterward, We can see they show more positiveness to learn and understand korean cultures and set their identities. And they indicate interests and concerns each other's cultures by story-telling. It means they identify the popularity and interaction which the story-telling contains. Also, they confirm the participation in story-telling by expressing their willingness to revise their stories. After the activities in fifth step, there have been relatively positive changes in establishing identity and cultivating a sense of pride of learner's homeland cultures. Furthermore, we could find the strong will to be a story-teller about their homeland cultures. On this research, the effectiveness of expression education case study using story-telling about local cultures of interracial married women's homeland has been examined centrally focused on popularity, interaction, and participation. Afterward, interracial married women could not only cultivate the understanding about korean cultures but also establish their identity, improve their korean language skills through this education case study. Finally, the studies of the education programs to train interracial married women as story-tellers for their homeland local cultures are expected.

Analysis of Elementary Mathematics Teaching Material Using Storytelling Based on the Perspective of Constructivism (구성주의 관점에서 스토리텔링을 활용한 초등 수학 수업 자료 분석)

  • Lee, Sumin;Kim, Jinho
    • Education of Primary School Mathematics
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    • v.17 no.3
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    • pp.205-230
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    • 2014
  • New teaching and learning theory on various aspects about class is needed to implement education which reflects constructivism, ideally. For an ideal learner-centered mathematics class, tangible and intangible elements related to education(view of knowledge, view of leaner, teacher's role, evaluation, the form of class, learning, teaching material, etc.) should be integrated from a constructive perspective and especially, teaching material has to be premised on that learners have intellectual abilities to construct knowledge themselves, and reflect integrity of knowledge, diversity and others, and contain open attributes. In addition to this, teaching material should have characteristics different from those when objective epistemology applies, so there is a need to analyze whether teaching material has those characteristics. For this, this study compared and analyzed <1. Three-Digit Numbers> which belongs to the domain of numbers and operations out of the units of mathematics(3) textbook of the 2009 revised curriculum for the first and second grade that first introduced story-telling, and <3. Understanding of Place Values> for the second grade of constructive math class used in the U.S.

Improvements and Enhancements to the Direction of Current Elementary Mathematics Textbooks (현행 초등 수학 교과서에 대한 개선점과 개선 방향)

  • Ahn, Byoung Gon
    • Journal of Elementary Mathematics Education in Korea
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    • v.19 no.3
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    • pp.289-304
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    • 2015
  • In this study, connections between the NURI curriculum for 5 years old children and the contents of teacher's manual books according to it and the contents of elementary 1st grade mathematics curriculum and textbooks was analyzed to find the implications that can help to link the two curricula in the development of kindergarten and elementary school mathematics curriculum. The five following implications could be obtained from the analysis. First, it is necessary to connect the contents of the NURI curriculum for 5 years old children which were completed in that curriculum like 'spatial relation'in geometric figure domain and 'data collection'in probability and statistics domain to the contents of the 1st grade curriculum. Second, in the case of the contents not connected between the NURI curriculum for 5 years old children and the contents of elementary 1st grade mathematics curriculum but connected between the NURI curriculum for 5 years old children and the contents of elementary 2nd ~6th grade mathematics curriculum, it is necessary to re-adjust the hierarchy based on one of the curricula. Third, it is necessary to check whether $\ll$K-teacher's manual book$\gg$ obey the NURI curriculum for 5 years old children or not. Fourth, it is necessary to review the related elements of the NURI curriculum for 5 years old children and elementary 2nd ~6th grade mathematics curriculum in [activity] in $\ll$K-teacher's manual book$\gg$. Fifth, it is necessary to handle the mathematics contents explicitly and systematically in [activity] in $\ll$K-teacher's manual book$\gg$.

Prototype of Educational Game for Development of Creativity (창의력 계발을 위한 학습게임의 프로토타입 제시)

  • Ahn, Seong-Hye;Song, Su-Mi
    • The Journal of the Korea Contents Association
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    • v.8 no.7
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    • pp.112-119
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    • 2008
  • Today, changing to knowledge information society, creativity education is thought important in each educational institution according as the importance of creativity is emphasized more. But it focused on development of intelligence that put special stress on scholastic subject. Therefore, this paper wished to present direction of development of educational game that can develop creativity and synthetic ability to solve problem through learner's voluntary interest and participation. As a result, the researcher drew element of fun and component of storytelling of educational game that was based on design of leaning for development of creativity, a previous research, that was based on the concept of creativity and theory of multiple intelligence, and presented a development example with storyboard, interface design and element of graphic for the production of prototype of educational game, after design game structure.

The Effects of Storytelling Family Classes Using Picture Books on the Resilience and Parent-Child Relationship of Adolescents: Focusing on the Core Concepts of 'Relationship' and 'Safety' in Middle School Technology·Home Economics (그림책을 활용한 스토리텔링 가족 수업이 청소년의 회복탄력성과 부모자녀관계에 미치는 효과: 중학교 기술·가정 '관계'와 '안전'의 핵심개념을 중심으로)

  • Joo, Hyunjung;Choi, Saeeun
    • Journal of Korean Home Economics Education Association
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    • v.32 no.1
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    • pp.167-184
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    • 2020
  • The purpose of this study was to examine the effects of storytelling lessons using picture books on the resilience of adolescents and the parent-child relationships in the family unit of home economics subject in middle school. For this purpose, I selected picture books of five themes on family type, family relationship, family conflict, sexual violence, domestic violence, and family loss, and developed a teaching-learning process plan for 'Family class with picture book' using storytelling elements and techniques. The teaching-learning plan was applied to 194 middle school students in technology·home economics classes, and the learning effet was evaluated by comparing pre- and post-tests. As a result, the resilience level perceived by adolescents increased significantly after class, but no significant effect was found on self-expansion, which is a sub-factor of sociality. In the parent-child relationship of adolescents, the effect of instruction was shown in all areas, and the affectional bonds felt in the relationship with mother than with father showed higher increase. In the family unit of home economics, storytelling lesson through picture book seems to have a positive influence on the adolescents in their relationship with the family by bringing up the potential power in them to stand against the adversities they may face.

Designing the Archival Contents Sample for Education Based on Curriculum-standards Analysis (교육과정 분석에 따른 교육용 기록정보콘텐츠의 예시 설계)

  • Lee, Eun Yeong
    • Journal of Korean Society of Archives and Records Management
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    • v.11 no.2
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    • pp.165-188
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    • 2011
  • This paper suggests the methods of curriculum-standards analysis and collection analysis. This paper also designs the sample of archival contents for education based on this methods. This paper intends to verify the methods and to suggest a model of archival contents for education available in connection with the curriculum-standards by designing the archival contents for education on national unification in high school classrooms.

Qualitative Observation of Visitor Experience in Digital VR Aquarium (디지털 가상현실 수족관 <아이큐아리움>의 방문자 체험특성 질적 관찰)

  • Lee, Jung-Hun
    • The Journal of the Korea Contents Association
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    • v.13 no.10
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    • pp.200-213
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    • 2013
  • As an exploratory research, this paper studied the characteristics of visitor experience in the world first digital aquarium 'IQuarium' by the qualitative observation method. Between June and August of 2013, the first and second qualitative observations were made to gather the data of the behavioral and linguistic responses of visitors. The results of this study were as follows: First, visitors experienced the transformation of their identity and escapism by participating the activities. Second, they experienced the entertaining competition spirit against other visitors for fun. Third, they acted as story-makers by actively participating into the missions. Fourth, they had educational experiences by obtaining information about sea life and experienced the aesthetical atmosphere of 'IQuarium'. Although this study has limitations of the subjective perspective based on qualitative observation method, it will provide proper insight into advanced research in similar fields in the future.

The Effects of Childrens' Perception of the Kodu Software Curriculum Model based on SCC Activity Strategy (SCC 활동 전략기반 Kodu SW교육과정 모델 적용을 통한 어린이 코딩 인지 효과)

  • Sung, Younghoon;Yoo, Seounghan
    • Journal of The Korean Association of Information Education
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    • v.20 no.3
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    • pp.283-292
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    • 2016
  • Based on revised 2015 curriculum, diversified SW education methods for elementary school students are researched, developed and applied. However, as most of SW education is based on English text, its coding process may be difficult for low graders of elementary school who are not familiar with English and Math. Under this situation, Kodu game lab based 'icon card board' by which coding could be learnt with ease through game and icon was developed and story activity, coding activity and collaboration activity (SCC) strategy based 17th session SW curriculum was applied and verified. As a result of research, in terms of satisfaction of students for SW class, students more than 86% recognized such class positively and a significant effect was obtained from students' interest level and learning model for coding.

A Basic Study on the Development of Functional Games for University Lectures - Focusing on clinical reasoning capabilities (대학 강의용 기능성게임 개발 기초연구 - 임상추론역량을 중심으로)

  • Seo, Hee-Kyung
    • Journal of Korea Game Society
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    • v.19 no.3
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    • pp.65-74
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    • 2019
  • This study presented specific alternatives for the use of digital storytelling elements as college education and provided basic data for future Serious games to be more popularized and used as reference materials in various academic circles by considering the criteria for the quality evaluation of game contents, which had been pointed out as limitations of functional games. In particular, the factors to be considered were mainly in developing functional games to learn the clinical reasoning process.