• Title/Summary/Keyword: 교육적 스토리

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Research on the Animation Storyboard Production Based on Storytelling (스토리텔링을 기반으로 한 애니메이션 스토리보드 제작에 관한 연구)

  • Kim Ji-Soo
    • The Journal of the Korea Contents Association
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    • v.6 no.3
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    • pp.154-162
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    • 2006
  • The weight of the story in the field of animation that is developed in digital and network is increasing gradually. It occurs not only in animation but several related fields. It shows the potential and needs of animation education based on the story. In this research several literary studies were conducted to identify essential factors of the story-telling in the animation story board production. To visualize the contents in details for the first time, we tried to find the intention of the producer of the animation story board and the work's depth by researching the role and production process in animation story board which applies all of the productions. The important visual factors in producing the animation will be the subjects of the research in near future, and the studies as the important communication art will be carried out by developing the visual and creativeness of the expressions.

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The Effects of Tourism Storytelling using Local Cultural Assets on Behavior Intention: focusing on Namwon (지역문화자산을 활용한 관광스토리텔링이 행동의도에 미치는 영향: 남원을 중심으로)

  • Park, Ju-Yeon;Kwon, Hyeg-In
    • The Journal of the Korea Contents Association
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    • v.21 no.8
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    • pp.89-107
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    • 2021
  • This study began with the problem of establishing the identity of the region through tourism storytelling and the need for economic and cultural recovery. Thus, we analyze the attributes of tourist-aware tourism storytelling, authenticity through experience in tourist attractions, and structural and causal relationships between behaviors. Studies have shown that the attributes of tourism storytelling's sensibility, educationality, ease of understanding, interest and theme have a significant impact on tourists' authenticity experiences. And it was confirmed that the authenticity experience of tourists has a positive impact on tourists' intentions of visiting and oral intentions. This study is of high academic significance in that it applied the attributes of storytelling, which had been studied in the existing linguistics and humanities, to Namwon, a representative cultural tourist destination in Korea. In addition, in order for Namwon to grow into a global cultural tourist destination, it is necessary to develop tourism storytelling using unique storytelling attributes and local resources, and furthermore, it is meaningful to suggest that various contents and services should be developed.

A Research on the Real State of Story-telling Mathematics Class of Middle School (스토리텔링을 적용한 중학교 수학 수업에 대한 교사의 인식 및 활용 실태)

  • Yu, EunHwa;Yun, Jong-Gug
    • Communications of Mathematical Education
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    • v.29 no.3
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    • pp.441-463
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    • 2015
  • The big issue of mathematics education in 2009 revised curriculum is to introduce story-telling in math textbook and to aim toward the math that students can learn easily and interestingly. Therefore, this study examine the perception of middle school teachers in working with story-telling, analyze actual utilization of story-telling in class and provide the basic materials for effective practical application. After making questionnaires to check the real conditions of the story-telling and asking math teachers in charge of the first and second graders, this research came to the conclusion as follows. First, the teachers who took part in this research showed positive perception in story-telling textbook the practical use of a variety of materials and the improvement of thinking faculty and creativity. Second, math teachers made use of a variety of storytelling data and especially reflection media in class, but this was limited in introductory part. Mathematic concept was delivered mainly through the activities of exchanging questions and answers between the teachers and students. Third, students showed positive reaction about story-telling class on the whole. For example, they understood the concept easily and they could apply it in real life. However, story-telling failed to bring the attention and interest of math itself. Therefore, teachers' ability is needed in the way that math knowledge and concept should be formed and expressed interestingly.

Developing the mathematics model textbook based on storytelling with real-life context - Focusing on the coordinate geometry contents - (실생활 연계형 스토리텔링 수학 교과서 개발 -도형의 방정식 단원을 중심으로-)

  • Kim, Yujung;Kim, Ji Sun;Park, Sang Eui;Park, Kyoo-Hong;Lee, Jaesung
    • Communications of Mathematical Education
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    • v.27 no.3
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    • pp.179-203
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    • 2013
  • The purpose of this study was to discuss the example that developed geometry model textbook based on storytelling using real-life context. To achieve this purpose, we first elaborated the meaning of the textbook based on storytelling with real-life context, and then we discussed the outline of the story and the summary of each lesson. This study defined the storytelling textbook with real-life context as the textbook consisting of activities that explored and organized mathematical concepts by using real-life situations as materials of stories. The geometry textbook we developed employed two real-life materials, a map and a set square: we used a map for the coordinate geometry and a set square for the equation of a line. To attract students' interest, we introduced confrontation between a teacher and two students and a villain. We implemented experimentation with the textbook based on storytelling in order to verify its validity. The participants were 25 students that were enrolled in a high school in Seoul. Among them, 17 participants were surveyed. Students' answers from the survey questionnaire suggested that the geometry textbook we developed based on storytelling helped them learn mathematics and that the instruments such as a map and a set square helped them understand mathematical concepts. However, their opinion implied that the story of the textbook needed to be improved so that the story reflected more realistic contexts that were familiar with students.

A Study on the Mixed Reality (MR) Based Storytelling Convergence Coding Education (혼합현실(MR)기반 스토리텔링형 융합 코딩교육에 관한 연구)

  • Lee, Byong-Kwon;Jung, Doo-Yong
    • Journal of Internet of Things and Convergence
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    • v.5 no.2
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    • pp.27-32
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    • 2019
  • Recently, the introduction of the elementary and middle school software education essential courses in 2018, the emergence of educational solutions, and the need for digital content for software education rather than simple coding. In addition, in the case of current coding education, it is necessary to study how to induce interest in elementary, middle and high school students. In this study, we included the interactive (UX / UI) function using MR(Mixed Reality) and induced interest in coding education, and it was possible to cultivate logical thinking by applying storytelling coding rather than injection education. Suggested way. As a result of research, elementary, middle, and high school students easily proposed logical thinking education beyond the existing injection education method using mixed reality(MR) technology, and will break away from the injection coding education which is a problem of the school and school.

Elementary Teachers' Perception on the Storytelling Based Mathematics Textbooks (스토리텔링 기반 수학교과서에 대한 초등 교사 인식 조사)

  • Kim, Sung Jun;Lee, Dong Hwan
    • Journal of Elementary Mathematics Education in Korea
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    • v.19 no.2
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    • pp.143-158
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    • 2015
  • This research was conducted with focus groups interviews targeted at elementary teacher to analyze perceptions on storytelling based mathematics textbooks. As a result, elementary school teacher recognizes the introduction of storytelling as a major change in the revised textbooks. In addition, a change in the appearance of the revised textbook, the role of the Materials package, a change of assessment items, and increased exploration activity and the experience turned out to be having a significant impact on actual classroom as much as the introduction of storytelling.

동화와 놀이를 결합한 스토리텔링의 하천개발 적용방안

  • Park, Ki-Bum;Park, So-Yoon;Lee, Hyo-Jin
    • Proceedings of the Korea Water Resources Association Conference
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    • 2012.05a
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    • pp.761-764
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    • 2012
  • 하천공간을 개발하는 것에 있어 공간계획의 구분은 자연보전 공간, 학습공간, 운동공간, 친수공간, 위락공간 등 다양한 공간을 창출할 수 있다. 이러한 공간을 개발하는 것에 있어 공간을 이용하는 사용자가 누구인가가 중요하다. 또한 하천과 같이 공공의 서비스 공간에서 투자한 사업비에 비교하여 보다 많은 사용자의 이용과 서비스의 제공이 이루어진다면 효율적이고 성공적인 사업이라 할 수 있다. 도심지 하천 혹은 관광지 주변의 하천의 경우 최근의 여가의 트랜드를 비추어 볼 때 가족중심의 여가문화와 유 아동을 동반한 부모, 성인의 문화가 발달하고 있다. 이러한 추세에 비추어 가족중심의 하천변 개발에 있어 유 아동들이 즐길만한 공간의 제공이 필요하다. 현재의 하천공간은 체육시설 그리고 잔디광장 중심의 공간개발이었다. 그러나 최근 스토리텔링의 하천개발에 접목에 따라서 다양한 하천공간이 개발되고 있다. 역사, 문화, 전통, 동화 등 다양한 소재의 개발과 하천의 접목으로 다양한 연령층과 즐길 거리를 제공할 것으로 기대된다. 본 연구에서는 일부 하천공간을 동화와 놀이를 접목시켜 유 아동들의 놀이와 나아가 교육을 체험할 수 있는 하천공간을 개발하는 것에 있다. 유 아동들이라면 누구나 아는 동화를 스토리텔링화 하여 하천공간을 뛰어다니면서 동화의 체험과 놀이 그리고 교육을 접목시킬 수 있는 방안을 제시하였다.

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Development and implementation of STEAM Program based on Scratch Programming (스크래치 프로그래밍 중심의 STEAM 교육 프로그램 개발 및 적용)

  • Kim, Tae-Hun;Kim, JongHoon
    • The Journal of Korean Association of Computer Education
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    • v.17 no.6
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    • pp.49-57
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    • 2014
  • As growing more and more interested in programming education, we need to concerned how to teach programming in school. We are presented the STEAM program based on scratch programming as a way of programming education for elementary students. We were developed STEAM program that do digital storytelling using scratch about selected science topic in order to raise interests about science and educate programming. In order to verify the effectiveness of the educational program, we analyzed the results of pre- and post-test about GALT, TTCT of experimental group and comparison group is comprised of 6th grade elementary students. In the analysis results, the education program we developed affected positive impacts on creativity, logical thinking of elementary school students.

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An Analysis of 2009 Revised Elementary First Grade Mathematics Textbooks Based on STEAM-related Subject Contents (2009 개정 초등수학 1학년 교과서상의 STEAM 관련교과 내용 분석)

  • Kim, Hae Gyu
    • Education of Primary School Mathematics
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    • v.17 no.3
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    • pp.277-297
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    • 2014
  • In this study, we analyzed what STEAM-related subject contents, except mathematical knowledge, are contained in 2009 revised elementary first grade mathematics textbooks. STEAM-related subject contents in the textbooks were examined by unit and by strand of the content in the elementary school mathematics curriculum. According to the results, the number and the type of STEAM-related subject contents are different depending on the unit and the strand of the mathematics content. Generally speaking, in each unit and in each strand of mathematics, storytelling liberal arts-related contents are seen the most, followed by non-storytelling liberal arts-related contents and physical education contents in order, while the number of musical contents was very small. So we need to develop different STEAM materials in order to activate STEAM education in our elementary math classrooms.

Expected problems for storytelling mathematics education and some suggestions (스토리텔링 수학수업의 예상되는 문제점과 해결방법의 모색)

  • Kim, Yon Mi
    • The Mathematical Education
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    • v.52 no.4
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    • pp.497-516
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    • 2013
  • Inspite of many strengthens of storytelling mathematics education, some problems are expected: when math is taught in concrete contexts, students may have trouble to extract concepts, to transfer to noble and abstract contexts, and they may experience inert knowledge problem. Low achieving students are particularly prone to these issues. To solve these problems some suggestions are made by the author. These are analogous encoding and progressive formalism. Using analogous encoding method students can construct concepts and schema more easily and transfer knowledge which shares structural similarity. Progressive formalism is an effective way of introducing concepts progressively moving from concrete contexts to abstract context.