• Title/Summary/Keyword: 내러티브적 사고

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Narrative Characteristics in High School Students' Geological Field Trip Reports: the Relationship Between the Narrative Mode of Thought and the Academic Achievement (지질 답사 보고서에 나타난 고등학생들의 내러티브 특성: 내러티브적 사고와 학업 성취도의 관계)

  • Chung, Sue-Im;Shin, Dong-Hee
    • Journal of The Korean Association For Science Education
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    • v.35 no.4
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    • pp.735-750
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    • 2015
  • The purpose of this study is to draw an educational implication by analyzing the context of narrative texts, students' narrative thinking, and their academic achievement. We investigated text types in students' geological field trip reports, the reason why students favors narrative texts, the relationship between narrative texts and their scientific knowledge recall, and the relationship between narrative thought and academic achievement. All students used expository texts, 82% of them expressed argumentative texts, and 36% of them used narrative texts. It is likely that students use more narrative texts because students were in the context of outdoor activity and so, their emotional feelings were more activated than when they are doing lab activities. The academic characteristics of earth science seemed to contribute more narrative texts in students' reports. The post-test revealed that students with narrative texts recalled better than the others. On the other hand, there were no statistically meaningful differences in academic achievement between the two groups. However, we have noted that female students whose reports contain narrative texts achieved significantly higher scores than female students whose reports are without narrative texts. From in-depth interviews, we found that students who properly used both paradigmatic and narrative mode of thought were in a more advantageous position than those who used narrative thought only. It was also found that some narratively thinking students tended to feel uncomfortable with the way of learning or evaluating questions about science. In the future, a complementary approach of narrative and paradigmatic mode of thoughts would be encouraged by understanding students' tendency of thinking.

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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Narrative Thought and ITS Implication on the Science Education (내러티브 사고의 과학교육적 함의)

  • Kim, Man-Hee;Kim, Beom-Ki
    • Journal of The Korean Association For Science Education
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    • v.22 no.4
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    • pp.851-861
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    • 2002
  • In this paper, two modes of thought are assumed, which are known as the paradigmatic and the narrative mode of thought by Bruner(1985; 1986). The former leads to well-formed argument, but the latter to good story; each providing distinctive ways of ordering experience, of constructing reality. Though the two are complementary, but not reducible to one another. However modern schooling has focused on the paradigmatic mode. It has come to its peak in science education. Recently some educators began to gaze at the narrative mode in other humanities, but not science. Narrative is commonly considered to be foreign to science. But many scientists are convinced that modern science depends on speculation much more than observation. The speculation is conducted by intrapersonal or interpersonal narrative, which was called "science-making" by Bruner(1996). The purpose of this paper is to introduce the narrative mode of thought compared to paradigmatic mode as the new concepts and to discuss its implications on the science education. Three implications will be suggested. The first holds that science class should improve student's narrative sensibility throughout the live science-making. The second holds that the narrative mode of thought should be used with the support of the paradigmatic mode in science classroom. Exactly narrative interpretations are adjuncts to scientific explanations. The third holds that the evaluation method should be developed for the narrative work in science education.

Narrative Inquiry on Effects of Portfolio Application on Pre-service Science Teachers' Reflective Thinking (포트폴리오 활용이 예비 과학교사의 반성적 사고에 미치는 영향에 관한 내러티브 탐구)

  • Kang, Kyunghee
    • Journal of The Korean Association For Science Education
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    • v.36 no.2
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    • pp.221-229
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    • 2016
  • This study aimed to investigate the effects of portfolio application on pre-service science teachers' reflective thinking. For the purpose, we used narrative inquiry on pre-service science teachers' portfolios. We also analyzed the dimensions and levels of pre-service science teachers' reflective thinking. Analysis results showed that the pre-service science teachers' reflective thinking was mostly centered on focus at the beginning of semester. In addition, they exhibited routine and technical levels of reflective thinking. Analysis of pre-service science teachers' reflective thinking showed it as gradually extending to the dimension of inquiry and dimension of change by the end of semester. Here, the level of reflective thinking was higher at the dialogic level and transformative level. Pre-service science teachers showed that they had difficulties in making portfolios. However, they answered positively about application of portfolios. The results of this study suggest that there is a need to actively introduce portfolio assessment in teacher education courses in order to increase the reflective thinking of pre-service science teachers.

Considerations on Digital Autobiography of the Elderly in the Digital Age (디지털 자서전 연구를 위한 고려사항 - 디지털 기기에 익숙한 노년을 대상으로)

  • Joo, Seoni;Kim, Hanil
    • Smart Media Journal
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    • v.8 no.3
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    • pp.80-87
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    • 2019
  • Older generations may want a life review, a dynamic process of recall, evaluation, and aggregation, to fulfill their developmental task of "ego-integrity." Writing an autobiography is a tool for a life review based on narrative as "mode of consciousness." This study intends to find out what should be considered so that digital autobiography can fulfill its original role as a tool to achieve ego-integrity for the New Silver Generation. For this purpose, we will first examine theories about the process of ego-integrity through a life review. Then we will analyze different aspects of writing an autobiography including three characteristics of being narrative and the compositional qualities of autobiographical writing. Next, we will review the characteristics of digital narratives autobiography, and highlight some ideas to consider in the study of digital autobiographies for the New Silver Generation.

Design and Application of Geography Value Instruction of Using A Narrative (내러티브를 활용한 지리 가치 수업의 설계 및 적용)

  • Shin, Jingeol
    • Journal of the Korean association of regional geographers
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    • v.20 no.4
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    • pp.484-503
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    • 2014
  • This study is to point out importance of narrative as a way of learning values and interests for learners. Thus, geography value instruction models with narrative was developed and applied to teaching model. The results are as follows: First, narrative is useful to value education. Because narrative includes the contextual information, leaners are able to make a moral decision in respect of socio-cultural approach and to reach more truthful and practical decision with empathic understanding. Second, comparing with an expository text, the narrative text is more interesting, understandable, and preferred. Third, Web of meaning, one of scaffolding skills, is helpful to expand the scope of learner's thinking and group activity. Fourth, learner's awareness toward the topic changes. However, it is required to develop a practical method for elaborate assessment tool and for learners' active participation.

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A study on India's CMC(Computer Masti Curriculum) based on Bruner's educational theories (브루너의 이론에 근거한 인도의 정보교육과정 고찰)

  • Kim, JaMee;Lee, WonGyu
    • The Journal of Korean Association of Computer Education
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    • v.17 no.6
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    • pp.59-69
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    • 2014
  • Following the announcement made in 2007of the information education curriculum for high schools, India followed through with a similar announcement in June 2013 for an elementary school curriculum to be linked with that of the high schools. As a characteristic feature of India's educational curriculum, the structure is "helical" in nature, while interaction between teachers and students is emphasized as a key method for education. During the past few years India has revised its educational curriculum based on Bruner's 'Structure of Knowledge,' which has changed the paradigm of the nation's educational curriculum. This study analyzed India's educational curriculum that aims at a helical structure and, at the same time, emphasizes 'narrative' thinking in schools. The goal of this study is to discover possible suggestions or implications for Korea's information education curriculum by analyzing India's education that concurrently seeks to employ 'Structure of Knowledge' and 'Narrative' theories in a single educational curriculum.

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Analysis of Mosaic Image of Animation (애니메이션 <플랫 라이프>의 모자이크 이미지 분석)

  • Lee, Ji-Hyun
    • Cartoon and Animation Studies
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    • s.49
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    • pp.465-491
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    • 2017
  • This paper analyzes the short animation film which faithfully follows the external dimension of cartoons, and studies the hidden subject and the way of narrative in the back of the figure. In this process, we analyze the theme of using the analysis method of mosaic image. The narrative of cartoons is usually the majority in discussing the differences in the aspectual part. However, this animation uses cartoons to reach the linear narrative of ordinary narrative movies. As Janet Murray explains, if a 'mosaic image' approaches a theme through a mosaic approach, we can limit the 'mosaic film' that are introduced in the film format among them. First of all, conceptually uses the characteristics of 'mosaic image', at the same time, it utilizes a work utilizing the narrative features of 'mosaic film'. By analyzing this animation film by bifurcation, the first half reveals the characteristics of open-minded mosaic video platform, and the second half introduces the linear narrative method of film narrative. This paper divides the narrative method of 'multi plot Film' into three types: mosaic narrative film, network narrative film, and multi-draft film. Thus, we can analyze the ending of as a narrative method of 'network narrative film' which is composed of parallel or juxtaposed stories. In other words, if the early part of the animation follows the 'mosaic narrative' as an 'extension of ensemble film', the latter part faithfully follows 'network narrative'. Even in the way of talking about the subject, this animated film uses the way of speaking the mosaic image. Considering the aspectual tendency of cartoons, it can be said that this film derives the meaning of 'humor' or 'satire' in an open way. If the first half refers to 'the ambiguous routine of modern man', the latter half draws a profound theme called 'the reality of human selfishness in modern society'. is a film for a wide range of social criticism designed for adults who can interpret meaning.

A Narrative Study within the Experiences of University Students Who were Placed Under Academic Probation (학사경고를 받은 대학생에 대한 내러티브 연구적 접근)

  • Yih, Bongsook
    • Journal of Digital Convergence
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    • v.16 no.11
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    • pp.353-361
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    • 2018
  • The purpose of this study was to explore the lived experiences of university students who were placed under academic probation. A qualitative research design was used to understand the experiences of students. The data were collected using individual in-depth interviews with 4 students who had experiences of low academic achievements at least once during 5 semesters. Low self esteem was the main issue in this study and inner struggles were identified within 4 themes: Outstanding students controlled by helpers; A costume play as a outstanding student; Realize that I am a under academic achiever; Realize who I am and what I have to do. This study identified that low academic achievement brings to low self esteem seriously, however, human being has strong resilience in the traumatic circumstances. Thus, it is absolutely necessary devoting efforts to develop suitable student supporting programs in the way of inner and outer network systems.

A Study on Gameplay Narrative of Contemporary Animated Films (당대 애니메이션 영화의 게임플레이성 서사에 관한 연구)

  • Qin, Jianbo
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.83-91
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    • 2019
  • Gameplay exists not only in game activities, but also in other art forms. An animated film with strong gameplay whose gameplay narrative follows the presupposition principle, achieved through unimaginable sound effects, exaggerated visual styling, hypothetical time and space concepts, fictional storylines and character performances. The strength or the presence or absence of gameplay in animated films is reflected in the grasp and use of these gameplay elements in the process of animated film narratives. The gameplay narrative of animated films fully utilizes the characteristics of gameplay thinking. In the process of scriptwriting and narrative, it combines entertainment, action, adventure, competition and other elements to fully reflect the characteristics of "gameplay". Gameplay narratives often use the strategies of reverse setting, repetition and interaction, and rules and challenges setting, which not only enhances the fun of animated film narratives, but also attracts the attention of the audience, which then can enhance the audience's viewing experience.