• Title/Summary/Keyword: 동화감상

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Early Childhood Teachers' Perception for Fairy Tale Appearance Using Background Music (배경음악을 활용한 동화감상에 대한 유아교사의 인식)

  • Park, Seon-Young;Hong, Soon-Ock
    • The Journal of the Korea Contents Association
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    • v.18 no.3
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    • pp.342-353
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    • 2018
  • The purpose of this study was to investigate the awareness of early childhood teachers for the development of early childhood education programs using background music. The subjects of this study were 272 early childhood teachers of kindergartens in Busan and Kyungnam provinces. The data were collected through questionnaires on the awareness of children's appreciation of fairy tales using background music. The collected data were analyzed by frequency and percentage using SPSS 18.0 program. The results of this study are as follows: First, the number of early childhood teachers who had experience of performing fairy tales using background music were less than half of them. Secondly, the purpose of appreciation of fairy tales using background music was to develop rich emotions. In order to understand the systematic knowledge and concept of background music, it was necessary to supply background music in various life styles. Third, development of a fairy tale appreciation program using background music was generally required. Third, development of a fairy tale appreciation program using background music was generally required. Fourth, a fairy tale appreciation program using background music is appropriate for the large group activity time of 10~20 minutes one or two times a week and it was necessary to have a concatenated structure of pre-activities, introduction methods, questioning techniques in development, finishing methods, evaluation methods, and extension activity methods.

The Development and Application Web-Contents of Original Children's Stories Featuring in the Classroom for the Enhancement of Literacy Appreciation and Expression Abilities (문학 감상 능력 및 표현 능력 신장을 위한 교과서 원작동화 웹 콘텐츠 개발 및 적용)

  • Kim, Ji-Yong;Han, Kyu-Jung
    • 한국정보교육학회:학술대회논문집
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    • 2005.08a
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    • pp.127-136
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    • 2005
  • 지식 정보화 사회, 인터넷 매체의 시대로 접어들면서 컴퓨터와 관련 기술의 발달은 학습의 범위를 이라 불리는 가상공간까지 확대하였고, 교육에 있어서도 사이버 학교 시대가 도래하여 국어 교육도 변화를 필요로 하고 있다. 이에 본 연구에서는 학생들의 흥미를 유발할 수 있으며 즐겁게 학습할 수 있는 웹 콘텐츠를 제작하여 활용함으로써 교과서 속 원작동화를 찾아 읽어보고, 다양한 독후 표현 활동을 통해 학생들의 문학 감상 능력과 표현능력의 신장을 꾀 할 수 있도록 국어과 읽기 교과서에 있는 54편의 동화내용 중 각 학년 6편씩 36편의 동화내용의 원작 작품을 찾아 설계하고 구현하였다. 본 콘텐츠를 활용하면 학생들의 문학 감상 능력 및 표현 능력의 신장에 효과적일 것이라 기대된다.

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Children's verse appreciation supporting system for elementary school student (초등학생을 위한 동시감상 지원 시스템)

  • Park, Hyun-Suk;Kim, Kap-Su
    • 한국정보교육학회:학술대회논문집
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    • 2004.08a
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    • pp.154-161
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    • 2004
  • 지식 정보화 시대의 도래에 따라 독서 교육은 인터넷과 멀티미디어를 활용한 방향으로 나아가고 있으며 그에 대한 연구도 활발하게 이루어지고 있다. 웹을 활용한 독서지도 프로그램이 많이 연구되고, 제안되고 있지만 장르 별로 세분화되어 있지 못하다. 동화나 위인전 분야는 웹을 활용한 여러 가지 활동들이 제공되고 있다. 그러나 동시분야는 웹 상에서 감상 활동에 알맞은 활동들이 제시되지 못하고 있고, 동시 감상 학습은 주로 교사와 텍스트 중심으로 이루어져 왔다. 따라서 본 연구에서는 학습자 중심의 수업활동을 통해 학습자 스스로 상상, 연상 등으로 동시를 감상할 수 있도록 웹 기반 동시 감상 지원 시스템을 설계하였다. 첫째, 초등학교 전 학년 동시를 데이터베이스화하였다. 둘째, 동시 감상과 학습활동을 읽기 전과 읽은 후 활동으로 제시하고, 활동이 끝나면 동시 낭독을 녹음할 수 있도록 하였다. 셋째, 읽기 전과 읽은 후 활동 등 동시감상 결과가 수행평가 자료로 활용될 수 있도록 하였다. 넷째, 아동들이 동시 짓기 활동에서 쉽게 시상이 떠오르게 다양한 자료를 제시하였다.

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An online storytelling authoring and viewing tool using user defined sketch (사용자 스케치를 이용한 온라인 이야기 저작 및 감상 도구)

  • Kim, Jeong-Sik;Lee, Eun-Woo;Nam, Yang-Hee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2002.04a
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    • pp.179-182
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    • 2002
  • 웹을 저작 공간으로 사용한 Wiki Wiki Web[4]은 텍스트 자원을 사용한 복잡하고 다양한 이야기의 표현이 가능하며 실시간은 아니지만 시분할 방식의 이야기 공동 저작과 감상을 지원한다. 하지만 이러한 도구를 사용하여 그림일기와 같은 그림과 텍스트 내공이 복합된 이야기를 저작하는 경우, 저작자는 텍스트 자원을 사용하여 이야기를 구성해야 하기 때문에 그림이 표현되어야 하는 부분을 표현할 수 없으며 공동저작을 손쉽게 하는 자동화 도구를 제공하지 않기 때문에 저작도구의 사용에 대한 불편함을 느끼게 된다. 이처럼 그림일기나 동화 등의 다양한 형태의 이야기를 표현하기 위해서 사용자가 멀티미디어 자원들을 사용하도록 하고 손쉬운 이야기를 구성하도록 하는 디지털 스토리텔링 저작도구가 요구된다. 본 논문에서는 저작자가 온라인상에서 직접 그린 스케치 영상을 사용하여 이야기의 배경과 캐릭터를 만들고 그것을 이야기 저작 소재로 사용하도록 하는 배경 및 액터 생성도구를 제공하고 다양한 형태의 이야기를 저작자가 손쉽게 표현하도록 하는 이야기 구성의 자동화 도구를 제공하면서 여러 사용자들이 실시간으로 이야기 저작과 감상에 공동으로 참여하도록 하여 저작된 결과를 애니메이션으로 감상할 수 있도록 하는 디지털 스토리텔링 도구를 설계하고 구현하였다.

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A Critical Study on Ideology and Reality of Silmido (영화 [실미도]의 이데올로기와 리얼리티에 대한 비판적 고찰)

  • Seo, In-Sook
    • The Journal of the Korea Contents Association
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    • v.8 no.7
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    • pp.161-173
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    • 2008
  • Silmido [실미도 2003] captures the covered historical reality and describes the spectacular training process of the special army stationed at Silmido in vivid detail. As a result, a fictional space is turned into a reality film. The film shows ideological inconsistency of the critical view about the fascism of government authority and at the same time the political aid about government authority. The film creates dramatic and friendly effect through melodramatic and emotional exaggeration called sinpa about historical events to produce the pleasure of assimilation based on the trust of the audience. Here, individual assimilation is subjectivity achieved through the general sympathy coming from the tragic national discourse. Silmido appeals to the imaginary community not in a logical but in an emotional way. The spectacular action and realistic images are supported by national tragedy divided into the South Korea and the North Korea, and integrated sentimentalism to amplify the tragedy. Silmido tries to strengthen the tragic situation caused by the division ideology through this sentimentalism called sinpa. In contrast to the brutality of the relentless military regime, the sacrifice of good-hearted Silmido force members is heroically portrayed.

Young Children's User Experience on Dramatic Activities Relying on Robot Projector Based Augmented Reality (증강현실기술과 로봇을 적용한 동극활동유형에 대한 유아의 사용자 경험)

  • Hyun, Eunja;Yeon, Hyemin;Choi, Kyoung
    • The Journal of the Korea Contents Association
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    • v.13 no.4
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    • pp.469-480
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    • 2013
  • The purpose of this study is to investigate young children's user experience on three types of dramatic activity: traditional dramatic activities, dramatic activities relying on robot projector based augmented reality and creative dramatic activities relying on robot projector based augmented reality. Participants were 20 five-year-old children attending D kindergarten, in Seoul, Korea. They read 3 picture books, then did 3 types of dramatic activities in order. Participants were divided into 3 groups in each activity then they took a role as actors and audiences in order. After all dramatic activities had been done, participants had been interviewed regarding to user experience. The findings of this study are as follows; First, the most interesting dramatic activity for young children was creative dramatic activities relying on robot projector based augmented reality. On the other hand, the least interesting activity was traditional dramatic activities. Second, They answered it the easiest one for them the dramatic activities relying on robot projector based augmented reality, whereas the hardest one was the creative dramatic activities relying on robot projector based augmented reality. Thirdly, all the participants answered that it was not hard for them to use the technology embedded in dramatic activities relying on robot projector based augmented reality. They acknowledged the effects of augmented reality technology and the role of robot as well. The result of this study would suggest the feasibility of new technology promoting young children's digital literacy.

Development of biological processes for the removal of assimilable organic carbon from potable water (음용수로부터 동화성 유기물질의 제거를 위한 생물학적 공정개발)

  • 이민규;감상규
    • Journal of Life Science
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    • v.10 no.1
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    • pp.14-21
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    • 2000
  • The experiments were performed using both batch and continuous column reactors. Batch biodegradation studies were performed under aerobic conditions to determine the biodegradable fraction of the natural organic matter (NOM) source. NOM source was evaluated for its biodegradability at three different UV irradiation conditions and compared to its biodegradability without UV irradiation. In continuous experiments, system operating parameters of empty bed contact time (EBCT), recycle ratio, and influent concentration affected the extent of biofiltration in the biofilters. The effluent UV254/DOC ratios fro the biologically active columns were consistently lower than the influent values, which indicated that the dissolved organic carbon (DOC) removed by biodegradation was not a significant part of the UV-absorbable material. The increase in UV254/DOC ratio was caused by the DOC decrease across the biofilter because there was essentially no difference between the feed and effluent UV254 absorbance values over time. The results of this research showed that biofiltration was an effective method for removing the biodegradable fraction of NOM from water supplies.

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A Study on the Cultural Landscapes of Scenic Sites on 『Joseon myeongseungsiseon(朝鮮名勝詩選)』 at the Japanese Colonial Period - A Case of Cheonan, Chungnam Province - (일제강점기 『조선명승시선(朝鮮名勝詩選)』에 나타나는 명승고적의 문화경관 연구 - 충청남도 천안을 사례로 -)

  • Lee, Hang-Lyoul
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.37 no.2
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    • pp.40-53
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    • 2019
  • This study was conducted to investigate the changes in Scenic Spots by utilizing the "Sinjeungdonggukyeojiseungram(新增東國輿地勝覽)" and "Joseonhwanyeoseungnam(朝鮮?與勝覽)" to interpret "Joseonmyeongseungsiseon(朝鮮名勝詩選, 1915)". By examining the historical context when "Joseonmyeongseungsiseon" was published, it documented the Japanese's memories of 'Sino-Japanese War(淸日戰爭)' in 1894, which implies the 'policy of assimilation' by the Japanese Government-General of Korea after the Japanese annexation of Korea(1910). Detailed information about the author 'Narushima Sagimura(成島鷺村)' can be found in preface. In the "Joseonmyeongseungsiseon", it dedicates most of the part in describing the Scenic Spot especially in 'Anseong Do (15 lines)', where has the memories of war such as the 'First Sino-Japanese War'. The number of Scenic Spots, commonly mentioned in both "Sinjeungdonggukyeoji seungram" and "Joseonhwanyeoseungnam" in Cheonan province are 13 in total. Most of the content contains a similar structure. But 'Honggyeongwon(弘慶院)' and 'Seonghwanyeok(成歡驛)' has both the common Joseon Dynasty landscape point of view, and the additional historical context which are about the 'Jeongyujaeran(丁酉再亂)' or 'First Sino-Japanese War' consequently enlightens the 'placeness' of the Scenic Spots. Among the newly described Scenic Spots, 'Anseongdo(安城渡)' is the part that focuses on the memory of the 'Anseongcheon Battle' that gave Japan its first defeat in the Sino-Japanese War. Especially, by introducing the poetry of 'Sinobu Shunpei' it maximizes the appreciation through emphasizing the direct correlation between placeness and the poem itself. While the Joseon Dynasty poems are 10 pieces in total and their title and the subject matters are all related to historical spots, and the appreciation also maximizes when fully interpreted with understanding the historical context. However, it's contextual meanings are neglected by dividing the actual structures into separate pages. When looking at the location of famous historic sites, they come in many different types, considering the location, meaning, size, and conditions surrounding them. It appears as a service space for travelers, a place for sightseeing, relaxation or return, a temple space for paying respects or memorial services, a fortress facility for defense and protection, or a fishing area for wages, and an old battlefield. Especially, it is noted that the area is diverse as the cultural landscape of Cheonan, given that the battle space between the hermitage and the Donghangnongmin(東學農民) is shared with each other. It is necessary to establish policies for the preservation and restoration of local cultural assets based on these points in the future.

The Effect of Storytelling-used Drawing Activities on Young Children's Creativity and Linguistic Expressiveness (스토리텔링을 활용한 그리기활동이 유아의 창의성과 언어표현력에 미치는 효과)

  • Nam, Gung Jin;Chung, Hee Jung
    • Korean Journal of Child Education & Care
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    • v.17 no.3
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    • pp.1-28
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    • 2017
  • The objective of this study was to examine the effect of storytelling-used drawing activities on young children's creativity and linguistic expressiveness, thus working out basic data to help young children's development of creativity and linguistic expressiveness. Study subjects were 20 4-year old children at D Child-care Center in Anyang City, Gyeonggi-do. The experiment group conducted storytelling-used drawing activities, whereas the control group carried out drawing activities after viewing famous paintings and hearing fairy tales. Study findings are as follows: First, young children in the experiment group who carried out storytelling-used drawing activities presented significantly higher improvement in creativity than children in the control group did. Regarding the sub-variables of creativity, the score of the experiment group was higher in sensitivity, originality and flexibility than that of the control group, and the difference was statistically significant. Second, young children in the experiment group who carried out storytelling-used drawing activities presented significantly higher improvement in linguistic expressiveness than children in the control group did. Regarding the sub-variables of linguistic expressiveness, the score of the experiment group was higher in the area of 'story development after seeing paintings' and 'connected story development after seeing paintings' than that of the control group, and the difference was statistically significant. In conclusion, the significance of this study seems to be in that it verified storytelling-used drawing activities have positive effects on young children's improvement of creativity and linguistic expressiveness, and confirmed storytelling-used drawing activities are an effective technique to improve young children's creativity and linguistic expressiveness.