• Title/Summary/Keyword: 상황이야기

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The Effect of Theory of Mind on the Story Sharing With Picture Books (마음이론 내용이 포함된 그림책을 활용한 이야기나누기 활동이 유아의 마음이론 발달과 조망수용능력에 미치는 효과)

  • Shin, Ae Sun;Ahn, Gyoung Suk
    • Korean Journal of Child Education & Care
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    • v.18 no.2
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    • pp.17-32
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    • 2018
  • The purpose of this study is to examine the development of theory of mind on the story sharing with picture books. The subject of this study is 38 five years olds children who are attending C kindergarten in J city, Jeollabuk-do province. It was executed that an twelve sections of storytelling with picture books during six weeks. The storytelling activities were performed with predicting and listening of picture book contents, problem situation knowing and story sharing, feeling of the character mind condition, and activities evaluating. The results were as follows. First, the story sharing with picture books were significantly different between the groups on the development of mind. Second, the story sharing with picture books including theory of mind were effective on the perspective taking ability. The results showed that the story sharing with picture books was effective teaching and learning method.

The Effect of Scaffolding Composed of Different Kinds of Experience (경험의 종류를 달리한 비계설정의 효과 분석)

  • Lee, Soon-Joo
    • Journal of Gifted/Talented Education
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    • v.17 no.1
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    • pp.51-76
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    • 2007
  • The study was conducted to analyze the extent of students' creativity through the use of scaffolding composed of different kinds of experience in making insights on problem solving and to investigate the function of a new scaffolding type which is not used in accomplishing a phase of activity but in having an insight. The students' achievements in problem solving given the scaffolding for on-site experience were compared with those given the scaffolding using stories. Also, the extent of creativity of the first- and sixth- grade students using the two types of scaffolding were investigated as they carried out picture completion task from TTCT. The results of the study showed that the control groups not given the scaffolding in post-test did not advance in creativity but experimental groups given the scaffolding showed improvement in some subordinate elements after scaffolding. Moreover, scaffolding using stories were more effective in enhancing the students' creativity than the scaffolding using on-site experience.

A Study of Story-Shell Applied to Mathematical Communication (이야기 틀을 활용한 수학 수업에 나타난 의사소통 활동 분석)

  • Kim Young Ok;Paik Seok Yoon
    • Journal of Elementary Mathematics Education in Korea
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    • v.8 no.1
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    • pp.1-21
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    • 2004
  • The purpose of this study is analyzing phenomenon of mathematical communication by students applied story shell. Also, this study is obtained teaching indicated in early standardized mathematics classes. It is served we realize the purpose of study and set study subject to be as follows. First, it finds out how to be described activities of students' mathematical communication in the mathematics class applied story shell. Second, it finds out what phenomenon is observed in a behavior side of the mathematics class applied story shell. It is developed 7 story shells for the 6th grade of the elementary school for about 4 months and when applying mathematics classes, it is analyzed the notes and recorded data to get in an each class and when applying mathematics classes. It is analyzed the notes and recorded data to get in an each class. The result of this study is as follows: First, in a mathematics class which applies story shell, students concentrate on the class when hearing and reading mathematics problem. So, they are able to understand a mathematical language included in the problem. Second, in a mathematics class which applies story shell, students participate actively at the mathematics class. And in complicate situation among the students it is served they justify own opinion and persuaded logically. The point which study hints to see such a result is as follows: First, in a mathematics class which applies story shell students have answered more quickly than the old times as hearing and reading the problem in a picture. Second, in a mathematics class which applies story shell, students were used to being the mathematics language intimately and there was to observe to express it by an equation. Third, in a mathematics class which applies story shell students attend to study activity with interest. Forth, in situation of complicate thought, students are persuading and explaining their opinions for the purpose of justification.

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A study of Scratch Education Programming Language Curriculum using Problem-Based Storytelling Strategies (문제 중심의 스토리텔링 기법을 이용한 스크래치 EPL 프로그래밍 교육과정 연구)

  • Chae, Su-O;Hur, Kyeong
    • 한국정보교육학회:학술대회논문집
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    • 2010.01a
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    • pp.83-88
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    • 2010
  • 본 논문은 다양한 사고력 향상을 위한 문제 중심의 이야기를 만들어 스크래치 EPL 프로그래밍 교육과정에 접목시켜 전통적 수업방식인 시범, 실습 프로그래밍 교육과정과 비교하여 문제해결력, 프로그래밍 학습에 대한 흥미도를 통하여 새로 개발한 문제 중심의 스토리텔링 기법을 이용한 스크래치 EPL 프로그래밍 교육과정의 효과를 분석한다. 이를 통해서 학생들에게 흥미로운 이야기에 문제상황을 가미한 스크래치 EPL 프로그래밍 교육과정이 학생들의 문제해결력 및 흥미도를 향상 시키는 내용임을 검증한다.

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A Story Generator using Improvisational Agent (즉흥적인 에이전트를 이용한 스토리 생성기)

  • 송세헌;임호섭;심윤주;김민구
    • Proceedings of the Korean Information Science Society Conference
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    • 2001.10b
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    • pp.4-6
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    • 2001
  • 캐릭터가 자율적으로 행동을 하는 가상의 환경이 존재한다. 캐릭터들의 행동이 보다 짜임새 있게 하도록 어떤 시나리오가 주어지고 캐릭터는 이 시나리오에 들어있는 정보를 바탕으로 행동을 하여 스토리를 전개해 나간다 이 때 캐릭터는 독특한 개성, 상황에 대한 감정 변화 등에 따라 자율적으로 행동을 하고 이 행동들을 바탕으로 이야기가 만들어진다. 여기서 생성되는 이야기가 보는 사람으로 하여금 신뢰할 수 있는 것이라면 사용자에게 즐거움을 줄 수 있다. 본 연구에서는 특정 시나리오가 캐릭터에게 주어졌을 때 캐릭터가 자율적으로 행동하여 사용자가 믿을 수 있는 스토리를 만드는 시스템 구조를 제안하고자 한다.

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SPECIAL REPORT I-IMF 외환 위기 때보다 더 심각한 건설 업계

  • 박준형
    • 주택과사람들
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    • s.222
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    • pp.34-37
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    • 2008
  • 시장의 골이 깊다. 너도 나도 불안감에 휩싸여 있다. 정부가 부동산 대책을 잇따라 내놓고 있지만 백약이 무효다. IMF 외환 위기 시절보다 더 심각하다는 이야기가 건설 업계에서 들리고 있지만 엄살만은 아닌 듯 싶다. IMF 외환 위기 시절과 현 부동산 시장 상황을 비교해보자.

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마음이 들려주는 이야기 - 꽁꽁 언 마음을 녹이는 치유제 수다로 행복해지자

  • Seon, An-Nam
    • 건강소식
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    • v.37 no.5
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    • pp.22-23
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    • 2013
  • 수다는 생각하는 것 이상으로 긍정적인 부분이 많다. 사람들과 둘러앉아 즐거웠던 일, 서운했던 상황, 화가 났던 말들을 한껏 토로하고 나면 어느새 마음이 한결 가벼워진 것을 느끼게 된다. 또 소원했던 관계도 대화를 넘어선 수다가 함께 한다면 마음의 거리는 금세 좁혀진다.

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'옥중기' 출판 붐 이룬다

  • Park, Nam-Jeong
    • The Korean Publising Journal, Monthly
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    • s.95
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    • pp.15-15
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    • 1991
  • 옥중기록의 공개출판이 본격화된 것은 80년대 후반. 감옥이라는 극도로 제한된 상황에 처해진 양심수들의 진솔한 이야기를 담아 폭넓은 공간을 확보한 이들 책은 분단과 왜곡된 정치현실의 희생자로 엄존하는 양심수의 존재에 대한 새로운 인식의 계기를 제공했다.

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A Study on the Montage Technique in Yuri Norstein's 'Tale of Tales' (유리 놀스테인의 '이야기 속의 이야기'의 몽타주 기법 연구)

  • Kim Il-Tae;Choi Ga-Hee
    • The Journal of the Korea Contents Association
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    • v.5 no.1
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    • pp.117-126
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    • 2005
  • In the present, animations of auteurism and aestheticism became a unique genre of art that expresses directors' idea. 'Tale of Tales' by Yuri Norstein, a Russian animator, is a paper animation that emphasizes the cut out technique and picturesque feeling as well as complicated structure of sequence in expressing metaphysical themes in the author's historical realism. It is evaluated as unique and creative. The present study analyzed the montage technique applied through the development of several symbolic images, the diachronic expression of contradictory worlds, the unique foreshadow of revealing the causes of results later, rapid repetition of urgent and serious situations, the movement of the camera to express the psychological distance between two characters in different situations and the process of editing. The derived results of this study are expected to be helpful in the works of animators of auteurism and aestheticism.

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Multi Emotional Agent based Story Generation (다중 감정 에이전트를 이용한 자동 이야기 생성 시스템의 설계)

  • Kim, Won-Il;Kim, Dong-Hyun;Hong, You-Sik;Kim, Sung-Sik;Lee, Chang-Min
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.45 no.5
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    • pp.134-139
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    • 2008
  • In this paper, we propose a story generation system using multi emotional agents. The proposed multi emotional agents are equipped with multiple emotional model so that it can be used as individually personalized agents that can generates unique storylines. Basically these kinds of multi emotional agents are easily employed as Avatar or NPC in computer games. In the proposed system, emotional agents are used as actor or actress whose characters and preferences are different each other. The storylines generated using the proposed system are realistic since the characters are emotional as humans.