• Title/Summary/Keyword: 스토리텔링의 유형

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Principles for the Development of Mathematics Textbook for Decision-Making based on Storytelling ("의사결정형" 스토리텔링 수학 모델 교과서의 개발 원리: 조건부 확률 단원을 중심으로)

  • Ju, Mi-Kyung;Park, Jung Sook;Oh, Hye Mi;Kim, Young Ki;Park, Yun Gun
    • Communications of Mathematical Education
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    • v.27 no.3
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    • pp.205-220
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    • 2013
  • In this research, in order to investigate the principles for the development of mathematics textbook for decision-making based on storytelling, we conceptualized the educational meaning of decision-making and specified the principles and the methods for the textbook based on decision-making. We illustrated the principles and the methods by the cases from the model textbook for the conditional probability that we have developed. We discussed the implication for the future development and implementation of mathematics textbook for decision-making based on storytelling.

A Content Analysis of Storytelling in High School Mathematics Textbooks According to Changes in the Curriculum (교육과정 변화에 따른 고등학교 수학교과서의 스토리텔링 내용 분석)

  • Go, Jung Lang;Son, Hong Chan
    • Journal of the Korean School Mathematics Society
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    • v.24 no.4
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    • pp.429-447
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    • 2021
  • This study explored the changes in storytelling styles in high school first-year textbooks between the 2007 Revised National Curriculum of Mathematics and the 2015 Revised National Curriculum of Mathematics. The results are indicated as follows. First, the quantitative aspect of storytelling gradually increased in the textbook aligned with the 2015 Revised National Curriculum of Mathematics. Second, as for types of storytelling, the real-life connection and academic convergence types appeared most frequently, followed by mathematical history inquiry types, decision-making types, and tool utilization types. Third, storytelling appeared most frequently in 'main-body' of a lesson in terms of textbook content composition, followed by 'introduction', 'lesson materials', and 'evaluation'. This study implies that more diverse stories need to be developed; including the mathematical history inquiry types, the decision-making types and the tool use types. Textbooks should be organized not that the piecemeal storytelling presented in 'introduction' of a lesson but that a coherent story penetrates the entire unit to be utilized until the end of the lesson.

The Effect of Digital Storytelling Type on the Learner's Fun and Comprehension in Virtual Reality (가상현실에서 디지털 스토리텔링 형태가 학습자의 재미와 이해에 미치는 영향)

  • Shin, Bok-Jin;Park, Hyung-Sung
    • Journal of The Korean Association of Information Education
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    • v.12 no.4
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    • pp.417-425
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    • 2008
  • The purpose of this study is to explore the educational potential of digital story telling in Second Life with three-dimensional virtual reality. Virtual reality such a Second Life can provide to learner chance with the rich learning environment through fidelity. In this study, we have been measured the fun and comprehension among three groups on digital storytelling types. Through the result of experimental, comprehension was no significant but fun was different among three groups on storytelling. we have the result that experiential activity in virtual reality that provide to get the identification as a main character, good environment is influenced the fun to learner via engagement facilitation.

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Meta Storytelling & Character Storytelling Model (메타이야기적 상상력과 캐릭터 중심 스토리텔링 모델)

  • Lee, Dong-Eun
    • Cartoon and Animation Studies
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    • s.42
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    • pp.213-240
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    • 2016
  • The character is not dependent on an original story world any more. It is not limited to it's own story, but gets out and expands the other story with new character, background story, and event regardless of genre and media. The purpose of this study is to analyze why should this phenomenon happen from the media perspective and to build a character storytelling model through the specific examples. With the advent of the digital paradigm the storytelling model is emphasized character storytelling. Character is no longer limited to just one narrative and extended beyond the boundary narrative, media and genre. There are four background. First, disappearance of the big story with the advent of postmodernism and the emergnece of small story. Second, the emergence of fandom culture and charater's liberalization. Third, character as public goods with database. Fourth, changes in author's position. In fact, in the traditional narrative theory there has been discussion about the character all the time. But character storytelling meets transmedia storytelling, discussions were accelerated. The character was preceded by a narrative independent existence. Even if that character has occurred even while leading cause narrative. In this paper, we suggest two model as specific methodology to expand the story world fixed character. One is phychology transition, another is roll transition. This study get the value to build the new storytelling model with digital paradigm.

User Generated Storytelling based on Social Network in MMORPG - " World of Warcraft", "Mabinogi" - (MMORPG에서의 사회적 네트워크 기반 사용자 스토리텔링 - "월드오브워크래프트", "마비노기"를 중심으로 -)

  • Song, Mi-Sun
    • The Journal of the Korea Contents Association
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    • v.9 no.1
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    • pp.187-196
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    • 2009
  • This paper studied out the prototype and the structure of UGS(User Generated Storytelling) based on social network in "World Of Warcraf" and "Mabinogi" as MMORPG(Massively multiplayer online role-playing game) and started with issues based on SNS(Social Network Service) in Internet. SNS has been supported by storytelling which is made by users to go through the contents in game space as well as by developers. This study drew elements toward social network in game and its new possibility as storytelling applied by communication theories based on social psychology. Today SNS is a major topic in web environment and this issue has influenced the game design and UGC. Under this situation, this study has a significant meaning because it proves that the factors toward social network in MMORPG is analyzed by UGCs.

Contents Strategic Approach to Tourism Destination Storytelling Ads (관광스토리텔링 광고효과에 관한 컨텐츠전략적 접근)

  • Lee, Eun-Mi;Uan, ZhulLiy;Yoon, Sung-Joon
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.245-252
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    • 2020
  • Recently, as the income level of consumers increases, interest in tourism products has increased, competition among tourist destinations has been fierce. Storytelling ads are drawing attracting attention as one of the ways to establish differentiated positioning for tourism products. This study investigates the role of the involvement of tourism activity in the storytelling ads effects, and examines the effects of the attitude toward storytelling ads on tourist destination commitments, visit intention and SNS WOM (word-of-mouth) intention. This study also empirically tests the role of mental simulation in the relationship between storytelling ads attitudes and visit intention. A total of 255 usable responses were obtained from a sample of 270 consumers aged 18 or older in South Korea. Following the two-stage approach of model validation, measurement validity of each construct appearing in the structural model and hypothesized structural paths were tested. The findings show that all hypotheses are supported except H3 that posits the impact of attitude toward the storytelling ads on visit intention and mental simulation showed a moderate effect on the relationship between ads attitude and visit intention in the case of rational appeal. This study suggests that the production of storytelling ads of tourist destinations can be effective strategy to improve regional competitiveness and increase visit and SNS WOM intention.

The Effects of Advertising Endorsers and Story Types in Storytelling Advertising (스토리텔링 광고에서 스토리유형에 따른 광고모델의 효과 분석)

  • Soh, Hyeonjin;Park, Pumsoon
    • The Journal of the Korea Contents Association
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    • v.18 no.7
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    • pp.74-83
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    • 2018
  • This study analyzed the differences in effectiveness between celebrity and consumer endorsers by type of story in storytelling ads. A $2{\times}2$ factorial design experiment was conducted: the type of advertising endorser (celebrity, consumer) and the type of story (life experience, brand myth). 200 women in their 30s and 40s participated in an online survey. Study shows that for a life-experience ad, the consumer model has higher advertising effectiveness than the celebrity endorser for all three dependent variables : ad attitude, brand attitude, and purchase intent. In the case of brand-myth ad, the celebrity endorser had more favorable ad attitude than the consumer endorser did, while there was no difference in brand attitude and purchase intent. The theoretical and practical implications of the study were discussed in the conclusion.

Story Value Analysis of Sharing between Mutual Media with the Cases Oriented in Films and Games (매체 상호간 공유 가능한 Story Value 분석 - 영화와 게임의 사례를 중심으로 -)

  • Lee, Ja-Hye;Kim, Mi-Jin
    • The Journal of the Korea Contents Association
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    • v.8 no.12
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    • pp.72-80
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    • 2008
  • The movie and game are on the center of entertainment industry. The OSMU(One Source Multi Use) method of two media is the most conspicuous in sharing stories. Particularly, the storytelling of a game emphasizes a harmonization between the elements that can be used for a game on narrative point of view(the traditional plot like novel, film and etc.) and the elements reflecting the interactivity, the characteristic of a game. In the gaming made with a film and filming made with a game, the main element of successful storytelling is the story value. In this paper, we describe through the case analysis of the gaming made with a film and filing made with a game in three aspects based on hero's journey steps of Joseph Campbell and $Gr\acute{e}mas's$ actant model theory, which they are the story event, the type and relation of characters, and the complication type between the characters. we, consequently, believe that the compatible storytelling between two media (film and game) and the setting way of characters could be made with the successful diversification in OSMU.

A Concept of Escape Room and Storytelling Design (오프라인 방탈출 게임의 개념과 스토리텔링 구조 유형 연구)

  • Kim, Soowan
    • Journal of Korea Game Society
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    • v.21 no.5
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    • pp.29-40
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    • 2021
  • This study investigates concept of escape room game and sorting story type based on 428 games at 141 escape room actually played. The classification were processed by Act 3 of Trottier, and as a result of the investigation, result shows three story types in offline room escape games. As for the types shown as, reason, condition and purpose of escape are guided before entering the room; a+b+c, purpose of escape is guided before entering the room but conditions for escape should be determined through play; a+b(c), and finally figure out the condition, purpose of the game during the play;(a+b+c).

A Study on the Evaluating Model to Analyze the Type of Digital Storytelling in Web Museums (웹 뮤지엄에서 디지털 스토리텔링 유형분석을 위한 평가모형 개발 및 적용 연구)

  • Kim, Mi-Re;Park, Soo-Jin
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.301-312
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    • 2006
  • The advancement of IT technology and the distribution of PC makes a change on the web contents expressions and user's experiments. The advanced web environment makes virtual web museum. We anticipate that demand of virtual web museum is likely to increase. However, most of studies on web museum are case studies about visual expression or graphic interface of virtual space. This paper will be considered about the functions of digital storytelling on web museum and try to develop an self-evaluation model which can evaluate the value of digital storytelling on web museum. The ultimate goal of this study is to verify the validity of the model to evaluate new storytelling of web museum and to classify the digital storytelling based on the evaluated results, with a view to presenting the direction of development by type. The results of this study may provide a reference of applying digital storytelling into web museum and also it can be a checklist for developing the user experience for navigating a web museum.

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