• Title/Summary/Keyword: 스토리텔링 수업 설계

Search Result 9, Processing Time 0.024 seconds

A Class Design Study on Digital Storytelling for Elementary School Students (초등학생을 위한 디지털 스토리텔링 수업 설계 연구)

  • Hong, Ji-Yeon;Koo, Duk-Hoi
    • 한국정보교육학회:학술대회논문집
    • /
    • 2011.01a
    • /
    • pp.1-5
    • /
    • 2011
  • A change toward a digital society is requiring of the human quotient who had new informatization ability, and is large to education is affecting it. The digital Storytelling which effective anger to be educational of traditional Storytelling was combined with came into being in these changes. As I provide together multi-media element such as a screen and sound digital Storytelling jumps over the existing Storytelling, and to move, I easily cause an interest of student, and I stimulate intellectual faculties various of a schoolchild, and I make bidirectional enemy interaction possible. Therefore, I extract whether it is the education that it can apply on-site an elementary school of a cow in this study after analyzing digital Storytelling, and digital Storytelling designs the class that it is possible, and I will present it.

  • PDF

Research Tendency of Storytelling Utilization in Korean Education - Focusing on Researchers' Recognitions towards the Designs of Tellers and Listeners in Storytelling Classes - (한국어교육에서 스토리텔링 활용의 연구동향 - 스토리텔링 수업에서 텔러와 리스너 설계에 관한 연구자의 인식을 중심으로 -)

  • Lee, Ran
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.2
    • /
    • pp.337-348
    • /
    • 2022
  • In the light of the researchers' recognition towards the designs of tellers and listeners in storytelling classes, the purpose of this study was to analyze a research trend in Korean Education in which storytelling had been utilized and to suggest a proper direction in the related education and research. The most essential thing in the conceptualization towards storytelling was thought to be 'intercommunication.' Also, it is considered as the most basic conceptual factor who we would regard as 'tellers' and 'listeners' in order to plan and construct Korean language classes. Based on this understanding, this study searched and analyzed total 28 research results, which had been published from 2008 to 2021(May), through an academic searching site, Riss with the keyword "Korean Education Storytelling." The analysis exhibited that the formation of Korean classes utilizing storytelling originated from three kinds of researchers' previous conceptualization towards storytelling.: Writers' storytelling, teachers' storytelling, and learners' storytelling. Among them, the most large portion was devoted to 'leaners' storytelling'; its subcategories were learners' retelling, interpretative storytelling, learners' negotiated storytelling and learners' creative storytelling. This study, according to the classification on conceptualization of storytelling above, categorized the results and discussed the characteristics of each subcategory and their educational implications respectively.

The Instructional Design Using Storytelling in Home Economics Education (가정교과에서의 스토리텔링(storytelling)을 활용한 수업 설계 방안)

  • Kim, Eun-Jeung
    • Journal of Korean Home Economics Education Association
    • /
    • v.23 no.1
    • /
    • pp.143-157
    • /
    • 2011
  • It is a story through which people share their ideas and express their thoughts. Storytelling is temporally and spatially interconnected narration that consists of characters, background, its beginning and its conclusion. Furthermore, the story in storytelling is a means of delivering culture and history; thanks to the development of various media, delivering and exchanging the story are conducted in a variety of forms. Due to the technological advancement, the way storytelling is done has changed, which was a method called digital storytelling. This storytelling has been frequently used in education; that is, teachers utilize stories to communicate their thoughts. As receivers, students understand a shade of meaning and the role of language, thus reorganizing the important factors in the context of meaningful events. However, in practice the classes are so teacher-centered that the role of students are relegated to that of passive learners, thus debilitating the interaction between participants; as a result, this situation shows serious limitations in that it does not improve students' practical skills. Despite this situation, home economics has attempted to broaden students' practical knowledge and has enabled them to acquire procedural knowledge as its main objectives in the context of the entire life. To overcome this problem, this study attempts to demonstrate the lesson model utilizing the storytelling where the lively participation in the process and results of learning can increase learners' self-confidence and responsibility. This lesson model is believed to facilitate the communication among participants including teachers and students. Through this alternative teaching method, learners can participate in the process of learning so that they can acquire practical knowledge: this method can be a step-stone for further development. In conclusion, the development of curriculum and lesson plans should be encouraged.

  • PDF

A Study on the Design of Instructional Model Based on Storytelling for User Education in Children's Libraries (스토리텔링(Story-telling)기법을 적용한 어린이 도서관 이용교육 수업모형 설계)

  • Jung, Jong-Kee
    • Journal of the Korean BIBLIA Society for library and Information Science
    • /
    • v.27 no.3
    • /
    • pp.255-271
    • /
    • 2016
  • It's been taken a profound interest in the user eduction of the children's libraries, as they have taken the conveniences, resources, children's librarians after 2000. The purpose of this study is to consider whether the children's library can use the story-telling in library use education, to develop the instructional model based on the story-telling method for children, users in children's libraries. After all, it's reviewed to understand the concept and principle of story-telling method, to consider whether the method can be adopted to the user education in children's libraries, and to propose the instructional model based on the story-telling. The result of this study will give the good examples for the user education, especially the planning of user education in children's libraries and public libraries in Korea.

Development of Copyright Education Program using Digital Storytelling in Creative Experience Activities (창의적 체험활동에서 디지털 스토리텔링을 활용한 저작권 교육프로그램 개발)

  • Heo, SaeRom;Chun, Soek-Ju
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2014.01a
    • /
    • pp.119-122
    • /
    • 2014
  • 인터넷과 스마트폰의 보편화로 디지털 저작물의 생산이 고품질 콘텐츠로 연계되어 발전함에 따라 저작권은 오늘날 국민의 재산을 지키고 문화산업 등 21세기 산업을 성장시키는 원동력이자 국가경쟁력의 원천으로 주목받고 있다. 이와 같이 저작권의 중요성이 커짐과 동시에 전 세계적으로 저작권 교육의 중요성도 강조되고 있다. 하지만 현재 한국에서는 초등학생에게 적합한 저작권 교육 체계 및 수업 방법에 관한 연구가 미비하여 저작권 교육이 잘 이루어지지 못하고 있는 실정이다. 이에 본 연구에서는 교육현장에서 활용할 수 있는 저작권 교육의 새로운 방안을 제시하고 학습자 주도의 디지털 스토리 제작 과정을 경험하는 디지털스토리텔링을 기반 저작권 교육 프로그램을 설계하였다. 본 연구에서 구현한 디지털 스토리텔링 기반 저작권 프로그램을 통해 초등학교 학생들의 저작권에 대한 인식 및 의식 확대와 저작권 보호 실천 의지 강화를 기대하며 초등학교에서의 효과적인 저작권 교육활동이 이루어지길 기대한다.

  • PDF

Development and Application of a Science History Role-Playing Game for High School Students' Understanding of Nature of Science: Focus on Storytelling of the Continental Drift Theory (고등학생의 과학의 본성 이해를 위한 과학사 롤플레잉게임(SHRPG) 개발 및 적용 -대륙이동설 스토리텔링을 중심으로-)

  • Shim, Eun-Ji;Choe, Seung-Urn;Kim, Chan-Jong
    • Journal of The Korean Association For Science Education
    • /
    • v.39 no.1
    • /
    • pp.45-57
    • /
    • 2019
  • NOS education through the history of science is regarded effective. However, science teaching has been criticized for not considering the interest of the learners enough and providing the context of learning themes that hinder the understanding of NOS. This study intends to convey the NOS element through the rich context of storytelling. The theme of the story is the history of continental drift, in which, the debate of many scientists and Wegener's creativity are prominent. Of the various media that deliver storytelling, the most powerful medium that leads to personal immersion is computer games, and among many kinds of games, the main genre of storytelling is role-playing games (RPGs). We developed the science history role-playing game (SHRPG) focusing on continental drift. The game development procedure followed Kim's 4F process (2017), which consists of the Figure Out, Focus, Fun Design, and Finalize. The story was constructed based on the NOS elements of Lederman et al. (2002), namely creativity and imagination demand, subjectivity, socio-cultural personality and tentativeness, which are all present in the story of the continental drift theory. The mechanics and rules of the RPG included quests, rewards, quizzes, NOS scores, and rankings. In the final phase of development, the game developed was pilot tested four times. The results of the tests showed that students' understanding of NOS through SHRPG has increased, especially in the creativity domain. The students' satisfaction with the fun, sympathy, and immersion during the game was very high.

Development of Maker Education Programs Based on Storytelling for Traditional Living Culture Education: Focusing on Traditional Patterns and Obangsaek(Korean Traditional Five Colors) (전통 생활 문화 교육을 위한 스토리텔링 기반 메이커 교육 프로그램 개발: 전통 문양과 오방색을 중심으로)

  • Kim, Saetbyeol
    • Journal of Korean Home Economics Education Association
    • /
    • v.32 no.1
    • /
    • pp.51-76
    • /
    • 2020
  • The purpose of this research was to develop the education program on traditional living culture for home economics(HE) based on the 2015 revised national curriculum. The existing school curriculum for traditional living culture tends to overly focus on the theories about traditional culture and suffer from absence of continuity in learning activities. It can be argued that HE is an ideal subject for dealing with traditional living culture as it aims to develop students' ability to recreate the traditional culture, meeting present needs and trends. This study, thus, attempted to present the practical ways of improving the quality of education on traditional living culture by developing HE education program for high school students. To fulfill the purpose, this research, as a teaching topic, selected the traditional patterns and the "Obangsaek"(Korean traditional five colors) which can commonly be dealt with in the subjects of traditional Korean food, Korean costume and Korean style house. In particular, the program was developed following the ADDE process. In the stage of analysis, this article analyzed the HE curriculum and making activities included in HE textbooks based on the 2015 revised national curriculum, as well as the needs of teachers and students regarding traditional living culture education. In the stage of design, this study developed the instructional model, selecting class topics, tools and materials. In the stage of development, the programs on traditional living culture including costume, food and house were developed. In the evaluation phase, this research conducted the validity test and received the feedbacks from 12 HE educators in order to complete the programs. This study finally suggested that future studies in this area examine the effect of the presented programs on enhancing the students' perception of traditional culture and the will of developing and succeeding the traditional living culture.

A Study on the Development of Career Reading Program Applying Cross-curricular Learning Themes (범교과 학습주제를 적용한 진로독서 프로그램 개발에 관한 연구)

  • Song, Jiae
    • Journal of the Korean BIBLIA Society for library and Information Science
    • /
    • v.32 no.1
    • /
    • pp.267-293
    • /
    • 2021
  • This study is aimed at analyzing the achievement criteria of cross-curricular Learning themes that can be linked to curriculums, and developing and applying the career reading programs focusing on the school library. For these purposes, first, a class model was designed in connection with reading education programs through cross-curricular Learning themes of 2015 revised curriculum. Second, the career reading classes in the areas of self-understanding, career exploration and career design have been held through a career reading class model for 137 middle school students in 5 classes for one semester. Third, the data to evaluate the career reading for the analysis of the study was constructed, and the qualitative study was conducted through of anecdotal records, multilateral observation on checklists and the analysis of action research. Lastly but not least, the materials regarding the list of books focusing on the career reading storytelling and the career mentor in a type of interests were presented, and the career reading education activities at the school field were suggested.

An Exploratory Study For Online Game-Based Learning Theory (온라인 게임과 학습과의 관련성 분석 연구)

  • Jo, Il-Hyun
    • Journal of Korea Game Society
    • /
    • v.7 no.1
    • /
    • pp.59-68
    • /
    • 2007
  • Online games are getting more popular among today's fun-seeking young students. The immersive power of these Internet-based games is so strong that many educators consider the integration of the games and learning to enhance learner motivation. However, the online games, which are primarily aiming g for 'fun', have cognitive, emotional, and social features and impacts that are different from the so-called 'educational' games. Therefore an interdisciplinary approach for better understanding of the online game in regard to its impact on learning and fun should be essential. In this study, the researcher will analyze relevant literature and theories from cognitive psychology, media and communication theory, and Ludology to grasp holistic understanding of online game phenomena, which will serve as basis of further research and development in this emerging area.

  • PDF