• Title/Summary/Keyword: 전래 동화

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Educational Game Making-Tool Development using Unity3D Engine: Birth of Game (Unity3D를 이용한 전래동화 게임 제작 툴 개발)

  • Lim, C.J.;Han, Won Dae;Guen, Jeong Yun
    • Journal of Korea Game Society
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    • v.14 no.1
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    • pp.29-38
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    • 2014
  • This paper proposed a tool how to make the educational game for users who don't have professional knowledge about game production technique and It was sought how they can make directly the educational game customized form what they want. It joined with forgotten Korean folk tales. And It evolved into a new game-making tool that is based on Korean folk tales. Users will design, play and share their games themselves with this tool. It was also produced to involve the children more easily and fun in the education while providing and sharing the fairy tales which teachers directly designed by this tool. This tool will give a chance to look back on forgotten Korean folk tales and will play role as a educational game for young students. Through this game, young students will receive good Korean traditional cultures and will gain wisdom, humor and lessons in a game. And adults will feel homesick.

Comparison with the Alternative Versions of the Korean Fairy Tele (전래동화 <해님과 달님>의 이본(異本) 비교)

  • Song Jung-Sook
    • Journal of Korean Library and Information Science Society
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    • v.36 no.1
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    • pp.47-69
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    • 2005
  • The aim of this paper is to evaluate the text of six alternative versions of Korean fairy tale The Sun and the Moon. So the author took a textual bibliographical study of those versions in a comparative analysis of titles, backgrounds, characters. styles and functions of them. On the basis of this comparative analysis, the version of Hyo-Sun Eu was selected as a good text. In the version of Hyo-Sun Eu. if the helper In the story, King of Heaven represented in the form of Taoism would change into Heaven represented in the form of God, and the literary style change into the colloquial style, and the last scene that the Sun Brother turns to the Sun Sister and the Moon Sister to the Moon Brother would be removed, this version will be the best one.

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3D Graphic Nursery Contents Developed by Mobile AR Technology (모바일 기반 증강현실 기술을 활용한 3D전래동화 콘텐츠 연구)

  • Park, Young-sook;Park, Dea-woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.11
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    • pp.2125-2130
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    • 2016
  • In this paper, we researched the excellency of 3D graphic nursery contents which is developed by mobile AR technology. AR technology has currently people's attention because of the potential to be core contents of future ICT industry. We applied AR nursery contents for kid's subtitle language selection in Korean, Chinese and English education. The original fairy tale consisted of 6~8 scenes for the 3D contents production, and was adapted and translated. Dubbing was dubbed by the native speaker using the standard pronunciation, and the effect sound was edited separately to fit the scene. After composing a scenario, constructing a 3D model, constructing a interaction, constructing a sound effect, and creating content metadata, the Unity 3D game engine is executed to create a project and describe it as a script. It provides a fun and informative tradition of fairy tales with abundant content that incorporates ICT technology, accepting advanced technology-based education, and having opportunities to perceive software in daily life.

A Study on Virtual Reality Techniques for Immersive Traditional Fairy Tale Contents Production (몰입형 전래동화 콘텐츠 제작을 위한 가상현실 기술에 대한 연구)

  • Jeong, Kisung;Han, Seunghun;Lee, Dongkyu;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.3
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    • pp.43-52
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    • 2016
  • This paper is to study techniques of a virtual reality to maximize the depth of the users' immersion based on differentiated interactive contents using korean traditional fairy tale. In order to increase more interests in korean traditional fairy tale, we produce a interactive 3D contents and propose a new approach to a system designing applying a virtual realities such as HMD, Leap motion. First, using Korean traditional fairy tale, we generate interactive contents consisting of scenes intensifying user's tensions while interaction of game process. Based on the interactive contents generated, we design scene generation using Oculus HMD, the gaze based input processes and a hand interface using Leap motion, in order to provide a multi dimensional scene transmission and an input process method to intensify the sense of the reality. We will verify through diverse tests whether the proposed virtual reality contents based on a technique of an input process will actually intensify the immersion in the virtual reality or not while minimizing the motion sickness of the users.

A Study on the Bibliotherapeutic Values of Korean Folk-tales: Focused on Establishing and Analyzing their Situation for Multi-cultural Families (한국전래동화의 독서치료적 가치 연구 - 다문화가정을 위한 상황설정 및 상황분석을 중심으로 -)

  • Kim, Soo-Kyoung
    • Journal of the Korean Society for Library and Information Science
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    • v.46 no.3
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    • pp.271-295
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    • 2012
  • This study aims to extract and analyze the bibliotherapeutic values/situations of Korean folk-tales for multi-cultural families in Korea. By analyzing 27 stories in the Korean folk-tale picture book written in two languages(Korean & English), we can find out 5 kinds of situational analysis as follows: (1) There are more men than women by the biological sex factor, whereas there are more adults than younger persons by the biological age discrimination. (2) For the space concept, there are a lot of socially related stories in their surroundings. (3) In the vertical relationship, there are more conflict elements than in the horizontal one. (4) There are more helpers from the outside than in the inside circle for the solution of their problems. (5) As a story theme, greed, wisdom, belief and family component elements are greatly involved in the stories. Among their beliefs, there are a lot of wisdom and greed themes, while piety and royalty to parents and conflict against stepmothers are among the family components. All of these would be an archetype of Korean culture, which can play an important role not only to understand Korean lifestyle for the multi-cultural families, but also to learn and practice bibliotherapeutic values.

The Humanistic Educational Implications of the Motif of Poverty in the Picture Books of Korean Fairy Tales (전래동화 그림책에 나타난 가난 모티프의 인성 교육적 함의)

  • Lee, Ran;Hyun, Eunja;Lee, Hyunjung
    • The Journal of the Korea Contents Association
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    • v.16 no.1
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    • pp.179-189
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    • 2016
  • The aim of this study was to find out the possibilities of humanistic education through text analysis of the picture books of Korean fairy tales dealing with poverty and to discuss the educational implications. For this, the two researchers drew the literal roles of poverty and property in the common narrative structure of seven subject books and discussed the humanistic educational implications. The results are as follows. Firstly, the poverty of a main character was related to good personalities rather than negative personalities such as indolent disposition and formed affirmative values. Secondly, divine existence or animal helpers offered property to the good man in a unrealistic manner so that it emphasized the meaning of reward on their good nature. Thirdly, the bad character of wicked men following the good men was focussed on and their greed for property was the evidence of their wickedness. Most of them were punished because of the wicked motive so that it apparently highlighted the lesson of the good triumphing over the evil by the binary opposition structure. Fourthly, all the fairy tales made the characters treated based on the each personality: punishment or reward. However, the reward was usually property so that the property itself was depicted as a kind of blessings. Based on those findings, some humanistic educational implications were discussed.

A Study on the Recognition of Parent and Kindergarten Teacher Toward the Traditional Fairy Tales (부모와 유치원 교사의 전래동화에 대한 인식)

  • 김영주;유안진;공인숙;한미현
    • Journal of Families and Better Life
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    • v.20 no.2
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    • pp.185-191
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    • 2002
  • The Purposes of this study were to improve the understanding of how the Korean traditional fairy tales were recognized, by examining the recognition of parent and teacher toward the traditional fairy tales, and to serve as the basis for teacher and parent to guide children appropriately, by developing a desirable teaching activity, using the Korean traditional fairy tales. The subject in this study were 238 parents, and 77 kindergarten teachers in Seoul, Sunchon, Chonan, Ichon and Ulsan city. And the questionnaire was used. The collected data were handled by frequency, percentage and t-test. The findings of this study were as below: These Parents and teachers thought the Korean traditional fairy tales are appropriate because of moral, ethical values, and knowledge. On the older hand, they thought these are inappropriate because of unrealistic things or image.

Educational Intervention Utilizing Fairy Tales : Effects of on Creativity and Pro-social Behaviors in Early Childhood (전래동화를 활용한 교육적 개입이 유아의 창의성과 친사회적 행동에 미치는 효과)

  • Park, Sun Hee;Kim, Soo Young
    • Korean Journal of Child Studies
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    • v.28 no.2
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    • pp.193-204
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    • 2007
  • This study investigated the effect of educational intervention utilizing fairy tales on young children's creativity and pro-social behaviors. Participants were 40 five-year-old young children. Fairy tale books were read to the experimental group and were adapted for various educational intervention activities but the control group participated only in standard child care center themes without educational interventions. Results showed significant differences between experimental and control groups in creativity and pro-social behavior. Findings confirmed that educational intervention utilizing fairy tales is an effective means for enhancing creativity and pro-social behavior in young children.

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Sex-role stereotyping of award-winning and traditional fairy tales (세계 전래동화 및 수상작동화에 나타난 성역할 전형성 비교)

  • Yi, Soon-Hyung;Lim, Song-Mi;Sung, Mi-Young
    • Korean Journal of Human Ecology
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    • v.15 no.2
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    • pp.197-208
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    • 2006
  • In this study, we investigated characteristics of sex-role stereotyping on 150 award-winning and traditional fairy tales (42 award-winning and 108 traditional fairy tales). The results were as follows: The depiction that female characters were rewarded for skills and competence, not for beauty, appeared more frequently in traditional fairy tales than in award-winning ones. Women were portrayed frequently as docile and passive in traditional fairy tales than in award-winning ones. Also, it was more frequently shown in award-winning tales than in traditional ones that male and female characters participated non-equally in physical activities.

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The Effect of Activities-Centered Reading based on Korean Fairy Tales on Children's Reading Attitude and Comprehension (한국전래동화를 통한 활동중심 독서지도가 아동의 읽기 태도 및 읽기 이해에 미치는 영향)

  • Yang Yeon Suk
    • Journal of the Korean Home Economics Association
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    • v.43 no.6 s.208
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    • pp.1-12
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    • 2005
  • This research analyzed the effect of activity-centered reading band on Korean fairy tales on children's reading attitude and comprehension. The reading altitude of the experimental-group children exhibited more meaningful change in such subordinate areas as academic reading attitude. The academic reading attitude of the male experimental-group had higher improvement than that of the female experimental-group. In addition, the reading comprehension scores of the experimental-group children were higher than those of the control-group children. The reading program effects on reading comprehension were more meaningful in girls in the experimental group than boys in the group. Therefore, the results of this study have demonstrated the necessity of the development and application of a Korean fairy tales program for reading and an activity-centered reading program.