• Title/Summary/Keyword: Multimedia Fairy Tale

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The Effects of Multimedia Fairy Tale and Narrative Fairy Tale Lectures on Children's Language Expression Ability and Drawing Representation Ability (멀티미디어 동화수업과 구연동화 수업이 유아의 언어표현력과 그리기 표상능력에 미치는 영향)

  • Kim, Jeongkyoum;Byun, Jeong-Sook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.3
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    • pp.1404-1413
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    • 2014
  • The purpose of this study is to figure out the effects of multimedia fairy tale and narrative fairy tale lectures on children's language expression ability and drawing representation ability. To achieve this, this study was conducted from March to April, 2011 with 50 five-year-old children(25 children in the experimental group and 25 children in the comparative group) in K and S kindergartens at D metropolitan city. The results were as follows. First, the score of children's language expression ability was higher in the multimedia fairy tale lecture group than in the narrative fairy-tale lecture group. Second, the score of children's drawing representation ability was higher in the multimedia fairy tale lecture group than in the narrative fairy-tale lecture group. As for findings stated above, educational activities with multimedia were important in early childhood education. Consequently, children can better understand stories through multimedia fairy tales and various language activities, and improve their language expression ability and drawing representation ability through the process of exploring and drawing heroes in fairy tales. However, they have more need of educational activities, which are complementary to the merit of narrative fairy tale, than educational activities for only multimedia fairy tale lecture.

Exploring the Possibility of Applying the Integrated Teaching and Learning Method based on AR for Environmental Education for Young Children (유아 대상 환경교육을 위한 증강현실 기반 통합교수학습방법 적용 가능성 탐색)

  • Kim, Insook;Jo, Yumi;Ko, Hyeyoung
    • Journal of Korea Multimedia Society
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    • v.22 no.8
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    • pp.950-959
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    • 2019
  • The purpose of this study was to investigate the effect of integrated teaching and learning method using augmented reality for effective promotion of child - friendly attitude and environmental preservation attitude and explored its applicability. For this purpose, based on the augmented reality fairy tale, we designed an experience - oriented integrated teaching and learning method such as reading book, story - telling, drawing, environmental conservation practice activity. The experimental group was divided into two groups: augmented reality reading fairy tales (A) and children's book reading fairy tales (B). First, interest, immersion, and empathy were higher in the application environment of integrated learning teaching method based on Augmented Reality. Second, there was no difference between the two groups in content understanding. Third, in terms of expressiveness, it was verified that various expressions were expressed in the applying environment of the integrated teaching - learning method based on augmented reality through drawing activities. Fourth, in practice activities, more students were practicing in the augmented reality - based integrated teaching - learning method applied environment, and the number of practice activities of individual students was also confirmed. This study suggests that the application of the integrated teaching and learning method can enhance the effect of education when using the smart teaching media using the augmented reality in early childhood education.

5-year-old Nuri Course Teacher's Guidebook on Multimedia Content Use of Early Childhood Teachers in Flash (5세 누리과정 교사용 지도서의 멀티미디어 콘텐츠 중 플래시에 대한 유아교사의 활용도)

  • Park, Seon-Young;Hong, Soon-Ock
    • The Journal of the Korea Contents Association
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    • v.17 no.7
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    • pp.527-537
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    • 2017
  • The purpose of this study is to investigate the actual use and satisfaction of early childhood teachers in the multimedia contents of the 5-year-old grade Nuri course teacher's guidebook and to provide basic data that should be developed in order to develop contents to help teaching and learning in the future. The subjects of this study were 144 early childhood teachers in kindergartens and day care centers in Busan, and collected data through questionnaires on recognition and implementation of flash among 5-year-old multimedia contents. The collected data were analyzed by frequency and percentage using SPSS 18.0 program. The results of the study were as follows: First, the early childhood teachers were satisfied with 5-year-old multimedia contents. Second, in the actual field, multimedia contents were used relatively low, and among them, the use of early childhood teachers for flash was more than half of all respondents. Third, the utilization and satisfaction according to the activity area and the life topic of the group were the most used in the fairy tale, the concurrent, the play and the story sharing, and it is mostly used in Korea and spring summer autumn winter by teachers.

Development of an E-book Design Model for Reinforcing Interaction among Learners (학습자간 상호작용을 강화한 전자책 설계 모형 개발)

  • Kim, Hoon-Yeung;Jun, Woo-Chun
    • Journal of The Korean Association of Information Education
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    • v.9 no.1
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    • pp.15-26
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    • 2005
  • Recently, interests on e-book (electronic-book) have been increasing since e-book can provide many benefits than traditional books can do. Especially, e-book can be attractive for elementary school students due to its interaction provided by various multimedia tools. However, despite the fact that the numbers of elementary school students using e-book have been increasing, researches on e-book have not made a significant progress. Also since most researches on e-book have been concentrating on fairy tale books without considering interaction, the true virtue of e-book has not been maximized. Taking this into account, this study is intended to suggest an e-book design model for elementary school students with interaction among learners reinforced. In this study, first, existing e-book design models are analyzed in terms of interaction. Based on this analysis, an e-book design model is designed and developed. The proposed model can help learners interact within their learning levels, support with many functions such as interchangeable help function, various search instruments, previews, messenger functions, and provide a book-like environment where learners themselves can take initiative in learning.

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A study on the production of children's storybooks using augmented reality technology (증강현실기술을 적용한 유아용 동화책 제작에 대한 연구)

  • Kim, Tae-Eun
    • Journal of Digital Contents Society
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    • v.18 no.3
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    • pp.435-442
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    • 2017
  • Using augmented reality to make children's books more realistic, engaging, and funny makes a great sense in terms of education. The purpose of this study is to share the experience of the production method with the story of the fairy tale which is widely known to the children as the augmented reality video contents and to act as a guide book to make the application of the augmented reality technology to the field of book publishing easier. I want to. Also, in this development, the principles and the method of making augmented reality storybooks are provided to beginners of the augmented reality contents production including the 3D modeling production method used for the augmented reality production, the method of using Unity3D engine, and the method of producing the vuforia marker, It is a study that guides you to use it immediately.

A study on the Fabrication of Mixed Reality Content with Coloring Technology (컬러링기술이 적용된 혼합현실콘텐츠 제작에 대한 연구)

  • Kim, Tae-Eun
    • The Journal of the Korea institute of electronic communication sciences
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    • v.14 no.4
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    • pp.737-742
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    • 2019
  • This paper is a study on the production of mixedeality contents by realizing AR coloring technology, virtual environment, and VR devices by realizing the interaction in virtual environment. In this study, we designed and produced the content from a fairy tale called 'Cinderella' to produce and demonstrate real mixed reality contents. 'Cinderella' shows 3D modeling in the virtual space using the Oculus Rift, and the modeled shoes can be lifted using Leap-Motion. It is a virtual augmented interaction content for exhibition and experience that can move a specific range from the foot on the treadmill. In this paper, we try to share the experience of creating new mixed reality game contents, which is a mixture of augmented reality and virtual reality technology, and continuation of universal use of this field.

Focus Group Interview for childhood creativity education utilizing the media (유아 창의성 교육에 대한 현장 인식 연구 -미디어를 중심으로-)

  • Bae, Soo-Min;Youn, Jeong-Jin
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.8
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    • pp.533-540
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    • 2017
  • The purpose of this research is to explore the awareness and demand of the field of childhood creativity education using media to promote childhood creativity. First of all, we conducted a focus group interview on the actual situation, awareness, and needs of media - based creativity education in early childhood education with 6 ewperts includes 2 professors 1 director, 1 assistant director, 1 teacher. As a result of FGI, first, the actual condition of childhood creativity education using media utilizes electronic bulletin board, animation fairy tale or children's song. Second, the awareness about childhood creativity education using media is recognizing that childhood can't cur off media with thir lives, so education institution utilizes the media naturally. Lastly, the demand about childhood creativity education using media asks the plan which can use childhood creativity education using media through teacher education or training educating for pre-service teachers desirably.. So, The research suggests the need of the childhood creativity education program using media later on.