• 제목/요약/키워드: Story Sharing

검색결과 55건 처리시간 0.035초

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

  • 신애선;안경숙
    • 한국보육학회지
    • /
    • 제18권2호
    • /
    • pp.17-32
    • /
    • 2018
  • 본 연구는 마음이론 내용이 포함된 그림책을 활용한 이야기나누기 활동이 마음이론 발달과 조망수용능력에 미치는 효과를 알아보고자 하는 데 목적이 있다. 연구대상은 전라북도 J시 소재 유치원 만 5세 유아 38명으로 실험집단 18명의 유아들에게 주 2회씩 6주 동안 총 12회, 마음이론 내용이 포함된 그림책을 활용한 이야기 나누기 활동을 실시하였다. 이야기나누기 활동은 그림책 내용 예측하기 및 듣기, 그림책 속 문제상황 알기, 등장인물의 마음상태 알아보기, 문제해결과정 및 결과 이야기나누기 하기, 등장인물의 마음상태 느끼기, 활동 평가하기 단계로 이루어졌다. 연구결과 첫째, 마음이론 내용이 포함된 그림책을 활용한 이야기나누기 활동은 유아의 마음이론 발달에 효과가 있는 것으로 나타났다. 둘째, 마음이론 내용이 포함된 그림책을 활용한 이야기 나누기 활동은 유아의 조망수용능력에 효과가 있는 것으로 나타났다. 이러한 연구결과는 마음이론 내용이 포함된 그림책을 활용한 이야기나누기 활동이 유아의 마음이론 발달과 조망수용능력 증진을 위한 효과적인 교수학습방법이 될 수 있음을 시사해준다.

동화를 활용한 갈등상황 이야기나누기 활동이 유아의 마음이론과 또래유능성에 미치는 영향 (Effects of the Story Sharing Activity on Conflicting Situations by Using Children's Story on the Theory of Mind and Peer Competence of Preschoolers)

  • 이미희;이순복
    • Human Ecology Research
    • /
    • 제51권3호
    • /
    • pp.293-306
    • /
    • 2013
  • The aim of this study is to examine the effects of the story sharing activity on-conflicting situations by the use of children's story on the theory of mind and peer competences of preschoolers so that appropriate teaching materials can be allocated for the actual preschool education site. The subjects of this study were 46 preschoolers under the age 4 at the attached kindergarten of P University in Pohang City, Gyeongbuk and in which 23 children among them were assigned to a test group and the other 23 to a control group. The collected data was analyzed by SPSS ver. 15.0 program and Cronbach's ${\alpha}$ coefficient was yielded to verify the reliability for each scale. The multivariate analysis of covariance (MANCOVA) was conducted. The analysis results are as follows. First, the story sharing activity on conflict situations by using children's story had a significant effect on the preschoolers' general appearance and actual task as sub-factors of the theory of mind, whereas no significant effects were found regarding the content change task and position change task. Second, the story sharing activity on conflict situations by using children's story had significant effect on the preschoolers' overall sensitivity, insecurity and pro-sociability as sub-factors of the peer competences, whereas no significant effects were found regarding the aggression, exclusivity and anti-sociability.

Green-UX-Story: 온라인-오프라인 자연 체험을 통한 사용자 스토리 창출 및 공유 (Green-UX-Story: User Story Creation and Sharing through the Online and Offline Green Experience)

  • 최민아;권두영
    • 한국CDE학회논문집
    • /
    • 제15권6호
    • /
    • pp.460-466
    • /
    • 2010
  • These days, it is getting important to have more chances to visit natural environment for the wellbeing life. The advancement of digital technologies allows us to get useful information regardless of time and location. In this paper, we investigate a way of improving user experience in the natural green environment using the digital technologies. This paper proposes a system called Green-UX-Story which supports users to create and share their story through the online and offline green experience. The system consists of two main systems: the "Story-Field" and the "Story-Tree". The Story-Field consists of a certain number of the Story-Trees allocated to a certain green site. In the Story-Field, users can see the Story-Trees that are owned by other users and share their stories. The Story-Tree contains the user-story in each branch and green information that are captured by the user on the web. The Story-Tree is generated using the L-system algorithm as the user adds stories. The main purpose of the system is to enable users to write their green stories from the both online and offline experiences. This paper describes the system configuration and the user scenario of the Green-UX-story.

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

  • 이자혜;김미진
    • 한국콘텐츠학회논문지
    • /
    • 제8권12호
    • /
    • pp.72-80
    • /
    • 2008
  • 엔터테인먼트산업의 OSMU(One Source Multi Use)의 중심에 있는 영화와 게임, 두 매체간의 OSMU 방법은 스토리공유에서 가장 두드러진다. 특히 게임의 스토리텔링은 서사학적 관점(소설, 영화 등 전통적인 스토리 구조)에서 게임에 활용될 수 있는 요소들과, 게임의 특성인 상호작용성을 반영하는 요소들의 조화에 중점을 두고 있다. 영화의 게임화, 게임의 영화화에 있어 성공적 스토리텔링의 중심요소는 스토리 밸류(Story Value)라 할 수 있을 것이다. 본 논문에서는 조셉 캠벨의 '영웅의 여정' 단계와 그레마스의 행위소 모델이론을 바탕으로 스토리밸류의 대표적인 요소인 스토리 이벤트, 캐릭터유형 및 관계, 캐릭터의 갈등유형의 관점에서 영화의 게임화와 게임의 영화화를 대표하는 사례분석을 통해 두 매체간의 호환 가능한 스토리텔링 및 캐릭터 설정방식을 모색해 보고자 한다.

SNS 활용이 사회자본 형성에 미치는 영향 비교분석: 트위터, 페이스북, 카카오스토리를 중심으로 (SNS Use in the Formation of Social Capital Impact of Comparative Analysis: Based on Twitter, Facebook, KakaoStory)

  • 홍삼열;오재철
    • 스마트미디어저널
    • /
    • 제1권4호
    • /
    • pp.72-78
    • /
    • 2012
  • SNS는 인터넷 상에서 공통의 관심사를 지니고 있는 사용자들 간의 관계형성을 지원하고, 이렇게 형성된 지인 관계를 바탕으로 인맥 관리, 정보 및 콘텐츠 공유 등 다양한 활동을 할 수 있도록 지원하는 서비스이다. SNS는 다양한 콘텐츠와의 결합을 통하여 네트워크를 통해 형성된 지인 관계를 기반으로 공유와 배포를 원활하게 하는 주요 플랫폼으로 활용되는 등 몇 가지의 공통적인 기능을 가지고 있다. 이에 트위터, 페이스북, 카카오스토를 모두 사용하고 있는 사용자들을 대상으로 설문조사를 진행하였으며, 설문에 응답한 자료를 통계 내어 각각의 서비스가 영향을 주는 요인들은 어떤 것인지 완성적 사회자본과 도구적 사회자본으로 나누어 분석한 결과를 제시하였다. 이 연구는 사용자들의 목적에 따라 SNS를 선택하는 기준이 되고, 새로운 SNS를 개발하거나 기존의 서비스를 발전시키는데 기여할 수 있을 것이다.

  • PDF

행복한 수업을 찾아가는 유아교사의 이야기 (A Narrative Approach to Helping an Early Childhood Children Teacher Achieve Greater Happiness in their Classes)

  • 서혜정;변미영
    • 아동학회지
    • /
    • 제33권3호
    • /
    • pp.149-175
    • /
    • 2012
  • This study is designed to positively transform a teacher's emotional state whilst teaching their classes and be able to create happier lessons for preschool children. To do this, a teacher needs to reflect upon current problems and take steps to deal with them. The data for this study was collected from participatory observation and in-depth interviews, making use of photos, a reflective teacher's journal and interview records from Mar. 28, 2011 through Oct. 7, 2011. The problems identified were, (1) teacher centered classes, (2) a daily routine filled with large group activities, (3) disruptive students, and (4) repetitiveness. The routes to greater classroom "happiness" are (1) rearranging seats, (2) "story sharing activities" in small groups, (3) making a separate "story sharing activity" area, (4) using small groups instead of large groups, (5) changing the daily routine. The role of the teacher in finding greater "happiness" are (1) meaningful, 'real observation', (2) discovering genuine change from small points, (3) power sharing, and (4) growing and developing with children.

그림동화책 읽어주기와 토의가 유아의 친사회적 행동 및 추론에 미치는 영향 (The Effect of Prosocial Story Telling and Disscussion on Children's Prosocial Behavior and Prosocial Reasoning)

  • 최윤정;이기숙
    • 아동학회지
    • /
    • 제20권3호
    • /
    • pp.275-291
    • /
    • 1999
  • The effect of prosocial story telling and discussion on the development of children's helping and sharing behaviors and prosocial reasoning was studied. Subjects were 36 five-year-old kindergarten children assigned to control or experimental groups. The research design consisted of a pre-test and pre-observation, 6 week intervention, and post-test and post-observation. Data were collected by means of a video camera and analyzed by adjusted means and ANCOVA, using the SPSS/PC+. Both children's helping behavior and prosocial reasoning was higher in the group exposed to prosocial story telling with discussion as compared with the group with story telling only and the control group.

  • PDF

브랜드 스토리의 진정성과 허구성이 고객기반 브랜드 자산에 미치는 영향 (The effects of authenticity and fictionality of brand story on customer-based brand equity)

  • 석효정;이은진;박성희
    • 복식문화연구
    • /
    • 제30권3호
    • /
    • pp.381-402
    • /
    • 2022
  • This study aimed to identify sub-dimensions of the authenticity and fictionality of a brand story and analyze the effects of authenticity and fictionality on customer-based brand equity. Data were obtained from a group of 213 males and females in their 20s and 30s living in Korea using an online survey institute. Results showed that the authenticity and fictionality of a brand story are composed of reality, excitement, exaggeration, fictional symbolism, influence, sincerity, relativeness, mysteriousness, and unreality. Of these, sincerity, excitement, reality, influence, and mysteriousness had significant effects on brand imagery; sincerity particularly exerted a relatively more substantial influence on brand imagery. Also, influence, mysteriousness, excitement, and relativeness impacted performance positively, and exaggeration impacted performance negatively. This indicated that a well-constructed brand story with authenticity and fictionality had a positive impact on the brand image. Excitement, mysteriousness, reality, relativeness, sincerity, and influence of a brand story had significant effects on brand judgement. In contrast, only excitement and influence positively impacted brand feelings, and unreality had a negative impact on feelings. The exciting and influential brand story impacted brand attitude. Also, brand image and attitude positively impacted sharing and purchase intention, while brand performance did not affect recommendation intention. These findings contribute to identifying a brand story's attributes, authenticity, and fictionality and provide insights for marketers on creating brand stories to increase brand image and attitude and to build customer-based brand equity.

향토음식의 스토리텔링 적용 사례연구 (A Case Study on Storytelling Application of Native Local Foods)

  • 최정숙;박한식
    • 한국식생활문화학회지
    • /
    • 제24권2호
    • /
    • pp.137-145
    • /
    • 2009
  • The purpose of this study is to present the scheme that can enhance the value of native local foods by analyzing the case into which storytelling is incorporated in order to revitalize native local foods. Towards this end, the cases of native local foods throughout the country were recommended through professional survey and one region among them was finally selected through the field study. The survey on the native local foods was conducted through qualitative study. The four stages of storytelling: the findings of storytelling, the production of storytelling, the experience of storytelling, and sharing of storytelling were analyzed by stage and the contents of the survey by stage were developed. In the findings of story, the origins and background of the main family's foods and food-related stories were derived. The production of stories deals with how to convey the stories of surveyed native local foods to consumers and it presented the stories about the place and food menu. In the experience of storytelling, the physical environment and non-physical environment, in which people visit native local eating houses and experience native local foods were analyzed. Finally, in the sharing of story, how the tourists who have experienced the native local foods make stories and disseminate and share them was analyzed. The significance of this study is that through the storytelling technique it presented the findings, production, experience and sharing of native local foods in the level that can apply to practical business. Although the research is in the stage of inquiry, this study is meaningful in that it presented the basic methodology that can induce the revitalization of the native local food industry through examining the tradition and significance of native local foods that can be found in all the regions of the country.

소셜네트워크 활용이 사회자본 형성에 미치는 영향 : 트위터, 페이스북, 카카오스토리를 중심으로 (The Effect of Social Network Usage on the Formation of Social Capital : Based on Twitter, Facebook, KakaoStory)

  • 홍삼열;오재철
    • 한국전자통신학회논문지
    • /
    • 제7권6호
    • /
    • pp.1471-1477
    • /
    • 2012
  • 소셜네트워크는 다양한 콘텐츠와의 결합을 통하여 네트워크를 통해 형성된 지인 관계를 기반으로 공유와 배포를 원활하게 하는 주요 플랫폼으로 활용되는 등 몇 가지의 공통적인 기능을 가지고 있다. 이에 트위터, 페이스북, 카카오스토리를 모두 사용하고 있는 사용자들을 대상으로 설문조사를 진행하였으며, 설문에 응답한 자료를 통계 내어 각각의 서비스가 영향을 주는 요인들은 어떤 것인지 완성적 사회자본과 도구적 사회자본으로 나누어 분석한 결과를 제시하였다. 이 연구는 사용자들의 목적에 따라 소셜네트워크를 선택하는 기준이 되고, 새로운 소셜네트워크를 개발하거나 기존의 서비스를 발전시키는데 기여할 수 있을 것이다.