• Title/Summary/Keyword: children's story

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Effectiveness of Intensive Versus Extensive Reading of Children's Stories (동화의 정독적 반복 들려주기와 다독적 한번 들려주기에 따른 유아의 흥미도와 이야기 구조화)

  • Shon, Hye Sook
    • Korean Journal of Child Studies
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    • v.25 no.2
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    • pp.59-69
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    • 2004
  • The question addressed by the present research was whether repeated, careful reading of a few stories(Intensive Reading) is more effective than general, one-time reading of many stories(Extensive Reading). Unfamiliar stories were read to 105 kindergarten children from typewritten sheets of paper for 40 days(about 10 weeks). The Intensive Reading group heard 5 stories and the Extensive Reading group heard 40 stories. Effectiveness was measured by interest level during story telling and by narrative structure. Test scores were analysed by ANCOVA. No differences were found between the 2 groups; however, as a new area of study it could serve as a catalyst for research on story telling methods.

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A Study of Situated Cognition and Transfer in Mathematics Learning (수학 학습에서의 상황인지와 전이에 대한 연구$^{1)}$)

  • 박성선
    • Education of Primary School Mathematics
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    • v.3 no.1
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    • pp.37-45
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    • 1999
  • This paper investigates the comparative effectiveness of two kinds of instructional methods in transfer of mathematics learning: one based on the situated cognition, ie. situated learning and the other based on traditional learning. Two classes of second graders studied the instruction about 3-digit addition and subtraction. After that, they completed two written tests and a real situation test. As a result. no significant differences were found between the two group's performance on the written test 1 and real situation test. But the situated learning group performed significantly better on the performance of story problem than traditional group. This result indicated that the situated learning made improvement in transfer of mathematic loaming. As a result of interviews with 12 children, the situated loaming group's children were able to use contextual resources in solving real situation as well as story problems.

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The Effect of Multi-media Activity based on children's stories on Children's Creativity (동화를 활용한 멀티미디어 활동이 유아의 창의성에 미치는 영향)

  • Kim, Jun-Mo
    • Journal of the Korea Computer Industry Society
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    • v.9 no.2
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    • pp.47-52
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    • 2008
  • This paper operated the effect based on children's emotion using multimedia activity. The defferent of group were operation group based on multimedea activity that higher than the group that listened children's story and represent the significant result on statistics. The children multimedia activity promoted emotion intelegent representing feeling.

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A Study on Visual Perception Scalability of AR/QR Picture Book Animation: Focusing on the Design Characteristics of the Picture Book 〈Where is this?〉 (AR·QR 그림책 애니메이션의 시지각 확장성 연구: 그림책 <여기가 어디지?>의 설계적 특징을 중심으로)

  • Sung Won Park;Jae Yun Park
    • Journal of Information Technology Applications and Management
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    • v.30 no.1
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    • pp.21-32
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    • 2023
  • This study presents a way to design picture books that allow children to experience indirectly through realistic media at home and educational institutions for children whose direct experiences and activities are reduced offline in the post-COVID-19 era. The development and popularization of realistic media such as AR continues to be grafted and developed in the picture book field, and the advantage of this picture book is that children at the stage before learning letters can feel the story and character situation of the book through the experience of AR and QR animation in the picture book. In this process, you can get access to imaginary areas that can not be experienced in flat-panel illustrations with spatial animation to help improve the scalability and literacy of the story contained on the page. Children's education through realistic animation can increase the learning effect and needs to continue after COVID-19. Therefore, by presenting the process of viewing and experiencing picture books using AR and QR, the result of the study suggests that the design process of realistic picture books is not just a combination of technology, but a process of expanding children's perception and imagination. This study aims to find out how visual perception is designed differently by analyzing the differences and characteristics of each animation design, focusing on the AR and QR picture book "Where am I?" published by the researcher, and to contribute to the active introduction and development of realistic animation in the field of children's picture books and education.

Children's Emotion Recognition, Emotion Expression, and Social Interactions According to Attachment Styles (애착 유형에 따른 아동의 정서인식, 정서표현 및 상호작용)

  • Choi, Eun-Sil;Bost, Kelly
    • Korean Journal of Child Studies
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    • v.33 no.2
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    • pp.55-68
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    • 2012
  • The goals of this study were to examine how children's recognition of various emotions, emotion expression, and social interactions among their peers differed according to their attachment styles. A total of 65 three to five years old children completed both attachment story-stem doll plays and a standard emotion recognition task. Trained observers documented children's valence of emotion expression and social interactions among their peers in the classroom. Consistent with attachment theory, children who were categorized as secure in the doll play were more likely to express positive emotions than children who were categorized as avoidant in the doll play. Children who were categorized as avoidant in the doll play were more likely to express neutral emotions among their peers than children who were categorized as secure and anxious in the doll play. The findings of this study contribute to the general attachment literature by documenting how attachment security plays a crucial role in having positive emotions in ordinary situations. It does so by also demonstrating how different attachment styles are associated with children's qualitatively different patterns of emotion processing, especially in terms of their expression of emotions.

The effect of the extensive program using the storytelling on young children's linguistic creativity (동화와 관련된 확장활동이 유아의 언어 창의성에 미치는 영향)

  • Kim, Su-Yeon;Kim, Moon-Hee;Rha, Jong-Hay
    • Korean Journal of Human Ecology
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    • v.15 no.6
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    • pp.937-949
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    • 2006
  • The purpose of the study was to explore the effect of the extensive program using the story telling on young children's linguistic creativity. 20 five-year-olds and 18 four-year-olds from a day care center were selected for this study. After performing pre-test, they were divided into control and experimental group. Children's linguistic creativity was measured using 'Imagining Red' of 'Korean Comprehensive Creativity Test for Young Children' standardized by Chun(2000). 6 books were selected for the extensive program for the promotion of children's linguistic creativity was carried out to experimental group for three weeks. After three weeks, post-test was performed on experimental and control group. The results indicate that the extensive program using the storytelling had an effect on promoting young children's linguistic creativity including the sub-elements such as fluency, flexibility, and originality. As the results of experiencing the extensive program related to storytelling, the linguistic creativity of 5 year olds improved more than that of 4 year aids and that of girls improved more than that of boys. For the developing children's linguistic creativity, various extensive activities need to be programmed.

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Phonological Awareness Activities Using Story Books : Effects on Reading, Self-Concept, and Learning Motivation in an After-School Program for 1st and 2nd Grade Low Income Children (동화를 이용한 음운인식활동이 저소득층 초등 방과후 교실 1, 2 학년 아동의 읽기, 학습동기 및 자아개념에 미치는 영향)

  • Lee, Jeehyun;Kim, Youjung;Lee, Jung A
    • Korean Journal of Child Studies
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    • v.27 no.5
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    • pp.123-141
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    • 2006
  • The phonemic awareness program included construction of 45 activities emphasizing various sounds in speech and letter names using a storybook. The subjects were thirty 1st and 2nd grade low-income(15 experimental and 15 control group) children attending an after-school program in Seoul. Pre- and post-tests assessed children's reading, self-concept, and learning motivation. The experimental group children had rich opportunity to deal with and discuss sounds, syllables, phonemes, and the Korean alphabet names during storybook reading, games, and play over a 12 week period, while the control group children were provided with worksheets, subject tutoring, and homework guidance. Results showed that the phonemic activities were an effective and useful way to enhance children's reading ability, self-concept, and learning motivation.

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Several Factors Influencing on Children's Empathic Behavior (어린이의 공감성립(共感成立)에 있어서의 요인분석(要因分析))

  • Kim, Na Young
    • Korean Journal of Child Studies
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    • v.6 no.2
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    • pp.59-71
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    • 1985
  • The purpose of this study was to analyze the effects of both social-status and mode of stimulus-presentation on children's empathic behavior, where empathy is defined as either the comprehension and recognition of an affective state in stimulus persons (others) or the empathic response to that perception. Middle-and lower-class kindergarten children were presented with a series of either short-sentence stories or short-pictorial stories. The subjects were asked to indicate how the child in each situation felt by selecting a "happy", "sad", or "angry" face to complete the picture accompanying each story. Immediately following the first question, children were asked to state verbally how the child in the picture might feel. The main results were (1) The mean empathy scores for the comprehension and recognition of an affective state in others and the empathic response to that perception was higher in middle-class children than in lower-class children. (2) There were differences in empathy scores to the three affective situations, i.e. the mean score for both happiness and sadness was significantly greater than for aggression, and (3) The empathy scores in the pictorial-stories were greater than in the sentence-stories.

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Social Role Development in Korean Preschool Children (학령전 아동의 사회역할 개념 발달)

  • Woo, Nam Hee
    • Korean Journal of Child Studies
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    • v.15 no.1
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    • pp.23-35
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    • 1994
  • This paper investigated children's learning process concerning age and gender, two of the most apparent social roles. The subjects of the study were 72 Korean preschool children between three to five years of age. The Study was designed to examine problems of developmental sequence and horizontal decalage in understanding of these social roles. Two five-step knowledge sequences of age growth and sex constancy were administered utilizing skill theory (Fischer, 1980). Each step in a sequence had different stories of age or sex role with increasing cognitive complexity, but the two sequences were equivalent in complexity. The children were tested under two different assessment conditions:high support condition of elicited imitation and low support condition of free play and the best story. The findings show that, the understanding of age and sex roles develops through the predicted five-step sequences. The understanding of age role seems to develop earlier than that of sex role although the developmental patterns of the two roles are similar. Variations in the children's performances under different conditions were dramatic, especially for the older children.

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Using Interaction for an Experiential Story 'The Three Little Pigs and Wolf' - for ipad - (인터랙션을 활용한 체험형 동화 '아기 돼지 삼형제와 늑대' - ipad를 중심으로 -)

  • Kim, Hyunhee
    • Design Convergence Study
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    • v.14 no.3
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    • pp.1-15
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    • 2015
  • Storytelling which is part of human nature, has changed over millions of years. The development of technology and media has shaped Storytelling into various forms and shapes, and due to the recent spread of smart devices, the influence of interactive storytelling has grown significantly. The technology which allows diverse and natural input of users, have transformed the listener to user and has allowed the user to 'experience' the story rather than 'hear' it. In line with the trend in the development of these technologies, this study seeks to design and implement an interactive tale for children on an ipad platform. Focusing on the interaction aspect, this story is designed mainly for 3-7 years olds, which contains various multimedia elements and interaction elements that use built in technology such as multi-touch technology and microphone technology to allow user input that aline with the context of story. Focusing on children's experience and empathy with the characters of the story, 'Three Little Pigs and the Wolf' contains 22 steps and was published in the itunes Store.