• Title/Summary/Keyword: collaborative story creation

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Educational Effects of Collaborative Story Creation Activities Using the Entry Programming Language (엔트리 프로그래밍 언어를 활용한 협력적 이야기 생성하기 활동의 교육적 효과)

  • Seo, Hyunseok;Jeong, Youngsik
    • Journal of The Korean Association of Information Education
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    • v.22 no.6
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    • pp.651-660
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    • 2018
  • To determine the educational effects of collaborative story creation activities using the Entry programming language, we instructed first year students at the national university of education on these activities for three weeks and analyzed the changes in their software (SW) education capacity and story creating ability. The completed analysis showed no significant changes in the students' SW education capacity as related to information literacy, computational thinking, and learner competency; however, the students' ability to create stories increased significantly. Although students struggled to learn story creation using Entry, they gradually found that the activities were useful and their interest in creating stories grew. Therefore, we suggest expanding the number of subject curriculum activities using Entry in order to improve SW education capacity as well as the subject capacity for student teachers.

A case study on value creation of fashion brands using content collaboration targeting MZ generation (MZ세대의 콘텐츠 콜라보레이션을 활용한 패션브랜드의 가치창출 사례연구)

  • Shin, Haekyung
    • The Research Journal of the Costume Culture
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    • v.28 no.6
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    • pp.830-844
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    • 2020
  • The fourth Industrial Revolution, known as digital transformation, has made MZ generation to be the focus of the new consumer market, brought about the use of technological platforms a new consumption method. Currently, as various types of content collaboration are emerging that specifically targeting at the MZ generation. Content collaboration are considered an integration of content to create new values through co-existence and co-prosperity. This study identified the characteristics of collaboration of fashion brands from 2018 using literature and online news articles, and identified and classified through case studies of it determined movie content, game and virtual characters. By this research, it shown that collaboration with movie contents have increased the collaborative synergy by using the story in global media content. Collaboration with mobile games was generally used by young casual and sportswear brands. These brands which utilized characters from mobile games popular with to attract more teen consumers and strengthen brand awareness by adding values of high-technology and scarcity to the familiar images. In addition, collaboration with virtual characters has expanded value of the collaborative approach on expanding the range of advanced digital technology, from a promotional strategy during the distribution process through to the use of virtual models. As such, collaboration using the various types of content has developed beyond simple integration of identities among various areas, integrated products or brands that as a new value.