• Title/Summary/Keyword: educational story

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A Study on the Attitude toward Online Game-based Edutainment (온라인게임 기반 에듀테인먼트에 관한 태도 연구)

  • Park, Seong-Taek;Kwon, Hye-Young;Kim, Tae-Ung;Jang, Woo-Jung
    • Journal of Digital Convergence
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    • v.10 no.3
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    • pp.251-263
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    • 2012
  • Edutainment refers to the form of entertainment designed to educate as well as to amuse. It typically seeks to instruct its audience by embedding messages or educational contents in some familiar form of entertainment such as computer games, films, websites, multimedia software, etc. The purpose of this study is to identify the determinants of attitude toward online game-based edutainment. This study proposes the attitude, fun, usefulness, social interaction, challenge, and educational story as major research variables, and collected the survey responses from game players having experiences with online game-based edutainment. Factor analysis confirmed that 19 questions can be categorized into 6 factors : attitude, fun, usefulness, social interaction, challenge, and educational story. Regression analysis shows that fun, usefulness and educational story significantly and directly affect the attitude toward these edutainment games, and that educational story influences the level of usefulness. In addition, challenge and social interaction were found to have significant impact on fun. In conclusion, the wider implications of the findings for utilizing online game-based edutainment are provided.

Christian Educational Implications of the Sermon as Narrative art form in Children's Worship (어린이 예배에서 '이야기식 설교'의 기독교교육적 함의)

  • Eun-Ju Kim
    • Journal of Christian Education in Korea
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    • v.72
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    • pp.147-164
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    • 2022
  • Stories have been studied as an important educational method in Christian education. In recent discussions on religious education, stories are positively evaluated in terms of stimulating children's unique fantasy, as opposed to visual media, and in terms of face-to-face direct communication. Our most profound and passionate orientation to the world is shaped by stories. This is because stories move us by moving us and shape our unconscious to act accordingly. However, the subjects that supply stories to children now are various mass media and consumer culture. The story it tells instills a secular worldview and makes us dream of a world completely different from the kingdom of God. Our children need a story to imagine the kingdom of God. This paper focuses on story-style sermons in children's worship and tries to deal with the Christian educational implications of story-style sermons. To this end, first of all, I would like to treat the Bible as a story according to the approximate concept of the story and the position of literary criticism who approached the Bible as a story. The second will deal with narrative preaching. First, we will look at narrative sermons for adults, and then deal with narrative sermons for children. The two narrative sermons were treated separately in the sense of considering the characteristics of children rather than being separated. Lastly, I would like to draw out the Christian educational implications of narrative preaching.

A Study on the Architectural Planning in Mixed-use Tendency for Educational Facilities - The case of a plan analysis in Educational Facilities(Korea/Japan) - (학교(學校) 시설(施設) 복합화(複合化)에 관한 건축계획적(建築計劃的) 연구(硏究) - 학교(學校)(한국, 일본(韓國, 日本))의 평면(平面) 분석(分析)을 중심(中心)으로 -)

  • Rieu, Ho-Seoup;Shin, Il-Yong
    • Journal of the Korean Institute of Educational Facilities
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    • v.7 no.3
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    • pp.15-22
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    • 2000
  • The purpose of this study is to grasp a concept for mixed-use tendency of educational facilities, its propellant circumstance in the nation and japan, to analyze a feature of a function, a flow planing of user and the complex form which appear from an instance of the mixed-use tendentious educational facilities and is to suggest a basic matter on the architectural planning for mixed-use tendency of the regional facilities and educational facilities. The results of the study can be summarized were as follow: 1) The step of mixed-use in nation is yet the early step and a extremely feeble to compared with the japan. 2) In a case of the mixed-use tendency facility, the nation is to appear for the necessity of a region but they know of a varied facility to be mixed-use tendency in japan. 3) Much to appear monolithic form in the side of complex form. 4) To appear multi-story in the side of facility-story. 5) It is much example of separating from main entrance, the flow of interior found of dividing into not to transit or transit by the function of facility. 6) To know for being tendency of common and division by the principal of user in facility instituting E V.

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Development of Teaching Method for Furniture Design through 'Story telling' (`스토리텔링`기법을 통한 가구디자인 학습방법 개발)

  • Kim, Kook-Sun
    • Journal of the Korea Furniture Society
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    • v.19 no.3
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    • pp.163-171
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    • 2008
  • This Study has been conducted with many concerns about various teaching methods that attainable the substantial learning process of practical affair system in order to cope with the rapidly changing situation of the times and the educational environment in the field of design. Design Process Studying Method which utilizes 'Story Telling' as the process where the whole learning is achievable, in accordance with the educational target of the creative professional technician training that complies with the requirement of the times, and by progress of the integrated structure dividing as 1, 2, 3 stages, it doubles various studying effect, and it enables to expect the connection studying effect with other study-subject. Since the process of such program induces the positive participation of the student, it was known that a superior interchange of information is attainable, and due to its enthusiasm and interest on the study, the participating rate for study was appeared very highly.

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Implementation and Evaluation of an Educational AppBook with User Interaction (사용자 인터랙션을 지원하는 교육용 앱북의 구현 및 평가)

  • Choi, Jong Myung;Lee, Young Ho;Lee, Sang Il
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.2
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    • pp.121-129
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    • 2014
  • As e-books have been becoming common, the market for digital textbooks also has been expected to grow rapidly. In this paper, we introduce our experience of developing interactive e-books with Unity3D, and the result of user's experiment of using the books. The e-books are targeted to the lower grades in elementary schools, and they are a series of a fairy tale story with educational information on flat tide. They support rich user interactions such as dragging and clicking objects and rich media including 3D animations, videos, pictures, and augmented reality. We separate educational information from the main story in order to meet some incompatible issues among story, education, and user interaction. We conducted user experiments with twenty four 4th grade students and 95.8% (23 from 24) of them liked the e-books. They also thought the e-books would help them study about flat tide and sea creatures in there.

A Note on the 'Story Corners' in Third Grade Mathematics Practice Activity Books (초등학교 3학년 수학 익힘책에 제시된 '이야기 마당'에 대한 고찰)

  • Paek, Dae Hyun;Yi, Jinhee
    • School Mathematics
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    • v.14 no.4
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    • pp.553-564
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    • 2012
  • Story corners in elementary school mathematics practice activity books are newly given for students not only to have interests in mathematics, but to solve story problems related to already learned mathematical contents. In this study, we investigate the story corners in third grade mathematics practice activity books to analyze the contents according to their utilizations. We also suggest their implications. Based on our analysis, we have the following results. First, there are cases where the contents of the story are not related to the corresponding learning contents. Second, there are cases where some the contents or the posed problems related to the story are hard to be understood by students. Third, there are cases where the posed problems are not related to the corresponding learning contents.

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A literature research on storytelling in mathematics education (수학교육에서 스토리텔링(storytelling)에 대한 문헌 분석 연구)

  • Suh, Bo-Euk
    • The Mathematical Education
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    • v.52 no.1
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    • pp.65-82
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    • 2013
  • This study has to do with storytelling. In this study, analyzed the domestic and international academic literature and scientific papers. The purpose of this study is to provide the meaningful basic material on mathematics education for the development of storytelling lesson model and teaching material. First, we analyze the causes and background storytelling appeared. The psychologists found that the human cognition's structure consists of a narrative system. And, We realize that the problem 'How will attract the attention of the students in math class' will be solved by storytelling. Second, the means of storytelling about the educational value and benefits were discussed in Mathematics Education. The story has a powerful force in the delivery of mathematical content. And, the story has strong power, led to feelings of students receiving transfer mathematical content. Finally, examined the characteristics of the psychology of learning in mathematics education by storytelling. We were studied about internal and external story. And, we studies on storytelling as the mediator, story as the knowledge transfer, story as the problem-solving process, story as the script.

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 Comparison on the Trend of Preference about Classroom for Special Purposes Related with School Relocation in Elementary School - Concentrated on the relocation-needed elementary schools in Kwangju city - (교사재배치(校舍再配置)를 위한 초등학교(初等學校) 특별교실(特別敎室) 선호경향(選好傾向) 비교(比較) - 광주광역시(光州廣域市) 교사재배치(校舍再配置) 대상(對象) 초등학교(初等學校)를 중심(中心)으로 -)

  • Jeong, Joo-Seong;Choi, Byung-Kwan;Park, Young-Sook;Rieu, Ho-Seoup
    • Journal of the Korean Institute of Educational Facilities
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    • v.9 no.2
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    • pp.15-24
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    • 2002
  • This study is performed to understand a trend of preference about classroom for special purposes related with elementary school relocation. It is anayzed based on the questionnaire of teachers at work in the two schools having similar educational environment. The results showed that it is desirable to locate rooms for science or practice in low story and music room in the lowermost or uppermost story. Rooms for art, linguistic education and computer had not limited any place. It is shown that the scale of each preparation room is significantly different with each grade and more large scale is needed in higher grade. These results reflect that the present arrangement of classrooms for special purposes is not adequate and require more reasonable arrangement with the grade in the architectural plans for relocation-needed elementary schools.