• 제목/요약/키워드: experience tales

검색결과 26건 처리시간 0.021초

과학관 전시물 연계 동화 활용 스토리텔링 수업이 초등학생의 과학학습정서에 변화를 가져온 요인 분석 (An Analysis of the Factors that Change the Science Academic Emotion of Elementary Students in Storytelling Classes Using Fairy Tales Connected to Exhibits in Science Museum)

  • 최소영;신영준
    • 과학교육연구지
    • /
    • 제43권3호
    • /
    • pp.300-317
    • /
    • 2019
  • 본 연구는 과학관 전시물 연계 동화 활용 스토리텔링 수업이 초등학생의 과학 긍정경험에 어떤 영향을 주는지 알아보고자 한 것이다. 연구를 위해 동화를 과학관 전시물과 연관시켜 학교 밖에서도 개인이 과학을 탐구할 수 있도록 탐방활동지를 개발하였다. 초등교과서에 언급되어지는 동화 4종을 G 과학관 전시물과 연계시켜 활동지 4종류를 개발하였고, 개발된 활동지는 현직 초등교사 7명에게 검토를 의뢰하여 내용 검증을 거쳤다. 개발한 활동지를 통한 수업은 10명의 학생을 대상으로 매번 1시간 30분씩 연속 4회 진행하였다. 연구 참여 학생들을 대상으로 과학긍정경험 검사를 실시하여 본 활동이 과학긍정경험의 하위 영역 중 과학학습정서에 유의미한 변화를 일으켰음을 확인하였다. 과학학습정서에 영향을 미친 요인을 알아보기 위해 연구 참여 학생들과 참여 학생의 학부모를 대상으로 면담을 실시하였다. 본 연구의 결과를 종합해보면 동화를 전시물과 함께 활용하면 과학적 호기심을 유발시켜 과학적 사고를 하는데 도움을 주고, 과학적 흥미를 유발시켜 놀이장소로 인식하는 과학관 전시물체험을 통해 학습 부담감을 감소시켜 과학에 대한 과학학습정서에 유의미한 변화가 있었음을 알 수 있었다.

증강현실 그림책 현황과 유아의 몰입도 (Current Status of Augmented Reality Picture Books and Preschooler's Immersion)

  • 한유미;원순옥
    • Journal of Information Technology Applications and Management
    • /
    • 제29권1호
    • /
    • pp.47-57
    • /
    • 2022
  • The purpose of this study is to analyze the current status of augmented reality picture books, which have been steadily developed since 2010, as a genre of electronic picture books, and to reveal how children's immersion in augmented reality picture books differs from paper picture books. To this end, 30 augmented reality picture books on the market were analyzed according to genre, life theme, implementation method, and augmented reality scene ratio. As a result of the study, it was found that the genre of picture books was in the order of information fairy tales, daily fairy tales, and historical fairy tales, and there were no traditional or fantasy fairy tales. Animals and plants accounted for about half of the life topics, and in some cases, there were only a few or no other life topics. In the augmented reality implementation scene, it consisted of only one page in the early days, but all pages are now possible to implement augmented reality due to technology development, production cost reduction, and improved hardware performance of smartphones. It was found that the augmented reality implementation method used CD-ROM in the early days, but gradually became possible to implement using only mobile phones and tablets that were easy for readers to access. In addition, after presenting four picture books to eight 5-year-old infants, the immersion time was measured and the immersion behavior was observed. As a result, augmented reality picture books showed higher immersion[immersion time, immersion behavior] than paper picture books, but compared by literature genre, life fairy tales were higher in paper picture books and natural fairy tales in augmented reality picture books. It was higher when presenting augmented reality picture books after presenting paper picture books according to the order of presentation of picture book types. The results of this study suggest that more diverse life topics and augmented reality picture books in the genre of children's literature should be developed to increase the utilization of augmented reality picture books. In addition, considering that there are differences in immersion between types, literary genres, and reading experience [presentation order], it is expected to increase the educational effect by using picture books complementarily.

의료설화에 나타난 의학적 처치의 사실성과 의미 - 류의태 의료설화 사례를 중심으로 (Reality and Meaning of Medicinal Treatments Appeared in Medicinal Fables - Based on Case Study of Ryu Ei-Tae Medicinal Tales)

  • 구현희;안상우
    • 한국의사학회지
    • /
    • 제23권1호
    • /
    • pp.11-22
    • /
    • 2010
  • This study finds an interesting fact that five symptoms (smallpox, postpartum pain, eye disease, swollen symptom and parasite infection) mentioned in Ryu Ei-Tae Medicinal Tales and his prescriptions (steamed rice, loess, soybean sprouts, cinnabar, radish, sesame oil and pork) were dramatized on the basis of traditional Korean medicinal knowledge in the Joseon Dynasty. Based on the study of experience-based medicinal literatures popular in the Joseon period, it is confirmed that the prescriptions are actually effective. Also it is inferred that popular diseases at that time were abscess, difficult baby delivery, postpartum pain and parasite infection, which were regarded as almost incurable diseases to ordinary people. These stories also showed destitution of common people who could not afford to buy medicines at that time. As shown in the Ryu Ei-Tae Medicinal Fable, many people might try various ordinary materials around them such as soil or nose wax. One of the outcomes of this study is that the fact that the tales mentioned common materials easy to get in the surroundings such as steamed rice, sesame oil, soybean sprouts or radish could be interprets as care and consideration of medicinal doctors for ordinary people at that time.

유아의 숲동화 구연학습이 자기감정조절과 공동체의식 함양에 미치는 효과 (The Effect of Oral Narration Learning for Children's Forest Fairy Tale on Self-Emotional Regulation and Community Spirit Cultivation)

  • 강영식;마지순
    • 한국산학기술학회논문지
    • /
    • 제19권7호
    • /
    • pp.112-124
    • /
    • 2018
  • 본 연구는 유아의 숲동화 구연학습이 자기감정조절과 공동체의식 함양에 미치는 효과를 밝히는데 목적을 갖고 S시소재 유아 40명을 대상으로 8주간 16회기 실험 연구 하였다. 연구결과 전체적으로 숲동화 구연학습을 한 실험집단이 통제집단보다 높게 나타나 실험집단의 숲동화 구연학습의 유용성을 입증해주었다. 특히 공동체의식 요인의 기본생활 습관과 공동체 의식, 사회성발달, 자기인식에서 모두 실험집단이 비교집단에 비해 높게 나타났다. 이는 숲 체험 활동에서의 자연과에서 소통과 함께 동화소재를 자연 속에서 읽으면서 듣고 직접 체험함으로써 유아들이 동화를 통해 주의 집중하고 자연과의 교감 속에 자연 그대로 느끼는 순수한 감성을 바탕으로 또래와 함께 상호 협력하고 공존을 위한 관계 향상은 물론 원칙과 질서를 지키고 이를 실천하려는 소중한 마음이 동화 속 이야기와 함께 자기감정조절까지 증가시킴을 실증해준 것으로 볼 수 있다. 이같은 결과는 숲 활동에 있어 단순한 놀이나 교육 중심에서 벗어나 숲동화 연계 활동을 통해 감정조절 뿐만 아니라 공동체의식 향상에도 긍정적인 교육효과를 가져다 줌에 따라 이의 활용이 보다 확산될 필요가 있음을 시사한 것으로 평가할 수 있다.

Unity3D를 이용한 전래동화 게임 제작 툴 개발 (Educational Game Making-Tool Development using Unity3D Engine: Birth of Game)

  • 임창주;원대한;정윤근
    • 한국게임학회 논문지
    • /
    • 제14권1호
    • /
    • pp.29-38
    • /
    • 2014
  • 본 논문에서는 교육용 게임을 제작할 수 있는 툴을 제안하여 제작 기술에 대한 전문적인 지식이 없는 사용자에게 자신들이 원하는 형태로 직접 교육용 게임을 제작 할 수 있는 방안을 모색하였다. 사용자가 자신이 원하는 게임을 직접 만든다는 취지에서 시작한 이 게임은 잊혀져가는 우리나라의 전래동화라는 콘텐츠를 만나게 되면서 전래동화 기반의 게임을 직접 디자인, 플레이, 친구들과 공유할 수 있는 새로운 게임 제작 툴로 진화하였다. 또한 아이들을 가르치는 교사도 직접 전래동화를 게임 제작 툴로 디자인하여 아이들에게 제공, 공유하면서 자신의 교육에 보다 쉽고 재미있게 아이들의 참여를 유도할 수 있게 제작하였다. 이 게임 제작 툴을 통해, 어린 학생들은 잊혀져가는 우리의 좋은 문화를 접할 수 있고, 그 안에 있는 지혜와 해학, 교훈을 얻을 수 있을 것이며, 성인들은 어린 시절 할머니의 무릎에서 들었던 이야기들을 떠올리며 과거에 대한 향수를 느낄 수 있을 것이라 생각한다.

Analysis of Narrative for Mobile e-book Applications with Haeinsa Buddhist Tales

  • Lee, Young-Suk;Kim, Sang-Nam;Lee, Jong Dae
    • 한국멀티미디어학회논문지
    • /
    • 제18권3호
    • /
    • pp.429-436
    • /
    • 2015
  • This study describes the humanistic perspective inherent in Korean Buddhism. It is based on a narrative of the establishment of Haeinsa Temple, which is one of the three major Korean traditional temples, and represents the heritage of Korean Buddhism. With this narrative, we developed and implemented mobile content for Android devices titled "Treasures from the Palace of the Dragon King". Its scenario, which is a folktale of the establishment of the Haeinsa Temple, was created using A.J. Greimas' Actantial model as the research method. As a result, the content developed by the reconstruction of the scenario consists of mini-games and animations offering an intuitive user experience (UX), which is implemented in a compound E-BOOK for mobile devices. We aim to promote Korea's traditional culture throughout the world, using this content as a starting point for the future.

ICT 활용과 구체적 조작물을 통한 수학 체험 교수.학습 프로그램 개발 - 정다면체와 지오데식 돔 -

  • 김기원;김경희
    • 한국수학사학회지
    • /
    • 제16권4호
    • /
    • pp.91-106
    • /
    • 2003
  • We seek the possibility of application of ICT(Information & Communication Technology) to the experience learning in mathematics. Especially we focused on regular polyhedron in the middle school mathematics and on geodesic dome. We investigate related historical tales about the subjects which seem quite helpful of motivating to understand them. Then by using them and by ICT we develop an experience learning program for geodesic dome as an application of regular polyhedron. Through the program we expect that students show positive attitude in mathematical tendency and curiosity about mathematics and that the application of ICT to the experience learning in mathematics is very effective to improve their learning skill in mathematics.

  • PDF

구술 여행담의 문학적 성격과 교육적 의의-임철호 화자의 <금강산 여행담>을 중심으로- (Literary Feature and Educational Value of Oral Travelogue)

  • 신동흔
    • 고전문학과교육
    • /
    • 제15호
    • /
    • pp.31-66
    • /
    • 2008
  • In this study, I investigate the literary features and educational values of spoken travelogues by analyzing a travelogue about the Diamond Mountains by a farmer named Im, Chul-ho, a very interesting travelogue told for 70 minutes. It seems to have educational significance as a wonderful piece of literary work. The literary features of this tale can be summarized as follows. (1) It is truly 'literature of reality' which fully brings out literary appreciation; It evokes interest and emotional tension on the part of audience through vivid verbal embodiment of personal experiences; (2) It is a well constructed big story embedding small stories within it. The stories from many different travel points emerge into a whole unified story making it much richer and more attractive; and (3) It truly reflects the experiences and emotions of ordinary people. As such, it can be regarded as their spiritual property. In addition, spoken travelogues could be valuable as an object in literature education. It needs to be included in the literature curriculum and treated in the same way as written travelogues. With strengths as instructional materials, it could be effectively used to improve students' ability to express their daily experiences with literary sensibility and to make them better understand the lives of ordinary people in the past.

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

  • 김인숙;조유미;고혜영
    • 한국멀티미디어학회논문지
    • /
    • 제22권8호
    • /
    • pp.950-959
    • /
    • 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.

애니메이션 콘텐츠 창작소재와 전통 민속문화와의 만남: 미셸 오슬로의 <키리쿠와 마녀>와 KBS 위성 TV <애니멘터리 한국설화>를 중심으로 (A Research of Relationship between Animation Content and Traditional Folk Culture: Centered around Michel Ocelot's <Kirikou et la Sorcière>(Kirikou and the Sorceress) and KBS Satellite Channel's <Animentary Korean Folklore>.)

  • 이종승
    • 만화애니메이션 연구
    • /
    • 통권19호
    • /
    • pp.65-88
    • /
    • 2010
  • 본 연구의 목적은 '문화원형'으로서의 '설화'가 어떻게 애니메이션과 조우할 수 있는지, 더 나아가 애니메이션 콘텐츠 개발에 있어 설화적 모티프가 애니메이션 산업 발전에 어떻게 기여할 수 있는지를 알아보는데 있었다. 이를 위해 본 연구는 미셀 오슬로의 <키리쿠와 마녀>(Kirikou et la Sorci$\grave{e}$re)와 KBS 위성 TV <애니멘터리 한국설화>를 사례 연구로서 분석하였다. 본 연구를 통해, 설화를 이용한 애니메이션 콘텐츠 개발은 애니메이션 콘텐츠 산업의 시나리오 부족현상을 해결하는데 공헌 할 수 있는 하나의 전략적 모티프가 될 수 있음을 알 수 있었다. 또한 설화의 모티프를 차용한 애니메이션 콘텐츠는 다양한 부가 콘텐츠의 활용을 통한 수입 창출을 용이하게 해 줄 수 있는 '원 소스 멀티 유즈(OSMU)' 마케팅에 가장 적합한 문화 콘텐츠 중 하나가 될 수 있음을 살펴보았다. 이러한 맥락에서 볼 때, <키리쿠와 마녀>와 <애니멘터리 한국설화>는 미학적인 측면과 산업적인 측면 모두에서 애니메이션 콘텐츠 개발에 있어 설화 모티프의 성공적인 이용 가능성을 제시해주는 중요한 롤모델(role model)로서 기능하고 있다.

  • PDF