• Title/Summary/Keyword: story making activities

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Children's Theory of Mind in Pretend Play and Story-Making (가작화 놀이와 이야기 만들기에서 나타나는 유아의 마음 다루기)

  • Song, Young-Joo
    • Korean Journal of Child Studies
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    • v.33 no.3
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    • pp.99-117
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    • 2012
  • The purpose of this study was to investigate children's theory of mind in pretend play and story-making, from a qualitative perspective. Three-to-five year old children participated in group play and individual story-making activities. Children's narratives undertaken in two tasks were video-taped, transcribed, analyzed and reorganized into three key propositions, in consideration of the field notes that the researcher had taken. The children started their pretend play and story-making activities by 'forming connections among minds' of participants or story components. They continued to engage in pretend play and story making by 'dealing minds constructively and consistently' to keep their themes. Finally they resolved discordances in play and story-making by 'settings different mind windows and moving among them flexibly'.

The Effects of Story Making Activities by Utilizing Postmodern Picture Books on Young Children's Creativity and Story Construction Ability (포스트모던 그림책을 활용한 이야기꾸미기 활동이 유아의 창의성 및 이야기 구성능력에 미치는 효과)

  • Kim, Hee Jung;Seo, Hyun Ah
    • Korean Journal of Childcare and Education
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    • v.10 no.4
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    • pp.51-69
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    • 2014
  • To investigate the effects of story making activities by utilizing postmodern picture books on young children's creativity and story construction ability, this study targeted 21 five-year-old preschoolers in G daycare center and 18 five-year-old preschoolers in J daycare center located in J Gun, Busan City. 21 young children in G daycare center engaged in story making activities by utilizing postmodern picture books totaling 18 times for 12 weeks, and 18 young children in G daycare center, the comparison group, read postmodern picture books individually in free choice activity time. The results of the study are summarized as follows. Story making activities by utilizing postmodern picture books made statistically more significant progress in the subordinate elements of creativity and all the subordinate elements of story construction ability. That means those activities, by utilizing postmodern picture books, have a positive effect both on the development of young children's creativity and story construction ability.

The Effects of Picture Storybook Making Activities by Computer on Children's Storytelling Ability and Creativity (컴퓨터를 활용한 그림 동화 만들기 활동이 유아의 이야기 꾸미기 능력과 창의성에 미치는 영향)

  • Ko, Eun Ae;Chung, Chung Hee
    • Korean Journal of Child Studies
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    • v.26 no.4
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    • pp.189-207
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    • 2005
  • This study examined the effects of picture storybook making activities with computer plays on children's storytelling ability and creativity. Seventy 5-year-old children from two day-care classes participated in this eight-week program. The experimental class used the computer software of 'Stanley's Sticker Stories.' The comparison class used paper and pencil. Data analysis was implemented by ANCOVA and t-test. Significant differences were found between the experimental and comparison groups in story telling ability by story structure, imagination, vocabulary, sentence structure, and creativity showing that picture storybook making activities with the computer was more effective than traditional picture storybook making activities.

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Development of a Digital Storytelling Activity Model for Digital Generation (디지털 세대를 위한 디지털 스토리텔링 활동 모형 개발)

  • Jo, Miheon
    • Journal of The Korean Association of Information Education
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    • v.21 no.6
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    • pp.647-656
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    • 2017
  • Digital storytelling provides students with opportunities to plan and compose a story, and create a storytelling material using various digital technologies. Through digital storytelling activities, students can enhance competencies such as creativity, communication, critical thinking and collaboration, which are required for the digital generation in the future. The purpose of this research was to develop a digital storytelling model that guides students' activities related to the planning of a story and the creation of a digital material. The model classified 4 stages of activities(i.e. 'Preparing Activity', 'Planning and Composing a Story', 'Producing Storytelling Material' and 'Making a Presentation and Evaluating Storytelling Material'), and provided instructional guidances for each stage. Also various forms were presented for story planning, story table, evaluation among students and individual reflection journal.

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

  • Suh, Hye-Jeong;Byun, Mi-Young
    • Korean Journal of Child Studies
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    • v.33 no.3
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    • pp.149-175
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    • 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.

Economic Growth by Arts Activities Case Study on Nagahama Story in Shiga Pregecture, Japan (문화할동을 통한 지역활성화: 일본 시가현(滋賀縣) 나가하마(長浜市) 이야기)

  • Shin, Dong-Ho
    • Journal of the Economic Geographical Society of Korea
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    • v.9 no.3
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    • pp.431-440
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    • 2006
  • In many countries of the world, cultural activities are introduced as a popular means of promoting local economies and identities. In many places of Japan, a traditional cultural activity, "Machtskuri" (meaning "Vilige Making," literally) has been practiced in the past several decades. A small town, Nagahama of Shiga Prefecture, with 50,000 people, started restoring an old castle and historical build, art exibition, traditional fashion festivals, etc. Based on the successful experience from the cultural activities, community leaders of Nagahama made success in creating other projects, such as construction of a baseball stadium, a hotel and a community college. It can be concluded that Nagahama has been successful in creating making the place famious and the people confident.

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A Research on the Real State of Story-telling Mathematics Class of Middle School (스토리텔링을 적용한 중학교 수학 수업에 대한 교사의 인식 및 활용 실태)

  • Yu, EunHwa;Yun, Jong-Gug
    • Communications of Mathematical Education
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    • v.29 no.3
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    • pp.441-463
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    • 2015
  • The big issue of mathematics education in 2009 revised curriculum is to introduce story-telling in math textbook and to aim toward the math that students can learn easily and interestingly. Therefore, this study examine the perception of middle school teachers in working with story-telling, analyze actual utilization of story-telling in class and provide the basic materials for effective practical application. After making questionnaires to check the real conditions of the story-telling and asking math teachers in charge of the first and second graders, this research came to the conclusion as follows. First, the teachers who took part in this research showed positive perception in story-telling textbook the practical use of a variety of materials and the improvement of thinking faculty and creativity. Second, math teachers made use of a variety of storytelling data and especially reflection media in class, but this was limited in introductory part. Mathematic concept was delivered mainly through the activities of exchanging questions and answers between the teachers and students. Third, students showed positive reaction about story-telling class on the whole. For example, they understood the concept easily and they could apply it in real life. However, story-telling failed to bring the attention and interest of math itself. Therefore, teachers' ability is needed in the way that math knowledge and concept should be formed and expressed interestingly.

How to Understand the Digital Photography -A Cooperative Autoethnographic Study (디지털 사진행위를 어떻게 이해할 것인가? -협업적 자기민속지학 연구를 바탕으로)

  • Kim, Jiyoung;Joo, Hyoungil
    • Korean journal of communication and information
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    • v.67
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    • pp.62-87
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    • 2014
  • The purpose of this study is to understand the social and cultural implication of the activities of taking 'selfies' and the use of Social Network Service(SNS)s through the personal story of a 20s female researcher. She analyzes her own digital photography activities based on the experience of the use of Cyworld photo albums for three years and the use of pictures in iPhone album for fifteen months. The other researcher(40s male) cooperates to answer the questions about how to understand the digital photography activities. We understand the digital photography activities including digital cameras, social network services and smart phones as acts of personal identity configuration and acts of making the personal documentary. As a result, digital photos are used more for archive purpose rather than for document purpose. Also, we found that the digital photography activities can be understood as the interactions between human and non-human actors in the perspective of Actor-Network Theory (ANT).

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A Qualitative Evaluation Research on the Relationship Between Creative Thinking and an Infinite Creative Space Program (공공도서관 무한창조공간 프로그램과 창의성간의 관계에 대한 평가 연구)

  • Noh, Younghee;Kang, Jung-A;Jung, Eun-Ji
    • Journal of Korean Library and Information Science Society
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    • v.46 no.2
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    • pp.71-111
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    • 2015
  • This study developed a program suitable for operating an infinite creative space within the public library, and analyzed the effect of promoting participants' creativity through a trial run of the program. To do this, we operated a "picture book making activities" program in the infinite creative space of J library located in Chungbuk. This program was performed for 18 elementary students in grades 3-6. Torrance TTCT (The Torrance Tests of Creative Thinking) tools were used in this study to measure the overall creativity. As a result, first, awareness of the importance and interest in environmental science was improved through the whole program process. Second, participants' problem-solving abilities improved during the program by having to derive a solution for a given problem through brainstorming. Third, storytelling ability improved after the story-creating elements of the program. Fourth, each participants' creativity was improved through creative activities. Fifth, by publishing the results of creative activities of participants as books, the self-esteem of participating children improved as well.

The Development and Application Effects of STEAM Program about 'World of Small Organisms' Unit in Elementary Science (초등과학 '작은 생물의 세계' 단원에 대한 STEAM 프로그램 개발 및 적용 효과)

  • Choi, Youngmi;Hong, Seung-Ho
    • Journal of Korean Elementary Science Education
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    • v.32 no.3
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    • pp.361-377
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    • 2013
  • The purposes of this study were to develop STEAM teaching materials about 'world of small organisms' unit on elementary science education and to apply lesson using them for the 5th and 6th graders. Compared to other STEAM programs studied previously, the STEAM teaching materials of this study includes students' STEAM, teachers' guide, story-telling books and multimedia teaching aids consisted of practical resources to manage STEAM lessons. The whole program was designed from multidisciplinary integration to extradisciplinary integration through activities making creative products, meanwhile each period had discretionary S, T, E, A, M factors specifically. To examine the effects of integrated lesson on scientific knowledge, process skills, and affective domain, the study subjects were divided into two groups. The experimental group was composed of 69 individuals participated in STEAM lesson, while students of the control group were 67 individuals learned through general learning methods. The developed STEAM teaching materials affected significantly on scientific knowledge and affective domain of elementary school students, but process skills were not increased significantly. In the present study, therefore, the approach applying STEAM education could be suggested as alternative learning materials or supplementary teaching materials at the field of small organisms in elementary science sufficiently.