• Title/Summary/Keyword: the social story

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A Systematic Study on the Effect of Social StoryTM Intervention for Individual with Autism Spectrum Disorder (자폐스펙트럼장애 아동을 위한 상황이야기 중재의 효과 연구에 대한 체계적 고찰)

  • Bae, Won-Jin;Park, Ju-Young
    • Journal of The Korean Society of Integrative Medicine
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    • v.9 no.2
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    • pp.131-140
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    • 2021
  • Purpose : The purpose of this study was to systematically review the studies on the effects of social story intervention on the individuals with autism spectrum disorders(ASD) to provide the basis for evidence-based practice. Methods : In order to find out the studies on the effect of social story intervention on individuals with ASD, studies published from 2011 to December 2020 were searched on Google Academic Search. The keywords used were "autism spectrum disorder AND social story". A total of 16,900 studies were searched, and from these, 12 studies were selected based on the application of the selection and exclusion criteria. The included studies comprised of 10 single subject design studies and 2 randomized controlled trials design studies. The included studies were analyzed in accordance to population, intervention, outcome measures and results. Results : As a result of analysing the subjects of the included studies, we found out that pre-school children and adolescents were the most common groups of individuals diagnozsed with ASD. In addition to ASD, the diagnosis of the subjects included intellectual disability, Asperger, and Prader-willi. We found out that there were more interventions that were mixed with other interventions, than just the pure social story interventions. In particular, video modeling was found to be the most frequent intervention. This was followed by photo-based social stories. For outcome measure, autism social skills profile was found to be the most often used standardized assessment. For a non-standardized assessment, social desired behavior was found to be the most frequently evaluated behavior, followed by personal problem behavior. Of all the dependent variables, the dependent variable reported as "effective" was the most, followed by "some effective". Conclusion : This study is organized to help the individuals with ASD, families, researchers, and therapists understand the effects of social story intervention on the individuals with ASD in an easy fashion. Further, therapists can use this study as the basic data for evidence-based practice.

Comprehension of a News Story on SNS in Comparison to the Traditional Newspaper (소셜미디어에서의 뉴스 정보 수용과 전통 미디어 뉴스 읽기의 비교 카카오톡의 대화와 신문 비교를 중심으로)

  • Lee, Mina;Yang, Seungchan;Seo, HeeJung
    • Korean journal of communication and information
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    • v.81
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    • pp.299-328
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    • 2017
  • This study investigated news comprehension via the social media by comparing the reading of a news story on the news paper. A news story on the social media was suggested to present information in a conversational form, which differs from a traditional reporting style. To compare the different forms of news information presentation, two conditions were created: in a control condition, a news story was written in a traditional reporting form. In the experimental condition, the same news story was constructed in a conversational form. Participants were assigned randomly in one of two conditions. They read the news story and afterwards, they were asked to recall firstly, the core idea of the news story, secondly the whole news story, and finally to answer to the 10 questions that assessed how well they learned from the news story. Participants' responses were content-analyzed and produced six variables, the extent to recall the core idea, the extent to recall the whole story, the extent to recall wrong information, the extent to recall additional information, the extent to recall causally related contents in general, and finally the extent to recall causally related contents in story-specific. Analyses on the six variables revealed that the group in the news paper condition recalled more core idea, the whole story, and additional information than the group in the social media. But the news paper condition recalled less of wrong information than the group in the social media condition. Additionally, the news paper condition learned more than the group in the social media. Regarding the recall of causally related contents, the general causal relationships were recalled more in the group in the social media condition but the story specific causal relationships were recalled more in the group in the news paper condition. The findings seemingly indicated that a traditional news reporting contributes to news story comprehension more than the conversational form. Authors however added discussions and advised that the findings needed to be read under caution.

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Storytelling and Social Networking: Why Luxury Brand Needs to Tell Its Story

  • Park, Min-Sook
    • Journal of Information Technology Applications and Management
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    • v.27 no.5
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    • pp.69-80
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    • 2020
  • Recently, luxury brands are selling their products to consumers using their own direct online channels. In the online channel, marketing strategy through storytelling is needed because consumers do not have enough product experience. Therefore, luxury brands are actively utilizing social media and delivering stories includes their birth and growth. Unlike mass media, social media communicates with consumers more quickly and frequently and delivers the story of brand naturally. This study classifies luxury brands into four groups based on story recognition of luxury brands and self-esteem, and analyzes and materializes each group of the propensities of luxury brand consumption. It also tries to draw strategic implications for effective SNS advertising by analyzing narrative transportation on SNS advertising, interests in videos, and the interests in story based on these typified groups of luxury consumption. The result of the analysis shows that there is a difference in consumption propensity among consumers who were classified into four groups according to story cognition of luxury brands and self-esteem. There is also a difference in the response to narrative images through SNSs, such as narrative transportation, interests in videos, and interests in brand stories.

The Effect of Social Network Usage on the Formation of Social Capital : Based on Twitter, Facebook, KakaoStory (소셜네트워크 활용이 사회자본 형성에 미치는 영향 : 트위터, 페이스북, 카카오스토리를 중심으로)

  • Hong, Sam-Yull;Oh, Jae-Cheol
    • The Journal of the Korea institute of electronic communication sciences
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    • v.7 no.6
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    • pp.1471-1477
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    • 2012
  • Social Network has common functions such as acting as primary platforms smoothing the sharing and distribution by combination with various contents. Hence, questionnaire has been conducted to users of all of Twitter, Facebook and KakaoStory, and the factors affected by each service are presented by statistical analyses of the survey and the results are resolved by dividing them into complete and instrumental social capital. This study will be able to provide a standard for users to select Social Network according to their purposes and contribute to development of new Social Network or improvement of existing ones.

Influence of Short-term Use of Story on Other-focused Attention (이야기의 단기적 이용이 타인초점 주의 방향에 미치는 영향)

  • Ahn, Dohyun
    • The Journal of the Korea Contents Association
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    • v.17 no.12
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    • pp.169-179
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    • 2017
  • To examine the causal association between story usage and the ability of comprehending social relations, this study analyzed whether the short-term use of story heightened the degree of other-focused attention. To this end, this study randomly assigned 74 participants into three groups(novel, film, and exposition conditions), and participants were exposed to the stimuli for about 30 minutes, and then this study compared the degree of other-focused attention of the three groups. The results suggested that the degree of other-focused attention in the story groups (novel and film) were significantly higher than those in the exposition group. Though causal association between story usage and the ability of comprehending social relations were not clear, via demonstrating the formation of other-focused attention due to short-term use of story, this study provided empirical evidence for the simulation account of story.

KakaoStory Usage Motives and Usage Patterns -Focusing on the Decisive Factor for Using Kakaostory (카카오스토리 이용패턴과 이용동기 연구 -이용량 결정요인을 중심으로)

  • Lee, Ji-Young;Shin, Jae-Gwon;Lee, Sang-Woo
    • The Journal of the Korea Contents Association
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    • v.15 no.1
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    • pp.379-387
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    • 2015
  • Social media have become ubiquitous owing to the well established smart mobile environment and have expanded offline relationship into online relationship. This study investigates the decisive factors for using the popular social media in Korea, KakaoStory, by analyzing its usage patterns and motives. Beside simple reasons, such as the increased awareness and serviceability due to the popular use of KakaoTalk, our research also showed that KakaoStory was used to improve the relationship within a closed group of people they already recognize offline. In addition, fashion consciousness related to collective inclination of Koreans also affected the popular usage of KakaoStory in Korea.

The Effectiveness of a Training Program based on the Social Story Strategy for Developing Self-Determination Skills among Students with Autism Spectrum Disorder

  • AL haosawi, Amal H.;Sharadqah, Maher T.
    • International Journal of Computer Science & Network Security
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    • v.22 no.11
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    • pp.149-156
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    • 2022
  • The study aimed to identify the effectiveness of the training program based on the social story strategy for developing self-determination skills among students with autism spectrum disorder. The population of the study consisted of all students with autism spectrum disorder in the Desired Hope Association for People with Disabilities in Makkah Al-Mukarramah and the sample of the study consisted of (6) students. The study used the quasi-experimental approach with one group. To achieve the objectives of the study, the ARCS scale for self-determination skills was used, Hassan Al-Masry (2018). The results of the study revealed, through comparing the students' performances in their pre and post-tests regarding to the ARKS scale and through their answers on the scale, the effectiveness of the training program based on the social story for developing the skills of self-determination among students with autism spectrum disorder. The results also showed that there were statistically significant differences after applying the program when significance level was (0.001). The result came in favor of the post-test.

Does Story Enhance Social Cognitive Ability? Associations between Working Memory and Perspective Taking Ability (이야기는 사회인지능력을 향상시키는가? 작업기억과 관점채택 능력과의 관계)

  • Ahn, Dohyun
    • The Journal of the Korea Contents Association
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    • v.19 no.9
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    • pp.101-111
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    • 2019
  • This study was to examine association between working memory and social cognitive ability, and the influence of story-use on social cognitive ability. To this end, this study measured working memory(via n-back), and randomly assigned 82 participants into three groups(5th level intentionality, 3rd-level intentionality, and exposition conditions), and then compared the accuracy of perspective taking and emotion recognition(RMET: Reading Minds in the Eyes Test) as social cognitive ability. The results suggested that perspective taking accuracy was significantly associated with working memory capacity, whereas emotion recognition accuracy was not. Contrary to the hypothesis, perspective taking in the 5th-level intentionality story group were significantly lower than those in the 3rd-level intentionality story group. Emotions recognition accuracy was not significantly different among the three groups. Overall, this study produced inconsistent results, which has been discussed in terms of theory and methods.

Paranoia and Tragedy in Annie Proulx's "Brokeback Mountain" (금지된 꿈: 「브로크백 마운틴」의 동성애)

  • Nam, Sung-sook
    • English & American cultural studies
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    • v.9 no.1
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    • pp.141-162
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    • 2009
  • "Brokeback Mountain" deals with the love story between two homosexuals named Ennis and Jack. They never do use the word 'homosexual' but instead 'love.' They hide their love into the closet. And they conform to socially constructed gender roles. It is because they recognize that social order has punished the homosexuals severely through history. Especially, Ennis fears the homophobic heterosexual gaze. Through his paranoia, this article examines the conventional contradictory social order causing by the tragic story that is the homosexual "closet phenomenon." Such a phenomenon has resulted from the traditional patriarchal family system that is the central unit of society. Conventionally, patriarchy consists of a dominant male and non-dominant female system, based on force. Sexuality has been constructed, experienced, and understood in culturally and historically specific ways. Homosexuality has been imaged conventionally as a female disguised as a man. As such, homosexuality would violate and break such a constructed system that keeps the sexual hierarchy through male dominant construction. As homosexual, ironically with macho gender personas, Ennis and Jack are social outsiders. Through this story, Proulx suggests the conventional fixed social order is contradictory and, therefore forces the readers to re-consider the world and ponder about the future.

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.