• Title, Summary, Keyword: Digital Storytelling

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Information Communication Ethics Education Program using Digital Storytelling (디지털 스토리텔링을 활용한 정보통신 윤리교육 프로그램)

  • Heo, Saerom;Chun, Seokju
    • Journal of The Korean Association of Information Education
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    • v.19 no.3
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    • pp.333-344
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    • 2015
  • As people increasingly access the internet on mobile, the importance of internet ethics and Information Communication(ICE) Ethics has been gradually emphasized in a global society. Therefore it is needed that young students should learn cyber-ethics at school. However, currently there is almost no appropriate ICE-education program for primary school students in Korea. In this paper, we propose an ICE-education program based on digital storytelling. The proposed ICE-education program makes students to learn ICE naturally through the experiences obtained in the process of making their own digital storytelling about ICE. We applied the proposed ICE educational program to the 6th grade students of an elementary school located in Seoul. The result showed that the most participated students have enhanced their scores in participation, respect and temperance among four key elements of ICE.

A Study on Digital Storytelling Based Programming Education (디지털 스토리텔링기반 프로그래밍 교육에 관한 연구)

  • Park, Jung-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.5
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    • pp.119-128
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    • 2014
  • This study conducted digital storytelling-based programing education targeting students at elementary school and analyzed educational significance as looking into perception on programing, making cognitive-affective assessments and having interviews. The results of the study are provided as follows. First, in terms of ex-post perception, from all the areas of fun, usefulness and ease of use, statistically significant differences were observed. It was also learned that female students have positive perception similar to male students. Second, the ex-ante and ex-post cognitive assessments came up with significant differences. Third, more affectively the class is developed, the number of students who would feel 'happiness' constantly increases. What the study has found there proves educational value of digital storytelling to programing education, and they will be used effectively as basic references for any relevant field to design measures for programing education of students at elementary school in the future.

A Study on Narrative Structure of the Hero Character in the Movie 'Captain America' Series (영화 '캡틴아메리카' 시리즈에 나타난 영웅 캐릭터의 서사구조에 관한 연구)

  • Park, Chanik
    • Journal of the Korea Society of Digital Industry and Information Management
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    • v.15 no.3
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    • pp.111-118
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    • 2019
  • Chapter 1 and 2 of this study examined the methodology of modern storytelling using the hero narrative structure. This involved analyses of Joseph Campbell's monomyth structure, which is the prototype model of modern storytelling and Christopher Vogler's story structure in which the monomyth structure is classified into 3 Acts and 12 Stages. In addition, the movie 'Captain America' was analyzed based on Vogler's narrative structure theory. According to the analyses results, the hero of 'Captain America' fully follows Christopher Vogler's hero narrative structure but in some cases, he does not follow the existing hero narrative structure. It is interpreted that this is because heroes of modern tales have different birth backgrounds from mythical heroes. There is also a difference even in the stage where a hero completes all adventures and returns home between modern tales and myths due to different social backgrounds. Therefore, these findings provide a basis for modification and supplementation of a modern hero epic. Through this analysis, the modified modern hero narrative structure is evaluated to be appropriate as a basic model for modern storytelling. Further, it is expected that those who frame a film script can complete a new hero epic while following the structure of syntagmatic systems by selecting a level among Northrop Frye's paragmatic systems based on this structure and considering story themes and heroes' personality and characteristics.

I-Ching Storytelling Web-Cartoon Game (주역 스토리텔링 웹-카툰 게임)

  • Shim, Kwang-Hyun;Lee, Ki-Hyung;Kwon, Ho-Chang;Kim, Jin-Hee;Choi, Dae-Hyuk
    • 한국HCI학회:학술대회논문집
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    • pp.1265-1271
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    • 2009
  • 'I-Ching Storytelling Web-Cartoon Game' suggested by Prof. Shim and Research Group may provide users with the opportunity of writing story based on I-Ching. I-Ching is the cosmological thoughts intrinsic to East Asian culture. In the perspective of the narratology, I-Ching can bee seen as a kind of database of narratives since it classifies all events emerging from the meet between the actor(human-人) and the background(time/space-天地) as the story material into 384 narrative elements(sequence) and 64 themes(motive), and consistently constructs their causal relationships. So while trying to articulate I-ching with the digital storytelling methodology, we developed the web-cartoon game. With this game, users can creatively make their own story as a play by freely interpreting, retrieving, and recomposing those 386 narrative elements and 64 themes with the I-ching's narrative guideline.

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Transmedia Storytelling of Game and Film (게임과 영화의 스토리텔링 융합 요소에 대한 연구)

  • Lee, Dong-Eun
    • Journal of Digital Contents Society
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    • v.8 no.3
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    • pp.301-308
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    • 2007
  • The purpose of this study is to establish the principle that the contents transfer from one media to another media, especially between game and film. Firstly I described the advent of the media and the relationship between these two media applying the logic of 'remediation' suggested by J.Bolter and R.Grusin suggested. Based on these analysis, I draw the gameness and the storytelling, and study the case of transmedia storytelling between game and film. Finally, I suggest the meaning and the value of transmedia storytelling in media culture.

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Designng storytelling of edutainment using animation (애니메이션을 활용한 에듀테인먼트의 스토리텔링 설계)

  • Yun, sun-hwa;Ahn, seong-hye
    • Proceedings of the Korea Contents Association Conference
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    • pp.622-626
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    • 2007
  • As the time of edutainment has come, the importance of storytelling is attracting attention gradually in order to facilitate learners to receive and absorb information and knowledge. This research aims at observing how animations in the design of storytelling of edutainment affect elementary students and proposing learning-procedure and storyboard regarding to the storytellings based on animation. Thus, it could successfully establish plots and characters of the proverb learning appropriate to the elementary students and by applying them to the animations raise the importance of storytellings in the development of edutainment contents.

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Concept and Properties of Transmedia Storytelling (트랜스미디어 스토리텔링의 개념과 특성)

  • Lee, Sang-Min
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.193-200
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    • 2009
  • Transmedia storytelling is that a number of contents based on various media platform establish a world, and refereed as newly appeared mode in the age of digital convergence. Transmedia storytelling, each different media organically creates and produce various meaning to create a world, makes alteration in not just only producer's area but also consumer's area. The first property of Transmedia storytelling is joint producing in creation and intelligence collectiveness for enjoyment. The second property is the differentiation of story through crossover and combination, which offer new experience and penetration to consumers. As last property, it is the process of collecting and transpiring story by making relationship to establish that world. Such properties of Transmedia storytelling will act as an analysing base for transmedia contents establishing through various media platform.

A study on the Effects of Storytelling Advertising (스토리텔링 TV광고의 특성과 효과에 관한 연구)

  • Shin, Il-Gi;Choi, Yun-Seul
    • Journal of Digital Convergence
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    • v.12 no.10
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    • pp.541-556
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    • 2014
  • study on Storytelling advertisement, this study examined its own characteristics and distinctive qualities, compared to other advertisements. For this purpose, not only previous discussions about Storytelling genre and theoretical system about its narrative are examined; but also, from actual advertisements, its classification and the distinction of their characteristics are established. According to the Storytelling advertisements, it is also examined that each impact on the field of consumer's response of sympathy, perception, and emotion; and on the process of advertising effect. Below is the results of each research. Through the comparison of Storytelling advertisement's clarification, the following was suggested: there are distinctive advertising strategies, the relationship between advertising strategies and advertisement forms, and the consideration for causing the consumer's response, depending on the advertisement form. Also, the concept of explaining how consumers perceive, in the process of advertising effect, the main concept of the drama advertisement, that is the constituents of drama genre, such as characters, plot, conflict, transition, helps achieve the deeper understanding toward advertising.

Proposing the Model of a Storytelling-based Smart Board Game for Children - Case Study of the Game Development Process for Go! Space Express

  • Han, Hye-Won;Kim, Seo-Yeon;Song, Se-Jin
    • International Journal of Contents
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    • v.10 no.2
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    • pp.74-82
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    • 2014
  • This paper aims to propose the educational concept and design model of a Smart Board Game appropriate for lower elementary grade students. The Smart Board Game refers to a hybrid, or 'convergent', game format based on the offline format of the conventional board game augmented through the use of smart devices. The substantive aspects of this game format utilize the procedural deduction and problem-solving skills applicable in storytelling methodologies and games, in order to generate and propose contents ideal for the educational environment. The development of the Smart Board Game is conducted through the following stages. First, the study analyzes a number of Smart Board Games currently popular in Korea and abroad, based on identification of the key components and processes of the board game format. The subsequent review of the science curriculum for lower elementary grades aims to determine the aspects conducive for application to Smart Board Games. Lastly, the theoretical framework outlined through the previous stages is used as the basis for the proposal of a detailed model of contents for the smart board game concept.

A Study on humanistic Imagination of Games using Oral Literature (구비문학을 활용한 게임의 인문학적 상상력에 관한 고찰)

  • Lee, Jae-Hong
    • Journal of Digital Convergence
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    • v.10 no.2
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    • pp.279-286
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    • 2012
  • Game contents are the driving force of the digital media era. As the gaming industry grows bigger, contents technologies are also rapidly developing in both their quality and quantity, while the story sources of the contents are depleting. Accordingly, digging out new stories that can support development of the cultural contents industry is emerging as an urgent issue. Since games took roots as a form of contents in our society, negative images have outweighed positive aspects. This study aims at finding cures for the side effects from storytelling. Important factors here are how to converge the technical nature of engineering imagination and the epic nature of humanities imagination. Recently, The excavations of the story is very important. This article demonstrates cases where the oral literature, an archetypical cultural genre, provides the sources of game storytelling.