• Title/Summary/Keyword: 이솝우화

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'우화'를 둘러싼 '편집 저작권' 분쟁

  • Park, Cheon-Hong
    • The Korean Publising Journal, Monthly
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    • s.234
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    • pp.2-3
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    • 1998
  • 그리스 시대 '이솝우화'를 둘러싸고 출판계가 저작권 분쟁에 휘말리고 있다. 인류의 문화유산인 이솝우화의 판권경쟁이 타당한가, 번역에 독창성을 인정할 수 있는가 등 논쟁이 분분한 가운데, '2차적 저작물'과 '편집저작물'의 저작권에 대한 인식이 정착돼야 한다는 목소리가 높다.

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결정판 "이솝전집" 펴낸 유종호교수

  • Kim, Ji-Won
    • The Korean Publising Journal, Monthly
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    • s.89
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    • pp.4-5
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    • 1991
  • 유년시절 책읽기의 첫경험에 맞닿아 있어 늘 동화의 테두리에만 머물던 이솝우화를 어른이 되어 다시 읽는 맛은 각별하다. 최근 유종호교수가 펴낸 "이솝전집"은 그 각별한 맛을 한결 세련되게 재현해 독자들에게 어린시절의 추억과 교훈을 새롭게 울려준다.

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Effects of Storytelling Based Software Education on Computational Thinking (Storytelling기반 SW교육이 Computational Thinking에 미치는 영향)

  • Park, Jungho
    • Journal of The Korean Association of Information Education
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    • v.19 no.1
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    • pp.57-68
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    • 2015
  • Since the entering SW-centered society in which people make the best use of SW in order to express their own personal ideas or to solve problems, the significance of SW education has been emphasized. It is generally known that storytelling provides motivational and contextual environments. This study conducted an experimental research to find out how Aesop's fables-applied SW educational program would influence computational thinking. Of these students who had participated in an SW educational camp on every Saturday for a total of 6 weeks, the experimental group learned on basic concepts of Scratch programming as working on Aesop's fables and they were led to diverse SW activities such as stories, games, simulations arts, and others. After that, the study carried out a comparison research in relation to the groups' SW concepts, SW implementation and attitudes toward SW education. The result shows that the experimental group came up with higher levels of SW concepts, implementation and positive attitude toward SW education.

A Gamification Study for the Reading Application Development (리딩 어플리케이션 설계를 통한 게이미피케이션 연구)

  • Ahn, Duck-Ki
    • Journal of Korea Game Society
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    • v.21 no.3
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    • pp.3-12
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    • 2021
  • This study is a design study to develop the reading application for English learning courses with fun elements of Gamification incorporating user's immersion. The system is focusing on the story progression of Aesop's fable "Rabbit and Tortoise", which is consisted of chapters in digital technology. We intended to apply the four elements of fun factors by grafting Gamification into the game engine system. The purpose and significance of the study is to present the guideline through evaluation of usability from prototypes by surveying the educator group.