• Title/Summary/Keyword: Storybooks

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Effects on Literacy Development of Teacher-Child Discussion about the Contents of Storybooks (동화 내용에 대한 교사와 유아의 토의활동이 유아의 문해발달에 미치는 효과)

  • Min, Ok Jin;Lee, Youn Kyoung
    • Korean Journal of Child Studies
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    • v.22 no.1
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    • pp.163-175
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    • 2001
  • This study investigated the effect on children's literacy of teacher-child discussion about the contents of storybooks. The subjects were 10 experimental and 10 control 5-year-old kindergarten children in Cheongju. The experimental design was the Split Plot design. The research instruments used for pre- and post-tests were the Vocabulary Decoding Competence Test(Lee, 1998), Writing Competence Test(Lee & Lee, 1990), Story Comprehension Competence Test(Lee, 1998; Morrow, 1990), and the Emergent Reading Ability Judgements for Favorite Storybooks(Sulzby, 1985). Data were analyzed by ANOVA with repeated measures. Results showed that the teacher-child discussions about the contents of storybooks were effective for improving children's competence in decoding vocabulary, writing, and story comprehension but not for improving emergent reading ability.

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On the Automatic Generation of Illustrations for Events in Storybooks: Representation of Illustrative Events (동화책에서의 삽화 자동 생성 -삽화를 위한 사건 표현)

  • Baek, Seung-Cheol;Lee, Hee-Jin;Park, Jong-C.
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.390-396
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    • 2008
  • Storybooks, especially those for children, may contain illustrations. An automated system for generating illustrations would help the production process of storybook publishing. In this paper, we propose a method for automatically generating layouts of objects during generating illustrations. In generated layouts, it is preferred to avoid unnecessary overlap between objects, corresponding to the spatial information in storybooks. We first define a representation scheme for spatial information in natural language sentences using tree structures and predicate-argument structures. Unification of tree structures and Region Connection Calculus are then used to manipulate the information and generate corresponding illustrations.

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Investigating the Effectiveness of Multimedia Electronic Book for Children's Reading Education (초등학생 독서교육을 위한 멀티미디어 전자책의 효용성 평가)

  • Kim, Hyun-Hee;Kang, Da-Hye
    • Journal of Korean Library and Information Science Society
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    • v.39 no.1
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    • pp.245-264
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    • 2008
  • This study examines the differences in children's reading comprehension and satisfaction of storybooks according to a type of medium(paper and multimedia e-books). Six different storybooks were used and 85 children participated. Each child read a paper book and an e-book(both are different books). The study results showed that overall, the type of medium did not significantly affect the children's reading comprehension of all six storybooks: for two storybooks, some comprehension scores of paper books were higher than those of e-books, on the other hand, some comprehension scores of e-books were higher than those of paper books. Satisfaction scores of paper books are a little bit higher that those of e-books, although resulting in no statistically significant difference between two types. In addition, the study suggested that the amount of annual readings is positively related to improving children's composition ability and information acquisition ability. Finally, we proposed how to promote the use of e-books in the school library environments in terms of its usability and management policies.

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Development of Interactive 3D Stereoscopic Animated Storybooks (인터렉티브 3D 입체 전자동화 개발)

  • Song, Mi-Young;Lee, Hyeon-Ah;Lee, Ye-Ji;Cho, Hye-Jin;Kim, Da-Jeong;Jo, A-Reum
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.373-375
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    • 2018
  • 본 논문은 기존의 2D 전자 동화책과는 달리 유아들에게 보다 창의적이고, 극적표현력을 길러줄 수 있도록 오프라인의 출판 원작동화의 내용과 그림을 안드로이드 기반으로 3D 입체 기술을 접목시킨 인터렉티브 에듀테인먼트로 3D 입체 전자동화를 개발한다. 즉, 동화의 줄거리에 따라 살아 움직이는 장면을 인터렉티브 애니메이션 뿐 만 아니라 좀 더 생생하게 동화를 체험할 수 있는 인터렉티브 3D 입체 전자 동화를 개발한다.

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Design for Animated Storybooks based on Interactive Edutainment (인터렉티브 에듀테인먼트를 기반으로 한 전자동화 설계)

  • Song, Mi-Young;Choi, Da-In;Jo, Eun-Young
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.251-252
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    • 2017
  • 본 논문은 기존의 전자동화책과는 달리 유아들에게 보다 효율적이고 효과적인 전자동화책을 제작하기 위해 유아의 학습 능력을 강조하여 오프라인의 출판 원작동화의 내용과 그림을 안드로이드 기반으로 인터렉티브 에듀테인먼트 컨텐츠를 제안하고자 한다. 즉, 동화책 내용을 음성으로 듣기 기능은 물론 줄거리에 맞춰 캐릭터들이 살아 움직이도록 인터렉티브 액션을 통하여 기능을 구현하기 위한 프로토타입을 제안한다.

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A study on the production of children's storybooks using augmented reality technology (증강현실기술을 적용한 유아용 동화책 제작에 대한 연구)

  • Kim, Tae-Eun
    • Journal of Digital Contents Society
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    • v.18 no.3
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    • pp.435-442
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    • 2017
  • Using augmented reality to make children's books more realistic, engaging, and funny makes a great sense in terms of education. The purpose of this study is to share the experience of the production method with the story of the fairy tale which is widely known to the children as the augmented reality video contents and to act as a guide book to make the application of the augmented reality technology to the field of book publishing easier. I want to. Also, in this development, the principles and the method of making augmented reality storybooks are provided to beginners of the augmented reality contents production including the 3D modeling production method used for the augmented reality production, the method of using Unity3D engine, and the method of producing the vuforia marker, It is a study that guides you to use it immediately.

Effect of Children's Mathematical Problem Solving Ability and Their Self-Esteem through Havruta Method Using Math Storybooks (수학동화를 활용한 하브루타 수업이 유아의 수학적 문제 해결력 및 자아존중감에 미치는 영향)

  • Lim, Kyeong Mi;Ahn, Hyojin
    • Human Ecology Research
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    • v.55 no.2
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    • pp.193-204
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    • 2017
  • This study examines the effect of 5-year-old children's mathematical problem solving ability and their self-esteem based on the Havruta method using math storybooks. The subjects of this study were 40 5-year-old students attending a kindergarten in the Incheon area: 20 students comprised the treatment group and 20 students comprised the control group. An instrument originally created by Ward (1993) but adapted by Hwang (1997) and later modified by Ryu (2003) was used to test the children's mathematical problem solving abilities. A modified version (Kim, 1997) of an instrument developed by Harter and Pike (1984) was used to measure children's self-esteem. Test results were analyzed using SPSS ver. 18.0 for Windows. The findings are as follows. First, the treatment group that had Havruta classes utilizing math story books was found to improve significantly more than the control group in their mathematical problem solving ability. Havruta classes had positive effects on children's mathematical problem solving abilities. Second, there was no significant difference found between the two groups in terms of self-esteem when the children's self-esteem was compared after Havruta classes that utilize math storybooks. It may not be possible to see immediate changes in children's self-esteem because positive parent and teacher feedback had the strongest influence on 5-year-old children's self-esteem, as opposed to self-learning. The results of this study provide meaningful basic data for Havruta classes that focus on questions and discussions through math story books to increase children's mathematical problem solving abilities in the child education field.

The Differences in 'Math Talks' during Storybook Reading Activities According to the Types of Math Storybook Used (이야기 나누기 활동에서 수학동화유형에 따른 수학적 담화의 차이)

  • Hong, Hae-Kyung
    • Korean Journal of Child Studies
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    • v.31 no.5
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    • pp.63-77
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    • 2010
  • This study was to investigate the differences of 'math talks' between concept-based storybook reading and context-based storybook reading activities. The teachers carried out storybook reading activities with their children using either four concept-based storybooks or four context-based storybooks. Fifty-six storybook reading activities from seven kindergarten classrooms were observed. The data were collected through participant observations and audio recordings. The transcriptions of 'math talks' during storybook reading activity were classified in terms of the levels of instructional conversation, types of mathematizing, and the mathematical processes involved. The results indicated that the 'math talks' during the concept-based storybook reading activity were higher than those of the context-based storybook reading activity in terms of both the instructional conversation and in quantifying and redescribing of mathematizing. However, the 'math talks' during the context-based storybook reading activity were higher than those of the concept-based storybook reading activity in connecting and reasoning of the mathematical processes involved. These findings suggest that early childhood teachers need to improve the level of instructional conversation during math storybook reading activities.

Implementation of Android-based Interactive Edutainment Contents Using Authoring Tool Developed for Interactive Animation

  • Song, Mi-Young
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.4
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    • pp.71-80
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    • 2018
  • In this paper, we developed an interactive animation authoring tool and developed the Android based interactive edutainment contents. The authoring tool for creating interactive animations developed in this paper is based on a graphical user interface, so users can easily create interactive animations. Interactive animation contents created by this authoring tool can be created as images and xml files so that they can be used directly on mobile devices. In order to increase learning efficiency for children, Android-based interactive edutainment electronic storybooks, which is implemented using this authoring tool, provided a recording function to listen to the parents' voice as well as an interactive action in which the characters move in accordance with the story line. We also provided a STEAM game that combines creativity and imagination with creative science and technology. Therefore, by creating the edutainment contents through the proposed authoring tool for interactive animation, various interactive animation contents could be produced more easily than the code implementation method. Through this study, I hope that it will be helpful for the development of various interactive edutainment contents to provide educational contents considering the quantity and quality to infants.

On the Automatic Generation of illustrations for Events in Storybooks (동화를 위한 삽화의 자동 생성에 관한 연구)

  • Baek, Seung-Cheol;Chang, Eun-Young;Park, Jong-C.
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.10c
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    • pp.222-227
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    • 2007
  • 문학가와 일반인들 사이의 경계가 인터넷 소설 등으로 희미해지고 있다. 어린이를 독자로 결정하고 작품을 창작하는 사람들은 삽화를 그려서 작풍을 출판하고 싶어한다. 본 논문은 사용자가 동화의 특정 사건을 주제로 삽화를 생성하고자 할 때 이를 자동으로 생성하는 방법에 대하여 논의한다. 본 논문에서는 특히 문장들의 결함으로 표현되는 하나의 사건을 삽화로 그리는 방법을 제안한다. 본 논문에서는 자연언어를 해석하여 사건을 추출하는 방법으로 결합 범주 문법을 사용한다.

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