• Title/Summary/Keyword: life story

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Developing the mathematics model textbook based on storytelling with real-life context - Focusing on the coordinate geometry contents - (실생활 연계형 스토리텔링 수학 교과서 개발 -도형의 방정식 단원을 중심으로-)

  • Kim, Yujung;Kim, Ji Sun;Park, Sang Eui;Park, Kyoo-Hong;Lee, Jaesung
    • Communications of Mathematical Education
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    • v.27 no.3
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    • pp.179-203
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    • 2013
  • The purpose of this study was to discuss the example that developed geometry model textbook based on storytelling using real-life context. To achieve this purpose, we first elaborated the meaning of the textbook based on storytelling with real-life context, and then we discussed the outline of the story and the summary of each lesson. This study defined the storytelling textbook with real-life context as the textbook consisting of activities that explored and organized mathematical concepts by using real-life situations as materials of stories. The geometry textbook we developed employed two real-life materials, a map and a set square: we used a map for the coordinate geometry and a set square for the equation of a line. To attract students' interest, we introduced confrontation between a teacher and two students and a villain. We implemented experimentation with the textbook based on storytelling in order to verify its validity. The participants were 25 students that were enrolled in a high school in Seoul. Among them, 17 participants were surveyed. Students' answers from the survey questionnaire suggested that the geometry textbook we developed based on storytelling helped them learn mathematics and that the instruments such as a map and a set square helped them understand mathematical concepts. However, their opinion implied that the story of the textbook needed to be improved so that the story reflected more realistic contexts that were familiar with students.

A Study on the Aspects of the Relationships and Hardships on a 'Sijipsali' Narratives in Korean Women's Married Life (여성 화자의 시집살이담에 나타난 관계와 고난의 양상)

  • Kim, Kyung-Seop;Kim, Jeong-Lae
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.2
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    • pp.409-417
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    • 2020
  • Oral-Performance in itself, which successfully narrates one's life, constitutes a kind of decent Verbal arts. The term 'Sijipsali-Narrative' refers to oral narratives portraying a series of events in the course of Women's Life-Story which arise from family life and socio-cultural issues through marriage. As a result, Sijipsali-Narrative belongs to a subcategory of Women's Life-Story. Sijipsali-Narrative can be divided into two categories as follow. One type of Sijipsali-Narrative is the 'Family-Connection sijipsali-narrative,' which results from the relationship between a daughter-in-law and the rest members of the family. Among the 'Family-Connection sijipsali-narratives,' including several forms of Sijipsali such as that of father-in-law and that of husband and that of children, Sijipsali of the mother-in-law is most distinctive. The other type of Sijipsali-Narrative is 'Sociocultural-Connection Sijipsali-narrative', which comes not from human relationship but from general issues a narrator is suffering from as a daughter-in-law in a family. The most universal narrative comes from Sijipsali connected with poverty and historical events, and family history, appearance, attitude of the daughter-in-law and so on can be materials for the narratives. Actually, the two types of Sijipsali narrative is not so much distinguished from each other as intermingled with each other. Sijipsali arising from family relationship can inevitably be related with poverty and some events, which result in conflicts among family members and so harass daughter-in-laws. This thesis has a clear-cut orientation to overview the aspects of the Relationships and Hardships on a 'Sijipsali' Narratives in Korean Women's Married Life.

Christianity in "A Good Man Is Hard to Find" (「좋은 사람은 찾기 어렵네」에 나타난 기독교 담론)

  • Park, Jai Young
    • Journal of English Language & Literature
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    • v.54 no.4
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    • pp.511-530
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    • 2008
  • In "A Good Man Is Hard to Find," Flannery O'Connor describes a striking journey of a family, in which all the members dramatically get killed. Through the tragic death of Bailey's family, O'Connor evokes the reader to think about life and the life after death. Growing up in the communities of Catholicism and Protestantism, O'Connor herself had agonized with the same question between the two types of Christian belief throughout her life. In the story, O'Connor embodies her anguish with the major characters and questions the reader about the meaning of Christian salvation. More specifically, Bailey's family represent the people who get lost in life. They live without any direction and purpose. Red Sammy and his wife, on the other hand, provide travellers with rest, food, and the necessaries. The Tower is a shelter of travellers in life; however, it is not everlasting but temporary. The Misfit, exemplifying religious stragglers, has been completely frustrated with the variance of Christian salvation theories, and no longer practices the religion but knows enough to justify his cruel behaviors. Finally, the grandmother is the manipulator and opportunist of the religion. All those characters are fragments of human characters and their life - obscene and transitory. In the story, there is little God's grace on the surface even though the writer claims "all my stories are about the action of grace." Nonetheless, the reader should be able to identify with those characters because they are the mirror images of themselves. While visualizing the characters, O'Connor wants the reader to have a moment to think about the "Righteousness," and ultimately to seek out God's grace that she essentially wishes to show the reader. Instead of showing God's grace directly, O'Connor ultimately leads the reader to consider about God and the grace as she/he reads the work.

A Study on the Process Form Generation and Expressive Characteristic by Storytelling in BIG's Architecture (BIG의 건축에서 나타나는 스토리텔링에 의한 형태생성 프로세스와 표현 특성에 관한 연구)

  • Kim, Jong-Sung;Kim, Kai-Chun
    • Korean Institute of Interior Design Journal
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    • v.24 no.6
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    • pp.79-86
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    • 2015
  • This study started from the concern for Bjrake Ingels, an emerging architect in the architecture circle, who is creative and popular. Recently, the architecture field provides architects with a foundation to express a process on a new form creation through various new expressive languages, design concepts, and methods. The global Danish group BIG(Bjarke Ingels Group) develops a story by their distinctive architectural language. The storytelling is being used in various fields and now the tool called 'story' is settling down as an important element in the life that human lives. Bjarke Ingels leading the group BIG aims for the form expression by the scientific analysis and adaptation after being affected by Danish regional background and OMA. It creates a form to share stories with local members by visually simplifying the region, culture, environment, social phenomenon, economy, and politics that are invisible and do not have the form in the modern society. The elements and expressive features of the space storytelling include locality, cultural, natural environment, and connectivity which are the content structure(story) that enables you to intervene in the story according to the main agent to imagine a new space. The expressive element includes the watching moving line story of the successive, hierarchical, and organic structures which are constructive elements creating various spaces through the mixture, transmutability, and relocation of the program and inducing users to the space. The space storytelling is composed of the symbolism, community, and eco-friendliness to appear diversely through BIG's case analysis. This study will have significance that it drew a method and feature looked at by many contemporary architects from the storytelling viewpoint in the form-creating process, classified the form-creating process through a new storytelling type, and showed a possibility on the development of various methodologies.

Development of Material for Middle School Geometry using Storytelling (스토리텔링을 활용한 중학교 기하영역 자료 개발 연구)

  • Lee, Jae Hak;Chung, Sang Kwon;Kim, Sun Hee;Choi, Min Sik;Won, Yu Mi;Kim, Young Jin;Ko, Ho Kyoung
    • Communications of Mathematical Education
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    • v.27 no.3
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    • pp.341-356
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    • 2013
  • This research is about storytelling in middle school geometry. This study is basic research about actualizing mathematical teaching and learning based on storytelling that is raised for reforming school mathematics education. In order to develop the mathematics textbook model, development of procedures and methods were extracted from the literature. And mathematics textbook model were developed in accordance with the process and methods. Examples are presented in terms of the development of material with 'story as a communication tool', 'familiar story as a script' 'universality of the world or simulation of life as a story', 'story as a means to foster creativity: story making'. Through the results of this study, we are also able to check the possibility of storytelling in mathematics class. And this study will be the foundation for teaching and learning using storytelling.

A Study of Theory and Form of Storytelling User Interface - Establishing Theory by Study of the Game Interface - (스토리텔링 유저인터페이스의 이론과 형태연구 - 게임인터페이스 연구를 통한 이론 정립 -)

  • Lee, Dae-Young;Sung, Jung-Hawn
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.43-50
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    • 2008
  • UI design is growing in meaning and form itself through the development of hardware and contents. And it makes users accept its interface as a extension of the body and mind because of the substantial rapport of the user and contents with developing of device and graphic. In this study, we analyzed user interface in a view of digital storytelling by observing of its role within user and contents. Not only this, classifying and investigating story elements in the games for forming the theoretical basis of storytelling UI are enforced. For the case study of UI, we choose the game, Diablo, Half-Life, and Homeworld because the game is suitable for the application of node-type storytelling and effectively uses graphic and input unit. This analysis explains the interface has the contents data that divided or shared and it means the interface performs its part of story nodes, which are extracted from the story, and choice. And we analogized that the story elemental can be substituted and used practically for interface because the stories made through the thing that users and developers are in the space of coexistence by the interface. Storytelling UI will be a good way to make a most intriguing piece as a joyful spontaneous complex that use story node. It is worth by reason of making by user and discovering live inner story so that it can approach to the substance of the story.

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Development of nature friendly characters for infants and toddlers (영유아를 대상으로 한 자연친화적 캐릭터 개발 연구)

  • Joo, Eun-Ryeong;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.16 no.3
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    • pp.415-422
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    • 2018
  • The purpose of this paper is to show development examples of nature-friendly characters and to play a guide role for various nature-friendly characters to appear by presenting nature-friendly characters setting in Korea. Three famous examples of nature-friendly characters in foreign countries and the influence of nature on infants and young children will be examined with reference to previously published papers and published books. I have confirmed that nature harmony positively affects emotions and life respect of infants and young children, the characteristics of nature-friendly characters are 1. The characters are drawn based on nature environment as background. 2. They have been beloved for story of nature conservation and love for nature, and playing in nature environment. As story setting, I suggested 1. A story of forest experience with friends 2. A story of nature observation and exploration such as playing, exploration, and explanation 3. A drawing of Korea nature environment, including grass, flower, tree, insect, etc. 4. An educational and philosophical story of life respect, nature conservation, and love for nature.

A Study on the Meaning of Story Collection in Popular Song Archives (대중가요 아카이브에서 '이야기'컬렉션의 의미연구)

  • Jin, Hyun Joo;Yim, Jin Hee
    • Journal of Korean Society of Archives and Records Management
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    • v.16 no.3
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    • pp.69-97
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    • 2016
  • For a long time, popular songs have been our source of happiness. They go along with the flow of the generation, allowing them to acquire a significant meaning. Popular songs thus reflect the contemporary society. However, in the study of popular song archives, there has been an interest only in the information of the songs sung by a singer, the type of songs, and the type of singers. Thus, existing popular song archives were not able to reflect the characteristics of the society of the generation when the songs were popular. Therefore, this paper searched for ways by which to archive not only popular songs but also the characteristics of the society during the time when these songs were famous, and suggested a story collection through the methods. These stories reflect the lives of the people and the characteristics of the society during the periods when the songs were popular. Furthermore, these stories go beyond popular songs, making it possible for us to look dimensionally on the society we are affiliated in.

Study of Space in Storytelling Marketing (스토리텔링 마케팅에서의 공간에 관한 연구)

  • Chung, Sun-Ah
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2006.05a
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    • pp.125-130
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    • 2006
  • The various kinds of consumption belong to a general category and at the same time the expression of most basic aspiration in the human life. Since the ancient times, the consuming activities have lasted with the other basic activities and the consuming space conducting consumption has developed as physical devices along with the human history. Those companies that have been given attention and getting favorable impression currently being selected by the consumers are now concentrated on the storytelling marketing. The storytelling marketing is that the emotion-oriented marketing activities give consumers the opportunities to enjoy the product contained stories to put the stories to marketing activities. It approaches to consumer with human story emotionally rather than rationally and heart rather than mind. Recently, the architecture has become artistic either it was linked and contacted media or part of marketing. We think that the story telling marketing is the eternal triangle among art, architecture and marketing that is a propensity or movement to interior at this time. I found out that the storytelling marketing methodology is able to touch the consumer's heart and stimulate consumption aspiration that makes new circumstances and experience expressing space. And for that, effective marketing methodology is to give the consumers a more exciting and enjoyable motivation in accord with the modern society to give companies positive image to customers and accordingly for the companies to gain profits. The story telling space that is filled with ideas which produce new circumstance and experience using the established narrative and theme will be required continuously and able to develop in the future.

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