56,608 research outputs found
Introduction of Digital Storytelling in Preschool Education: a Case Study from Croatia
Our case study from Croatia showed the benefits of digital storytelling in a preschool as a basis for the formal ICT education. The statistical analysis revealed significant differences between children aged 6 â 7 who learned mathematics by traditional storytelling compared to those learning through digital storytelling. The experimental group that used digital storytelling showed significant improvement in their abilities to solve computational and mathematical problems, which suggests that this method was age-appropriate and versatile. Also, the observations of educators from both the experimental and the control group showed that children were more motivated by digital storytelling, succeeding to complete all stories with an incredible amount of engagement and enthusiasm. These findings indicate that interactive multimedia storytelling, compared to the traditional one, can be used as an effective tool for improving childâs mathematical and computer literacy skills in the preschool context in which ICT is being introduced for the first time
Once Upon Our Time: The Ancient Art of Storytelling in a Contemporary West Africa
Storytelling is an art form that has been flourishing in Senegal since the countryâs origin. Traditionally, storytelling was a communal endeavor, oral and interactive. As modernity crept up on Senegal storytelling began to change, oral tradition only partially surviving in rural settings, almost completely obsolete in big cities. I am particularly interested in how Wolof tales and oral storytelling are surviving in a modernizing Senegal. I think that storytelling is a form of cultural education for children and adults alike, and that preservation is dire for the survival of this art. I will discuss story structure, content and the opinions of local storytellers in the form of a podcast. Through examining these topics, I will be revealing how important storytelling is to Senegalese culture, and exemplifying the necessity of cultural preservation via transcription
Mendongeng sebagai Metode Dakwah Edukatif Pembentuk Karakter Islami Anak
This study examines the role of storytelling as an educational da'wah method in forming Islamic characters in children. In the context of character education, which is becoming increasingly important, the method of storytelling is considered to have great potential in conveying religious and moral messages to children interestingly and effectively. This study used a descriptive, qualitative approach by collecting data through surveys, document analysis, interviews, and observations at the Community Book Corner Pabukon Ngadongeng. Results showed that storytelling improves children's religious and moral understanding. Analysis of the documents also revealed variations of Islamic storytelling themes relevant to Islamic character values. Storytellers and educators play an essential role in this community book corner in selecting appropriate story material for children's age and understanding. Storytelling can potentially shape children's Islamic character through interactive and engaging educational dakwah. This study provides educators, preachers, and parents with a guide for using storytelling as an essential tool for Islamic character education for the younger generation
Bringing tabletop technologies to kindergarten children
Taking computer technology away from the desktop and into a more physical, manipulative space, is known that provide many benefits and is generally considered to result in a system that is easier to learn and more natural to use. This paper describes a design solution that allows kindergarten children to take the benefits of the new pedagogical possibilities that tangible interaction and tabletop technologies offer for manipulative learning. After analysis of children's cognitive and psychomotor skills, we have designed and tuned a prototype game that is suitable for children aged 3 to 4 years old. Our prototype uniquely combines low cost tangible interaction and tabletop technology with tutored learning. The design has been based on the observation of children using the technology, letting them freely play with the application during three play sessions. These observational sessions informed the design decisions for the game whilst also confirming the children's enjoyment of the prototype
Which game narratives do adolescents of different gameplay and sociodemographic backgrounds prefer? a mixed-methods analysis
OBJECTIVE: The aim of this study was to investigate which narrative elements of digital game narratives are preferred by the general adolescent population, and to examine associations with gender, socioeconomic status (SES), and gameplay frequency. Further, the study aims to discuss how results can be translated to serious digital games.
MATERIALS AND METHODS: Adolescents were recruited through school to complete a survey on narrative preferences in digital games. The survey included questions on sociodemographic information, frequency of gameplay, and an open-ended question on what could be an appealing narrative for them. Data were analyzed in a mixed-methods approach, using thematic analysis and chi-square analyses to determine narrative preferences and the associations between game narrative elements and player characteristics (gender, SES, and frequency of gameplay).
RESULTS: The sample consisted of 446 adolescents (12-15 years old) who described 30 narrative subthemes. Preferences included human characters as protagonists; nonhuman characters only as antagonists; realistic settings, such as public places or cities; and a strong conflict surrounding crime, catastrophe, or war. Girls more often than boys defined characters by their age, included avatars, located the narrative in private places, developed profession-related skills, and included a positive atmosphere. Adolescents of nonacademic education more often than adolescents of academic education defined characters by criminal actions. Infrequent players more often included human characters defined by their age than frequent players. After performing a Bonferroni correction, narrative preferences for several gender differences remained.
CONCLUSION: Different narrative elements related to subgroups of adolescents by gender, SES, and frequency of gameplay. Customization of narratives in serious digital health games should be warranted for boys and girls; yet, further research is needed to specify how to address girls in particular
Investigating situated cultural practices through cross-sectoral digital collaborations: policies, processes, insights
The (Belfast) Good Friday Agreement represents a major milestone in Northern Ireland's recent political history, with complex conditions allowing for formation of a âcross-communityâ system of government enabling power sharing between parties representing Protestant/loyalist and Catholic/nationalist constituencies. This article examines the apparent flourishing of community-focused digital practices over the subsequent âpost-conflictâ decade, galvanised by Northern Irish and EU policy initiatives armed with consolidating the peace process. Numerous digital heritage and storytelling projects have been catalysed within programmes aiming to foster social processes, community cohesion and cross-community exchange. The article outlines two projectsââdigital memory boxesâ and âinteractive galleonââdeveloped during 2007â2008 within practice-led PhD enquiry conducted in collaboration with the Nerve Centre, a third-sector media education organisation. The article goes on to critically examine the processes involved in practically realising, and creatively and theoretically reconciling, community-engaged digital production in a particular socio-political context of academic-community collaboration
An observational study of children interacting with an augmented story book
We present findings of an observational study investigating how young children interact with augmented reality story books. Children aged between 6 and 7 read and interacted with one of two story books aimed at early literacy education. The books pages were augmented using animated virtual 3D characters, sound, and interactive tasks. Introducing novel media to young children requires system and story designers to consider not only technological issues but also questions arising from story design and the design of interactive sequences. We discuss findings of our study and implications regarding the implementation of augmented story books
Storytelling Training in Forming of Child Character at Cambridge Binjai Kindergarten
This storytelling training is based on concern and awareness of the importance of character education in children. Through storytelling, it is hoped that it will be able to shape the character of children for the sake of creating a generation that has strong character to manage and advance the country in the future. Telling stories can be a way of communicating to children. In general, children prefer educational models that are interactive. The partner in this service is the Principal of Cambridge Binjai Kindergarten. The participants, namely Cambridge Binjai Kindergarten students, participated in this training with joy. After this training the students can retell the stories they heard or watched. The results of this training are that it has 1) trained kindergarten children's absorption or comprehension power, 2) trained children's thinking power, 3) trained kindergarten children's concentration power, 4) Developed children's imagination, 5) Created joyful situations and developed an atmosphere of intimate relationships according to the stage of its development, 6) Helping children's language development in communicating effectively and efficiently so that the conversation process becomes communicative. At the end of this activity it is also hoped that a story-telling community will be formed with the name âHouse of Storiesâ which is managed by the teachers of the Cambridge Binjai Kindergarten. This group was made a pioneer in the movement to cultivate storytelling to educate the character of children at Cambridge Binjai Kindergarten in particular and children in Binjai in general.  
Perancangan Buku Visual Pengenalan Hewan Dalam Al-Quran Untuk Anak Usia Dini
Religious education and science is very important in helping the stages of
child development in the golden age, because at this age children can easily
understand all memory of learning around them. The method of storytelling can
help children to understand the educational process in attractive and interest way.
From the education storytelling using the animals topic in the Quran, it is
expected the child can easily understand the basic religious education in an
interesting and fun
Designing visual book is one medium that is appropriate in early
childhood learning. This is because the media has a way to convey information to
an audience to further highlight the concept of the book is an image of the paper.
Making visual design of this book are based on research through
interviews and questionnaires were conducted to obtain the needs that will be
applied in a printed form. It aims to have the right solution to the phenomenon
will quickness new instructional media for the parents of integrating religion and
science stories are adapted for early childhood development.
This visual guide will bring a variety of animal characters, such as using a
background story in the Quran in every pages, it is expected that the child can
imitate the properties of both the content of the story. This story will be visualized
with a style that is fun, with simple style vector image, funny, and interesting, as
well as giving the colorful of colour on this book will represent the children's lives
but remains informative and educative. There are interactive mechanisms on each
page of the story, as well as supporting media finger puppets and puppet stage to
add to the spirit of understanding and appropriate storytelling concepts used
"cheerful Islamic education", which will be packed in 1 package with 2 volumes
and 1 set of finger puppets.
Keyword: children book, animal, Qura
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