is a TV animation which is a joint production of Korean and Japanese companies and came into the world by thoroughly benchmarking that brought Chinese characters learning fever to our country. It can be thought that the constructing storytelling
based on the Journey to the West by using an attribute of Chinese characters, which are a pictograph, has pioneered a new field in the learning cartoon market of our country in an aspect that it is made for learners to learn Chinese characters in its story instead of simple memory type learning.
On the other hand, the made its central platform a TV animation instead of a learning cartoon. It is actually impossible that the TV animation, makes learners learn all Thousand-Character Text because it has limited time of 39 installations\' broadcasting. Therefore, after the
induces learners to have indirect experience and interest through a TV animation, it introduced a method that leads to confrontation between learners by inducing interactivity, a sense of challenge and a competitive spirit giving a sense of operation and immersiveness through cards of the , so that learners learn Chinese characters.
The present study analyzed storytelling of the with a semiological methodology of Greimas. As a result of analysis, it could be understood that description of \'learning and entertainment\' of a deep level, description of \'peace and war\' of a
superficial level and \'Synthesis(Great Absolute) and confrontation\' of a manifestational level were formed through a generative trajectory of signification.
The prepares a method enhancing learning effects through a card game and makes card gamers themselves learn Chinese characters based on storytelling of the TV animation. Like this, the
realized storytelling that can maximize function of edutainment like learning and entertainment in different media from each other.
In the future, a basis about transmedia storytelling of edutainment will be prepared through more precise analysis about a card game of the .
Key words: edutainment, storytelling, card game, semiology,