• Title/Summary/Keyword: 창작도구교육

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A Development of Curriculum Model on Information Ethics and Creation Tools for Elementary School Students (초등학생을 위한 정보윤리 및 창작도구 교육과정 모델 개발)

  • Kim, Hyunbae
    • Journal of The Korean Association of Information Education
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    • v.19 no.4
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    • pp.545-556
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    • 2015
  • 2015 Software Education Guidelines aim to foster the capacity to solve the problem by extending the learners ICT literacy. However, this guidance does not include ICT literacy education content. This study develop a model curriculum on information ethics and creation tools for elementary school students. And 7 levels of learning contents and achievements on information ethics and creation tools are proposed in this study.

Development of Network and Digital creation tools Curriculum Model to consider understanding concepts and learning activity (개념이해와 학습활동을 고려한 네트워크 및 디지털 창작도구 교육과정 모델 개발)

  • Sung, Younghoon;Jeong, Youngsik;Park, Namje
    • Journal of The Korean Association of Information Education
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    • v.20 no.6
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    • pp.563-574
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    • 2016
  • This paper is a research on the curriculums of network and digital creation tools among SW education in order to apply them to SW curriculum in education fields. For doing so, a curriculum model was developed by extracting main key words through the analyses of domestic and foreign SW curriculum, and reorganization of concept understanding and learning activity elements was made so as to be fit to characteristics of each curriculum. And curriculums were remodeled by curriculum such like concept understanding was focussed in network, activities in digital creation tools and its validity was suggested through expert verification by composing contents elements based on the results. Also, this model was proposed so that each school could recompose it easily by combining contents elements of other curriculums. Therefore, the suggested model could be utilized as a basic research data in applying domestic SW curriculum standard model.

Study on the Self-Efficacy for Older Adults Living Alone using Pansori Creative Therapy Program - Focusing on Vocal Sound - (판소리 창작 음악치료 프로그램을 통한 독거노인의 자기효능감 증진에 관한 연구 - 성음을 중심으로-)

  • Kim, Cheon Sa
    • Journal of Music and Human Behavior
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    • v.8 no.1
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    • pp.43-60
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    • 2011
  • The purpose of this study is to examine the effects of Pansori creative therapy focusing on a vocal sound on the self-efficacy of older adults living alone. Participants were 6 aged people who were living alone and who attended S Welfare Center for aged people. Pansori creative programs were provided twice a week for 6 weeks. The program consisted of 5 stages that had 50 minutes for each section. Quantitative data were collected from a pre-and post-self-efficacy scale (Park, Gyung-min, 1994) in order to confirm the changes in self-efficacy of the participants. Results showed statistical significance in self-efficacy scores (p < .05). In addition, positive verbal comments on decreased performance anxiety were found from participants during interviews conducted after the completion of Pansori creative program.

Development of a Board for Physical Computing Education in Secondary Schools Informatics Education (중등 정보교육의 피지컬 컴퓨팅 교육을 위한 보드 개발)

  • Eom, KiSoon;Jang, YunJae;Kim, JaMee;Lee, WonGyu
    • The Journal of Korean Association of Computer Education
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    • v.19 no.2
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    • pp.41-50
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    • 2016
  • With the announcement of the revised curriculum in September, 2015, the informatics for a secondary school was designated as compulsory, and Physical Computing section was included. With a leading school, the educational research using Arduino is currently underway, but there remain the problems to be solved to utilize Arduino in the revised curriculum. This study developed educational board which can make it possible for secondary learners to lessen the cognitive burden of hardware, and to experience the process of creation when they learn Physical computing. The characteristics of the board are as follows: First, keeping compatibility with Arduino. Second, provision of the most essential functions for creation. Third, miniaturization. This study composed the board to make it easier for a secondary learner to create. and thinks that it's necessary to continue the research on board development for diverse learners, and class application on the basis of this research.

A Study on the Curriculum by the Process of Actual Use of 3D printer -Focus on the College of Design- (3D 프린터 활용 프로세스를 통한 교육과정 연구 -디자인대학을 중심으로-)

  • Sung, Kug-Joo;Kim, Suk-Rae
    • Journal of Digital Convergence
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    • v.14 no.6
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    • pp.381-393
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    • 2016
  • The new paradigm of 3D printing is that no one is clearly easy to regulate or estimate the impact adverse on existing industry or the form of new business models. Nevertheless, it will be judged that there is no person to deny about potential possibility of implicated 3D printing technology by industrial and business aspects. This study has the purpose and significance of that to suggest practical education which is available as practical application because new creative tools in design department are expected to have greater impact and use of 3D printing technology. Based on the analysis of research on the work process of 3D printing technology for this purpose, we composed the step-by-step curriculum linkages which combined theory and practice for student to create the well-made final output.

Analysis of Story-Retelling Structure in Digital Storytelling Applications for Infants (유아용 서사 창작 어플리케이션의 스토리-리텔링 구조 분석)

  • Han, Hye-Won;Ryu, Min-Soo
    • The Journal of the Korea Contents Association
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    • v.13 no.5
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    • pp.146-158
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    • 2013
  • The purpose of this study is to analyze the story-retelling structure of tablet PC-based applications that designed to help infants to create stories. Owing to the popularization and the usability of smart devices, infants have become from content consumers to creators who reconstruct stories in creative ways, based on the stories they heard. In those participatory process, infants experience enjoying stories independently and expanding the meaning of texts. Story-retelling is an adequate methodology that cultivates creativity, expressiveness, and literacy ability to infant. Consequently, this study investigates three types of story-retelling in , , and , and searches structure elements and methods of story-retelling in integrated approach. In conclusion, the story-retelling applications that provide 'creative gap' have educational value, because they allow infants to demonstrate imagination by filling in the gap and to realize the rule of stories.

A Survey on the 3D Printer Users' Experiences of 3D Modelling Software and Proposal of 3D Modeling Software Development for Koreans (3D프린터 사용자들의 3D모델링 소프트웨어 사용경험 탐색 및 한국인을 위한 3D모델링 소프트웨어 개발제안)

  • Lee, Guk-Hee;Cho, Jaekyung
    • Journal of the HCI Society of Korea
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    • v.12 no.2
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    • pp.21-29
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    • 2017
  • While the second and the third industrial revolutions made it possible a few standardized designs to be extracted and produced in large quantities, the recent development of the 3D printing technology allowed many individuals to reflect their unique personal characteristics on their creative works and produce them in large quantities-i.e., personally customized designs and mass production of various designs. However, for the customized designs and the mass production of various designs through the 3D printing technology, the individuals should use a 3D modeling software and the supporting features of the software can significantly affect the type and shape of a creative work. In this study, we surveyed the individuals who design the creative works using 3D printers about the type of software that they use and the type of creative works that they design using the software, to propose a possible direction of new software that supports their activities. To do this, we first surveyed sixty members of the OpenCreators, which is the largest 3D printing creator community in South Korea, about the 3D modelling Software that they use for their 3D printing creations, the best 3D modelling software for the 3D printing, and the type of frequently printing creation using the best 3D modelling software. We then analysed the response results. As a result, we found that most of 3D printing creators in South Korea use Rhino and 123D Design. More specifically, the Rhino was being widely used by the people in the 3D printing industry to print prototypes, samples, and mock-ups, while the 123D Design was being mainly used for general purposes such as educational tools, accessories, and home interior accessories. Therefore, we believe it is necessary to develop the software in two separated categories, i.e. for the business, like the Rhino, and for the beginners, and educational and personal purposes, like the 123D Design. Finally, we stressed and proposed the necessity to support individual creators by developing an industry-specific 3D modeling software.

Design and Implementation of Multimedia CAI for Self Directed Learning of Elementary School Music Teaching (초등학교 음악과 자기 주도적 학습을 위한 멀티미디어 CAI 설계 및 구현 -초등학교 음악과 5학년 1학기를 중심으로-)

  • 강병권;설문규
    • Proceedings of the Korean Information Science Society Conference
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    • 2000.04b
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    • pp.711-713
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    • 2000
  • 본 논문은 멀티미디어의 특성을 활용하여 초등학교 5학년의 음악과 전 영역을 멀티미디어 CAI로 설계하고 구현함으로써 음악에 대한 기초개념과 악곡에 대한 이해와 관심을높이고 학습자에 대한 개별학습과 교수-학습의 효율성을 높이고자 하였다. 이에 따라서 멀티미디어 CAI에 관한 이론을 탐색하고 CAI의 설계원리 및 교과의 특성을 고려하여 Hannafin와 Peck이 제안한 코스웨어 설계모형을 모델로 하였다. 설계모델에 따라 교육과정을 분석하여 멀티미디어 적용요소를 추출하였으며 저작환경에 적합한 스토리보드 형식을 작성하였다. CAI 코스웨어 설계모형에 준거하여 객체지향적이고 상호대화적인 접근을 가능하도록 멀티미디어 디렉터를 도구로 사용하였다. 본 CAI 프로그램은 멀티미디어(Text, Image, Graphic, animation, sound)를 활용하여 주의집중과 동기유발을 높혔고 특히 가창, 기악, 창작, 감상, 이론적 내용, 형성평가의 모든 음악적 영역을 교육과정의 내용에 일치시켜 충실한 교수-학습이 이루어지게 하여 모든 교사의 현장수업에 대한 부담감을 감소시켰다.

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Development of Applied Music Education Program for Creative and Convergent Thinking-With a Focus on the Capstone design Class (창의·융합적 사고를 위한 실용음악 교육프로그램 개발-캡스톤디자인 수업을 중심으로)

  • Yun, Sung-Hyo;Han, Kyung-hoon
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.285-294
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    • 2024
  • This study aims to enhance learners' creative and integrative thinking through the use of a practical music education program, facilitating high-quality artistic activities and the integration of various disciplines. To achieve this, a practical music education program incorporating the PDIE model was designed, and the content validity of the developed program was verified. Through this process, We have researched and described methodologies for multidisciplinary research that can be applied in practical music education. This paper focuses on the fourth session of the study, which deals with the creative and integrative education of practical music and mathematics. The mathematical theory of interest in this research is the Fibonacci sequence, fundamental to the golden ratio in art. The goal is to enable balanced and high-quality creative activities through learning and applying the Fibonacci sequence. Additionally, to verify the validity and effectiveness of the instructional plan, including the one used in the 15-week course, we have detailed the participants involved in the content validation, the procedures of the research, the research tools used, and the methods for collecting and analyzing various data. Through this, We have confirmed the potential of creative and integrative education in higher practical music education and sought to develop educational methodologies for cultivating various creative talents in subsequent research.

Research on the Emotional Expression of Synesthesia through STEAM Education Program (융합인재교육(STEAM) 프로그램을 통해 배우는 공감각의 감성적 표현 연구)

  • Lee, Jin;Lee, Seungyon-Seny
    • The Journal of the Korea Contents Association
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    • v.13 no.9
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    • pp.448-454
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    • 2013
  • This paper proposes a methodology of expanding the mind in multi-disciplinary ways through STEAM education program based on science and art. The paper aims at analyzing both the analog- an digital-based emotional expressions experienced by students. Students use digital visualization technology using linguistic tool as well as sense of vision, hearing and touching. This is a STEAM education program designed for high school students and called "Kandinsky, Drawing the Sound". Kandinsky was a prominent proponent of synesthesia and through his artwork, students can learn how to express and develop synesthetic senses. Through this STEAM program, students are empowered to express diverse emotions reconstructed through plays, stories and synesthesia.