• Title/Summary/Keyword: 키네틱 교육

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A study of kinetic narrative educational contents based on English literature: A convergent approach (영문학 기반 키네틱 교육 콘텐츠의 교육적 유의미성과 현장 활용 방안 탐구)

  • Kim, Eun-Jung;Shin, Dong-il;Kim, Keum-Sun
    • Journal of Digital Convergence
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    • v.14 no.4
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    • pp.43-53
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    • 2016
  • The purpose of this study is to examine the meaningfulness and the possibility of developing kinetic narrative educational contents based on English literature with convergent approaches. To accomplish the objective, this paper examines three areas of research such as kinetic education, English literature education, and total physical response-storytelling method. It introduces the following three stages of development procedure: 1) selecting and analyzing English literature, 2) designing a prototype including the story flow, the movement and the motion interaction design, and 3) constructing motion database using Laban movement analysis. Then, how to apply it to young learners is illustrated with 'the story of the three little pigs,' Finally, implication for the field of young learner English education and English literature is discussed.

Exploration of extending harmonograph STEAM educational contents toward kinetic art work (하모노그래프 STEAM 교육용 콘텐츠가 갖는 키네틱 예술 작품으로서의 확장 가능성 탐구)

  • Jun, Youngcook
    • Proceedings of the Korea Contents Association Conference
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    • 2018.05a
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    • pp.239-240
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    • 2018
  • 로봇 키트 등의 도구와 제어하기 쉬운 코딩 기법 등은 학생들에게 창의적인 융합 프로젝트를 할 수 있는 환경을 제공하는데 기여하고 있다. 이 논문은 진자의 왕복 운동을 물리적으로 다루면서 수학 도형을 생성하는 하모노그래프 장치를 만들고 아두이노 키트를 사용하여 향상시키는 중학생들의 사사과정 프로젝트를 소개한다. 그리고 과학(S), 테크놀로지(T), 공학(E), 수학적 접근(M)과의 관련성을 다루고 키네틱 예술 작품으로 발전할 수 있는 가능성을 탐구한다.

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Pedagogical Issues of Performance Oriented Digital Design - Focused on Kinetic Facade Design - (성능지향적 디지털 설계의 교육방법론 연구 - 키네틱 파사드 설계과정을 중심으로 -)

  • Jang, Do-Jin;Kim, Sung-Ah
    • Journal of KIBIM
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    • v.5 no.1
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    • pp.35-43
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    • 2015
  • Existing pedagogical issues of digital design including BIM have been focused not on potential of Digital Design but on skills of BIM or digital modeling tool. Kinetic facade can move or change material state to react surrounding environment conditions. It is a suitable design object for teaching principle of Performance Oriented Digital Design. Variables of movements affect multi-criteria of performances of kinetic facade, so different design approach from fixed facade design should be explored. Kinetic facade design process is proposed to study pedagogical issues of Performance Oriented Digital Design in this paper. Through Kinetic facade design process, students can understand conditions, variables, and performances of digital design.

Elementary School Invention Program Based on Computer Program Emphasizing Engineering Design Process (공학적 설계 과정을 강조한 컴퓨터프로그램 기반 초등 발명교육 프로그램 개발)

  • Paik, Seoung-hey;Choe, EunJeong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.227-228
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    • 2017
  • 본 논문에서는 초등학생에게 공학적 설계를 기반으로 컴퓨터 프로그램을 처치한 초등 발명교육 프로그램을 설계 제안하고자 한다. 지오지브라 프로그램을 처음 접하는 5~6학년 학생들도 쉽게 결과물을 도출할 수 있고, 4D프레임으로 움직이는 조형물(키네틱 아트) 결과물을 도출할 수 있도록 총 12차시로 구성하였다. 추후에 공학적 설계를 강조한 컴퓨터프로그램 기반 발명수업을 통해 초등학생의 과학 태도와 창의성 함양에 어떤 영향을 주는지에 대한 후속연구를 진행하고자 한다.

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An Analysis of Research Trend for Development of Creative Convergent Formative Education Program of Natural Structure Concept (자연구조개념 주제의 창의융합조형교육프로그램 개발을 위한 연구동향분석)

  • Choi, HanHee;Lim, KyungRan
    • The Journal of the Korea Contents Association
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    • v.17 no.1
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    • pp.465-474
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    • 2017
  • This study aimed to identify the trends of related research as a basic study for the development of creative convergent formative education program of natural structure concept. This study sought to identify research trends present in previous studies. The nature structure of the preliminary research was limited to the three concepts: (i) fractal ; (ii) kinetic and (iii) biomimicry. In this study, the trends of domestic research in the last 10 years related to the concept of natural structure were analyzed using academic research information service. It was found that, to date, little research has been conducted on the three concepts across education fields. In relation to the fractal concept, previous research has focused on mathematics. This preliminary study sought to review the abovementioned three concepts or the development of a modeling education program. It should be significant, if an education program adopted unlimited modeling principles to understand the innate features of the nature structure. However, very few education programs have adopted the three concepts of the nature structure. Future studies would seek to review international research trends based on the three concepts of the nature structure and combine the results on international research trends with the results on domestic research trends found in this study.

The Development and Application of STEAM Education Program based on Kinetic Art (키네틱 아트를 도입한 STEAM 교육 프로그램 개발 및 적용 - 융합에 움직임을 더하다! -)

  • Jee, Kyoungjun;Hong, Eunju
    • Journal of Korean Elementary Science Education
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    • v.34 no.3
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    • pp.276-287
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    • 2015
  • The purpose of this study was to investigate the effects of STEAM program using Kinetic art. This program concentrates upon science and art in elementary school curriculum by 'Kinetic art'. The program was constructed 5 themes : Mobile, Light and Color, Rotation, Energy, Exhibition. The study was conducted 10 classes of the $5^{th}-6^{th}$ grade of the 5 school in G Metropolitan City. 5 classes (N=88) were experimental group and the other classes (N=72) were control group. The results of this study were as follows. First, the experimental group improved the STEAM literacy significantly (p<.01). Second, 10 interviewees who participated this study responded that this program was useful to understand the scientific knowledge, use their creativity, and become intimate with their friends. Third, visitors who watched the exhibition responded that this program will be useful to arose interest in science, understand the scientific knowledge, and improve convergent thinking ability.

A Study on the Educational Programs for Experimental Typography (실험 타이포그래피의 교육 프로그램 연구)

  • 원유홍
    • Archives of design research
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    • v.13 no.2
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    • pp.33-44
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    • 2000
  • Typography is the field be needed the most emotional and potential originality in the visual designers works. The design process introduced by aesthetic results is depended on a designers sensibility and originality. Accordingly this study includes more detail suggestions for mental switchover and developing whole area of sense and its education which make more sincere and easy communication of sentences in typographic and messages, removing fixed ideas, that are, prejudice and preconception, is one of big problems in making originality through the educational programs for experimental typography approaching with a new vision. Today, the change of typographic environment carried the substance and effectiveness of traditional typography be suspected and new ways are growing fast to escape from these traditional value. This study introduces some education programs such as Typortrait, Typeface, Typographic Essay, Kinetic Typography to realize the experimental typography to meet a new stream and social needs under the situation of exoplosive change and harmony fairly with proposition of coexisting of inspiration and technology, and finally expected to develop and promote typography experiment newly and to make educational section understand and confirm them.

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A Study on the Aesthetic Emotion and Creativity of 'Objet Animation' -Focused on the analysis of 'Objet' type of cultural arts education outcomes- ('오브제(Object) 애니메이션'의 미학적 정서와 창의성에 관한 연구 -문화예술교육 결과물의 '오브제(Object)' 유형 분석을 중심으로-)

  • Kim, Hyun-Young;Kim, Jae-Woong
    • Cartoon and Animation Studies
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    • s.50
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    • pp.43-73
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    • 2018
  • This is a study on 'Objet' in animation culture art education. Research on the use of Objet in modern art is actively under way. From Cubism to Dadaism, Surrealism, Futurism and Pop art, it is no exaggeration to say that the Objet is stepping with modern art. In addition, Objet has a remarkable value in the field of visual arts expressing 'motion' such as kinetic art, video art, media art, and animation. However, there are not many cases of classifying and studying the types of Objets used in artworks. Therefore, this researcher has been influenced by the surrealism discourse and prepared six types of Objets type analysis framework. And the research focused on 'the aesthetic emotion and educational aspect of creativity improvement' of Objet animation was conducted. The type analysis framework is named as a drawing Objet, Objet of existence, a morphine Objet, epidermis Objet, assigned Objet and assemblage Objet and this type is presented and analyzed with case image. The data used in this study was focused on the outcome of Objet animation that were trained for non-experts in culture and arts education. This aesthetic emotion refers to Freud's desire for life (Eros) as Attraction, and desire for death (Thanatos) as Uncanny (fearful unfamiliarity) and explains the conflicting concept with the Animism, the indigenous religion. Next, educational aspects of Objet animation creativity improvement in relation to the term 'functional fixedness' was discussed as described by Gestalt psychologist Karl Duncker (1903-1940). Overcoming the functional fixedness is a phenomenon that is fixed only to the functional aspects of things and can't be changed. In this study, the educational aspect of creativity improvement was demonstrated as a case of overcoming the functional fixedness through 'Objet Animation' culture and art education. Ultimately, this study is to prove the aesthetic emotion and creativity of the Objet animation by analyzing Objet types. Furthermore, it is meaningful to suggest direction when using 'Objet Animation' in culture and arts education.