• Title/Summary/Keyword: Animation Curriculum

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Imagining through webtoon: Webtoon-focused convergence education project in middle school (웹툰으로 상상하기: 중학교 웹툰 중심의 융합교육 프로젝트)

  • Park, Yoo-shin;Yim, Se-hee;Jeong, Hyeon-Seon
    • Cartoon and Animation Studies
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    • s.45
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    • pp.451-477
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    • 2016
  • The changes in media environments have impacted on the ways in which knowledges are formed and transmitted and therefore the relevance of the traditional school subjects have been increasingly questioned. In this context, the discourses of the reformation of the 21st century schooling have focused on convergence education and media literacy education. Therefore, it is worth paying attention to the fact that the practices of transdisciplinary integrated curriculum focusing on digital media content are grown voluntarily in schools. This research is a case study of a convergence educational project that was initiated by a middle school teacher who designed and implemented a unique program of the transdisciplinary class of Korean focusing on reading webtoons with the linked program of a 'Book Club Activity' that was a part of 'Creative Experiential Activitites'. Based on the analysis of the documents, participatory observation of a main event and the interview with the teacher, this article discusses how the webtoon-focused convergence education project might have achieved meaningful connections between a subject-focused learning and a creative experiences-focused learning; between in and out of school learning spaces; between the real and imaginative worlds; and between the boundaries of the popular culture and the arts. The main finding of the research can be summarized as follows: Firstly, webtoon as the subject of the study can be an effective medium of transdisciplinary integrated curriculum. Secondly, the convergence project based on webtoons can create meaningful learning spaces in and out of school environments in terms of creating more learner-participatory learning culture as well as connecting students' everyday lives, popular arts and their learning about culture. Another important finding of this research is the rediscovery of the teacher's role in terms of mediating the voices of students as readers in the process of constructing and implementing the integrated curriculum.

The Curriculum Design for Department of Culture and Contents according to Technology Change (기술 변화에 따른 문화 콘텐츠 관련학과 교육과정 개발)

  • Jeon, SeongSin;Lee, WonHyung
    • Journal of Digital Convergence
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    • v.11 no.3
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    • pp.299-304
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    • 2013
  • Culture contents are connected directly with our lives. Experts who produce culture contents or work at such industry or most of people regardless of age and gender are exposed to media contents like movie, game, animation, broadcasting and advertising. There are a number of users who use smart phones and smart pads which can view such media contents. The era of smart device which people easily surf, watch, and produce media contents will be opened. Therefore, the efficient curriculum for producing more touchable media contents should be developed continuously. Most of people recognize the necessity of educations to enhance creativity at university education. This paper intended to research the method of roles curriculum of university produce culture contents which stimulate emotion, creative and show new technology. This paper suggests academic curriculum for department of culture and contents based on the basics, even though new media device emerges the proper talents can be fostered.

A Study of Development a Curriculum for Character Designer -Focused on Two-Year Course Work of College Education (캐릭터디자이너 양성을 위한 교육과정 개발 -2년제 전문교육을 중심으로)

  • 김용우
    • Archives of design research
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    • v.17 no.3
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    • pp.231-244
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    • 2004
  • The curriculum in the vocational training shall be planed and operated on a basis what is the occupational category that the students can be employed after their graduation and the ability necessary to the engagement in their occupations. Accordingly, the course selecting the quality of education in the curriculum plan for the vocational training shall be developed continuously and gradually through the maintenance of dose relation by the participation of the persons in the industries related to the major field. If the curriculum in the vocational training is for the preparation of employment, the focus of curriculum shall be adjusted to the employment. It needs to collect and analyze the related data between the universities and industries, particularly regional industries synthetically in order to develop the curriculum in the vocational training. The curriculum shall be planned on a basis of the data. As for the data related to the local community, it needs to develop new programs considering the prospect of demand of manpower by the industry, necessary knowledge, technology and attitudes, particularly considering the occupational category available in the employment with a bright prospect hereafter. Also, the contents to improve in the existing curriculum(a change of technology, a form of facilities for experimentㆍpractice, and a type of continuing & further education) shall be investigated and analyzed objectively. Accordingly, this study is to develop the curriculum more systematically in order to foster the character designer specially who to engage in the character industry that increases its role and expectation all the more with the development of animation industries and the extension of markets now. The purpose of this study is to decrease the estrangement between the school education that has been problems and the practical affairs in the field, to foster the special manpower that can satisfy the industries demand.

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Design and Implementation of Multimedia CAI Program for Learning about Electricity in the Mechanics Curriculum (기술과 전기 학습을 위한 멀티미디어 CAI 프로그램 설계 및 구현)

  • Lee, Hyae-Joung;Shin, Hyun-Cheul;Joung, Suck-Tae
    • Convergence Security Journal
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    • v.7 no.2
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    • pp.9-16
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    • 2007
  • In today's society, the paradigm is converted to information where both this and knowledge become the source of value added. In order to answer societies' needs school education is subject to a large change, that is 'from supplier-centered learners to demand-centered learners'. This study is the design and implementation of multimedia CAI program for learning about electricity in the meddle school the mechanics curriculum with a focus in generating electricity. Based on multimedia, software, educational utilization of the multimedia, CAI, learning theory and form, both technology and multimedia elements related to curriculum are analyzed. This title is composed of object, contents, evaluation and related sites every chapter for students to study. Also, it is designed for students to take interest and participate in the learning process actively by combining lots of media such as characters, sound, images and animation. Specially it is composed in a way of repetition according to the student's level.

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A Study on the Effectiveness of Media Based Cultural Studies - Center of creativity education of university students (미디어 기반 교양교과 효과 검증 연구 - 대학생의 창의성 교육 중심으로)

  • Kim, Seong-Won;Youn, Jeong-Jin
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.7
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    • pp.193-201
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    • 2017
  • The purpose of this study is to examine the effect of creativity education on creativity of college students through educational medium such as film, animation, documentary, cartoon, advertisement, etc. Therefore, D university in Busan Metropolitan City held a 15-week creativity program for team college students in the second semester of 2016 "creative convergence". In this study, the data collected by the pre - test and post - test using the creativity questionnaire were analyzed by SPSS 18.0 program. The results of this study are as follows. First, the creativity of college students showed a significant difference in problem solving ability scores in the curriculum for media literacy. Second, the creativity of university students showed a significant difference in creative tendency score in media literacy curriculum. The fact that various media such as movies, animations, documentaries, cartoons, advertisements, etc. are educational media that can be easily accessed in everyday life, suggests that the improvement of creativity suggests educational effects to college students and future students.

A Study on the integrated art & culture education using short animations of Korea (한국단편애니메이션을 활용한 주제중심 통합교육 모형 연구)

  • Kim, Jae-Woong;Ko, Min-Jung
    • Cartoon and Animation Studies
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    • s.20
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    • pp.15-29
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    • 2010
  • Art & Culture Education for improving quality of life and cultural empowerment through the enjoyment of culture and the arts has spread as a variety of programs. However, Art & Culture Education in school has problems in the aspect of functional and superficial contents and ways of class. To achieve the ultimate purpose of Art & Culture Education and to take place as a effective education, quantitative growth in addition to qualitative depth should be considered. The purpose of this study is to develop the integrated Art & Culture Education model in elementary school curriculum using short animations of Korea, for improving the quality and vitalization of Art & Culture Education. For the interdisciplinary education short animation can be an effective asthetical teaching material, which transmits the world view, personality, social and historical reflection of the director. (2003) is a modern interpretation of a myth, which is Woncheongang Bonfuri from Cheju, and folkore paintings. This film can be such a stuff for the interdisciplinary class Korean and Ethics that language intellect and reflection intellect can be motivated. Moreover the thoughts and feelings about the film can be formulated in text, toon, painting that students can extend their language intellect and space intellect. communicates typically korean emotion and nature with its rural atmosphere and boy figure. With this film we can deliver a interdisciplinary class of science and art.

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Multimedia Contents System based on Repurposing and Transcoding (리퍼포징과 트랜스코딩에 기반한 멀티미디어 콘텐츠 시스템)

  • Lee, Hyun-Lee;Kim, Hye-Suk;Kim, Kyoung-Soo;Ceong, Hee-Taek
    • Journal of Digital Contents Society
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    • v.11 no.2
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    • pp.145-152
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    • 2010
  • The study of application using multimedia contents have been worked out a lot. But those trial can be hardly to be applied because each social study curriculum has a little difference which is a peculiar properties in social study. So we try to find the most efficient study method making multimedia contents system with computer graphic design and animation and sound and movie. This study introduce the method of image transcoding in real time based on repurposing structure to make better use of a multimedia contents system. We assume that developed multimedia contents system could be a big help to increase study efficiency through graphic, sound, movie as well as to encourage student's motive and interest. It is mostly possible to use for creative, self-controlled and social study material which is used to study the subject with conversational and repetitive way. So we hope this study will be a good guide line of developing various contents in multimedia contents.

Study on Creative Materials of Digital Contents Using Traditional Culture of Art School of PyongYang Ki-Saeng and Ki-Saeng of Chosun Age (조선기생 및 평양기생학교에 관한 전통문화의 디지털콘텐츠 창작소재에 관한 연구)

  • Joo, Jung-Kyu
    • Journal of Korea Game Society
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    • v.5 no.1
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    • pp.45-52
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    • 2005
  • This paper is re-lighting(reputation) that Ki-saeng is a artist in Chosun age to concern with history, social lives, role, art school of Ki-saeng and Ki-saeng and also is re-light and analysis educate system, rules, curriculum, time table of teaching, graduated album, photos of art school of Pyongyang Ki-saeng. And the using these traditional culture materials of Ki-saeng can create various digital contents of game contents, animation, drama, film and characters. Specially, it is propose to use culture contents that creation and pick out of beauty, talent, social system and art school of Ki-saeng in Chosun age willing to use concept design, scenario of game, animation, drama and film etc.

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Improvement of Elementary English Digital Textbook Design (초등학교 3학년 영어 디지털 교과서의 디자인 연구)

  • Kim, Jung-Hee
    • Cartoon and Animation Studies
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    • s.32
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    • pp.383-409
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    • 2013
  • This research comes from the premise that a student-oriented English digital textbook's design should be age appropriate. Our study is intended for third-year elementary students, since that age is the onset of English education within the Korean national curriculum. Our proposal focuses on this age's need for concrete information. Three popular textbooks' designs were analyzed using Cress's "Grammar Flame of Visual Design [Cress 2006]," and the results reflected in our modified book design. Via two case studies, a focus group interview, questionnaire, and observation analysis, we learned that the design of an age-appropriate digital English textbook changes the effectiveness of the education. An age-appropriate modified digital English textbook improves student satisfaction and interest. Our research proposes a systematic textbook design guide for age-specific preferences and characteristics.

Development and Evaluation of Prenatal Education for Environmental Health Behavior Using Cartoon Comics (카툰 코믹스를 이용한 환경적 건강행위 산전교육 개발과 평가)

  • Kim, Hyun Kyoung;Kim, Hee Kyung;Kim, Mirim;Park, Seohwa
    • Journal of Korean Academy of Nursing
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    • v.51 no.4
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    • pp.478-488
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    • 2021
  • Purpose: This study aimed to develop and examine the effects of a prenatal program on environmental health behavior using cartoon comics among Korean pregnant women. Methods: This study used a non-equivalent control group pre-test/post-test design. The program used cartoon comics to explore environmental health behaviors during pregnancy. The program consisted of the following four components: environmental toxicants during pregnancy, avoiding particulate matter during pregnancy, environmental toxicants during baby care, and making a healthy environment for children. In total, 35 pregnant women participated in the study: 18 in the experimental group and 17 in the control group. Data collection and program adaptation were conducted between November 3, 2020 and January 19, 2021. The effect of the prenatal education program was evaluated by t-test and repeated measures ANOVA. Results: Learning experience (t = - 2.35, p = .025), feasibility (t = - 2.46, p = .019), satisfaction (t = - 2.23, p = .032) were higher in the experimental group than in the control group in the first post-test. Feasibility (t = - 2.40, p = .022) was higher in the experimental group than in the control group in the second post-test. Repeated-measures ANOVA showed significant interactions between time and group in environmental susceptibility (F = 9.31, p < .001), self-efficacy (F = 3.60, p = .033), and community behavior (F = 5.41, p = .007). Conclusion: This study demonstrates the need for a prenatal education program to promote environmental health perceptions and behavior during pregnancy. We suggest a prenatal class adopting the creative cartoon comics to promote the maternal environmental health behaviors.