• 제목/요약/키워드: Educational Animation

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Development of Comic Books and an Animation as Dietary Education Materials for Children (어린이 식생활 교육을 위한 만화와 애니메이션의 개발)

  • Kim, Bo-Kyung;Park, Hae-Ryun;Kim, Jeong-Weon
    • Korean Journal of Community Nutrition
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    • v.13 no.5
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    • pp.630-639
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    • 2008
  • The purpose of this study was to develop children-friendly comic books and animation for dietary education of 3rd or 4th grade elementary students. Through a literature review on current dietary problems and dietary education for children, 15 educational themes were chosen on both healthy eating and safe dietary life. Comic books and animation were developed based on the themes by the brainstorming and help of professional animators, and they were applied and evaluated in the field. The developed comic books and animation, with its own characters, proved to be of high quality and effective educational materials for children's healthy and safe eating. Compared with the reference group, the tested group has shown a significant improvement in dietary knowledge and attitude (p < 0.05). And both parents (level of understanding 4.29, level of interest 4.49, level of usefulness 4.46, level of design satisfaction 3.95 in 5-point Likert scale) and children (level of understanding 4.63, level of interest 4.57, level of usefulness of 1st comic book 4.44, 2nd comic book 4.49, level of design satisfaction 4.06, level of usefulness for knowledge pages 4.22 in 5-point Likert scale) have shown high levels of interests and satisfaction. Therefore, these materials could be utilized as effective educational materials for elementary students in school lunch time, extra-curricular activities, or after school programs.

A Study on the Development of Computer Assisted Instruction for the High School Mathematics Education - Focused on the movement of figure - (고등학교 수학과 교육을 위한 CAI 프로그램 개발연구 -도형의 이동을 중심으로-)

  • 허종호
    • Journal of the Korean School Mathematics Society
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    • v.2 no.1
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    • pp.219-229
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    • 1999
  • Nowadays the use of computer has a tendency to be being increased in classroom. Also, Many mathematics teachers are attempting to use computer efficiently in classroom. Computer has unique functions such as graphic, animation, and error correction. As graphic and animation can make the content of mathematics visible and make it easy for learners to study mathematics, it is desirable to develop the computer educational program and use it in teaching and learning mathematics. Especially, before concepts study on the unit of Figure or Function, the use of graphic or animation is efficient by being able to understand easily the content. The purpose of this thesis is to produce the computer program on the Movement of Figure in the unit of Equation of Figure which is in mathematics curriculum for the first grade of high school. In teaching and learning mathematics by use of this program, the educational effects are expected as follows: 1. It is expected that this program will stimulate the interest of learners by using animation and acoustic (sound) effect and so learners' voluntary and active thinking activity will be shown. 2. It will be helpful to form exact concept because it is possible to understand intuitively the basic concepts on the Movement of Figure by using graphic and animation. 3. It is expected that the repeated study of this program already designed will remove the fear of incomplete parts and help review them. 4. It is possible to change from teacher-centered instruction, which is the blind point of recent mathematics education, to the learner-centered instruction. However, it is necessary to realize that using the educational engineering (computer) in mathematics education cannot always cause learners to study mathematics very well and that computer cannot take the place of mathematics teacher. Accordingly, computer will be treated as aids which help learners study difficult part.

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Development of Korean Music Multimedia Contents for Preschooler - With Priority to Animation - (유아용 한국음악 멀티미디어 콘텐츠 개발 연구 - 애니메이션을 중심으로 -)

  • Choi, Yoo-Mi
    • The Journal of the Korea Contents Association
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    • v.7 no.2
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    • pp.132-141
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    • 2007
  • Traditional music education for infants is the most important step of forming human knowledge. Since their rapid development of intelligence and emotion has an educational value not only it improves the human knowledge but also it makes infants understand the unique emotion of Korean people. Under the several circumstances, however, we have no enough contents for traditional music education. Thus, by researching and analyzing the existing educational contents and complementing them properly for multimedia environment as a form of animation, we perform a series of experiments to infants who are attending to the kindergarten with interactive animations which are familiar with infants. Infants become interested in the contents and after the lesson of the short bamboo flute content, they show the clear improvements for the playing on a musical instrument. This proves that the Korean music educational content realized with animation can be an alternative plan to improve the educational effect by causing enjoyment and interest of infants.

Computer programs and practical examples on education of mathematics (수학교육의 전산화에 대한 이론과 실제)

  • 한재영
    • Journal of Educational Research in Mathematics
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    • v.8 no.1
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    • pp.269-278
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    • 1998
  • This paper is composed of computer programs and practical examples for the education of mathematics. The Animation package in the Mathematica standard packages is the Graphics Animation. Animations are the ways which produce a sequence of different pictures by rapid succession. The command Animate has a number of options such as Animate, SpinShow and ShowAnimation. Mathematica is available for a large variety of practical education of mathematics. The method in this report are familiar with the general principles of operating the computer in Mathematica 3.0. In this paper there a set of useful examples of mathematical education and we discusses some of the advanced technique for the Input-Output systems.

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Multimedia Educational Material and Remote Laboratory for Sliding Mode Control Measurements

  • Takarics, Bela;Sziebig, Gabor;Solvang, Bjorn;Koro, Peter
    • Journal of Power Electronics
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    • v.10 no.6
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    • pp.635-642
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    • 2010
  • The paper presents a multimedia educational program of DC servo drives for distant learning with a special emphasis on sliding mode control. The program contains of three parts: animation, simulation and internet based measurement. The animation program explains the operation of DC motors, gives its time- and frequency-domain equations, transfer functions and the theoretical background necessary for controller design for DC servo motors. The simulation model of the DC servo motor and the controller can be designed by the students based on the animation program. The students can also test their controllers through the internet based measurement, which is the most important part from engineering point of view. After the measurements are executed, the students can download the measured data and compare them to the simulation results.

The Effects of 3-D Computer Animation on Educational Visual Presentation -Focused on Color Theory Study- (3D 컴퓨터 애니메이션을 이용한 시청각 교재가 어린이의 학습에 미치는 효과에 대한 연구 -색채이론학습을 중심으로-)

  • 최유미
    • Archives of design research
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    • v.15 no.1
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    • pp.49-58
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    • 2002
  • Advances in computer technology have made it possible for educators to design and develop their own multimedia instructional materials using visuals such as animation. Although, it generally believed that the Mew attribute of computer animation facilitates student's foaming, there is still relatively little research regarding the way in which student benefit from multimedia instruction using 3-D animation. The purpose of this research was to examine and determine whether the use of 3-D computer generated images is an effective teaching device for hoping children to understand color theory, and enhancing the tractional methods. In this study, a 3-D computer generated presentation was creative and it demonstrated the mixing of primary color to obtain secondary color. Three research hypotheses were developed in this research. The first hypothesis stated that 3-D computer generated presentation will be an effective device for teaching color theory. The second was that the presentation will be eye-catching and it will hold the children's attention. The third was presentation would enhance the children's memory of color. Results of this study show that visualization technology and the use of 3-D graphics ends can be employed in the field of art education to increases a chi1d's understanding of color theory. Also, it was proved that teaching children through 3-D graphic is an highly effective teaching tool. Thus this research is a oontribution to both children's au education and the relatively new field of computer animation.

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A Study of Education-Centered Animation Major Curricular : Focusing on 4-Years University Course (교육중심의 애니메이션전공 교육과정 연구 : 4년제를 중심으로)

  • Choi, Don-Ill
    • Cartoon and Animation Studies
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    • s.19
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    • pp.183-197
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    • 2010
  • In order to develop education centered animation course, this study aims to research curricular that are equipped with industrial specialty based on the basic of visual arts. The subjects of the study were the international and domestic universities that have education goals of practical education, art education, and combined-typed education. The research was done by classifying curricular from basic course to advanced course. Production stage was divided into planning-production-follow up stage. The idea area was divided into three parts form basic emotion training to creativity development. This paper is focused on presenting to configure the basic features of the educational center for 4-year curriculum based on the course content and curriculum of international and domestic universities. The study of training course required for the configuration of the course of study focused on subjects which match the characteristics of major curriculum based on common subjects, major required courses, major electives were classified as the opening. As a result, It is difficult to lead common of educational contents because of the study of education-oriented curriculum and interdisciplinary educational goals of each university are different from other individual characteristics

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A study of drawn-on-film animation technique by digital production method (디지털 제작방식의 필름 채색 (Drawn-on-film) 애니메이션 기법 연구)

  • Lee, Kwang-Hoon
    • Journal of Digital Convergence
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    • v.14 no.8
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    • pp.399-406
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    • 2016
  • Drawn-on-film animation technique is one that neither is actively used nor receives attention in any video content area. This paper means to strengthen animation genre's future direction and aesthetic aspect by seeking to newly discover previous experimental techniques through this paper. Taking into account the details of paper, it was intended to systematize and introduce results and experiential information obtained by researcher from applying drawn-on-film animation techniques in actual educational arena and utilizing these in learning and newly created techniques and the like through this. Production processes were comparatively demonstrated after suggesting an alternative digital production system in this process. And ultimately, a study and proposal was made so as to be helpful in developing the techniques of animation genre.

An Education Effects through 3D Animation implementation using Educational Programming Language (교육용 프로그래밍 언어를 이용한 3D 애니메이션 제작을 통한 교육효과)

  • Rim, Hwa-Kyung;Lee, Gil-Liean
    • Journal of Digital Contents Society
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    • v.13 no.3
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    • pp.459-467
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    • 2012
  • In this work, we develop an instructional method in which students create 3D animations based on problem-solving techniques and computational thinking. The educational, easy-to-learn programming environment/language called "Alice 2.3", which supports story-telling, is used for the delivery of the instructional method. Unlike typical 3D animation instructional methods using command-based demonstrations and/or 3D animation tools, learners engage in a group project in which they develop a story and solve problems by creativity, computational thinking and reasoning skills. Then they develop animations based on the story by programming with Alice. The analysis based on the collected data showed that learners had to put much effort while working on the project, but their critical-thinking skills were improved. It also showed they were more involved and their interests were heightened in developing animation through programming.

A Study on the Status and Vitalizations of Serious Game Competition: Focusing on Serious Educational Game (기능성게임대회 현황 및 발전방향에 대한 연구 : 교육기능성게임을 중심으로)

  • Choi, Hun;Yoon, Young-Doo
    • Cartoon and Animation Studies
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    • s.33
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    • pp.579-595
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    • 2013
  • Recently, there has been an increasing interest of serious games escaping it's negative views on games in general, broadening and widening the area in the scopes of game field. Among these, educational serious games not only satisfy both the purpose of enjoyment and educational values, but also has been looking for new ways of distribution of the digital textbooks and utilizing them to the best of their potentials. This can change the ways we understand things by using the revitalization on the basis of serious game competitions. The purpose of this study was to analyze educational game and game competition and to develop the efficient management strategies.