• Title/Summary/Keyword: Learning Media

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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.

A Study on the Learning Effect of Multimedia Literacy Education (멀티미디어 리터러시 교육의 학습효과 연구)

  • Jeong, Gyoung Youl
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.1
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    • pp.63-68
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    • 2020
  • The need for literal education, matching the rapid changes in the media has been increasing in recent years. However, it is true that not enough research has been done on the efficiency of literacy compared to the increasing need. For example, empirical approaches such as studies on the effects of integrated media literacy on youth learning. Thus, this paper took multimedia education, which is different from existing image education, as a subject of research and studied the results of education that fused text and video and sound to teenagers in terms of learning effectiveness. It is an academic quest to see if multimedia education really has positive ㄷ effect for teenagers' learning. As a result of both quantitative and qualitative research as a method of research, multimedia education was concluded to be meaningful in improving learning ability, and based on this, it presented a practical-oriented learner participation education while expanding appearance such as language education through multimedia education. The suggestions for these various education policies will spread to the confidence that multimedia education can be the center of all learning activities as the core of education that achieves an all-round personality, not just an aid to existing education.

Development of Edutainment Contents for English Learning and Coding Education for Children (유아용 영어 학습 및 코딩 교육을 위한 에듀테인먼트 콘텐츠 개발)

  • Song, Mi-Young;Park, Hye-Bin;Kim, Ji-Eun;Park, Mi-Li;Won, Hee-Yeon;Choi, You-Jung;Oh, Young-bae
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.01a
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    • pp.43-46
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    • 2020
  • 본 논문은 코딩 교육과 영어 교육의 융합을 지향한다. 즉, 하나의 애플리케이션으로 두 가지 교육을 동시에 진행 가능할 수 있는 프로그램을 목표로 삼아 개발되었다. 시중에 공개되어있는 유아 코딩교육 애플리케이션이나 영어 교육 애플리케이션의 수는 많지만, 코딩과 영어를 동시에 교육할 수 있고, 이를 게임으로서 즐길 수 있게 만든 애플리케이션은 드물다. 특히 유아들에게 코딩과 영어에 대한 자신감과 흥미를 심어주고 고착화된 공부 방식이 아닌, 놀이를 통한 교육 방식을 제공하면서 코딩과 영어에 대한 긍정적 인식을 심어주기 위해 노력했다.

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A Modularized Approach to the Development of the Creativity Learning Program

  • Won, Kyung-Ah
    • Archives of design research
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    • v.20 no.2 s.70
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    • pp.103-116
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    • 2007
  • Art education in design has repeatedly stressed the importance of developing creativity. In the digital period, however, which shows rapid change in both forms and contents, it needs to be equipped with more flexible and systematic ways of approaching to the creativity development, especially involved with cultural diversity of the digital world. This paper primarily proposes a maximally efficient, productive creativity learning program in which the integration of expressive media and communication generates a comprehensive network of communicative information in the development of digital technologies, which, consequently, brings forth valuable cultural contents of art. The amalgamation of Won (2006)'s Prism Effect, with distinctive three devices, and the facilitator factors, with two different facilitators such as self-controlled and controlled plays, would function as a catalyst for cultural diversity in the digital forms and contents of art. And this will, consequently, result in producing a number of practices that can be classified and assorted for a later performance. This paper thus suggests a roadmap of how to develop the creativity learning program in which two categories of facilitators based on three thinking devices function to classify four activities. In addition, selected activities are shaped as a creativity learning program by generating learning practices with the formalizing instructional strategy that fit into a specialized educational environment and learners. The samples of loaming practice design show guidelines for practice and the results of learning activity. Therefore, the eventual goal of this paper would be to establish a creativity learning program that constitutes a highly systematized and modularized database to maximize the efficiency and productivity of the creativity development.

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Improvement of the Gonu game using progressive deepening in reinforcement learning (강화학습에서 점진적인 심화를 이용한 고누게임의 개선)

  • Shin, YongWoo
    • Journal of Korea Game Society
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    • v.20 no.6
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    • pp.23-30
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    • 2020
  • There are many cases in the game. So, Game have to learn a lot. This paper uses reinforcement learning to improve the learning speed. However, because reinforcement learning has many cases, it slows down early in learning. So, the speed of learning was improved by using the minimax algorithm. In order to compare the improved performance, a Gonu game was produced and tested. As for the experimental results, the win rate was high, but the result of a tie occurred. The game tree was further explored using progressive deepening to reduce tie cases and win rate has improved by about 75%.

Exploring the Meaning of Participation in a Teacher Learning Community for the Implementation of a Play-Centered Curriculum (유아교사의 놀이중심 교육과정 실행을 위한 교사학습공동체 참여의 의미 탐색)

  • Lee, Wonmi;Kwon, Yeonhee
    • Korean Journal of Childcare and Education
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    • v.18 no.2
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    • pp.1-18
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    • 2022
  • Objective: A teacher learning community was developed in order to implement a play-centered curriculum at a child care center, and teachers' experiences during the process were explored. Methods: The teacher learning community was carried out for a total of 23 sessions. One researcher and six teachers participated in this study. Data including the transcripts of recordings of the teacher learning community, transcripts of individual teachers' interview recordings, teachers' reflective journals, and social media posts were collected. Data were analyzed according to the qualitative data analysis procedure. Results: The teachers recognized their experiences of the teacher learning community as follows: (1) encouraging and empowering each other to find a way together, (2) self-reflection, communication and sharing with experiences, (3) becoming a teacher who practices change. Conclusion/Implications: The results of this study show the importance and effectiveness of managing the teacher learning community in a way that teachers interact with each other in a collaborative manner within the community based on initiative and spontaneity, and to provide help to each other in the process of understanding and practicing the play-centered curriculum. The teacher learning community supports the professionalism of teachers for the practice of a play-centered curriculum.

An Electronic Strategy in Innovative Learning Situations and the Design of a Digital Application for Individual Learning to Combat Deviant Intellectual Currents in Light of the Saudi Vision 2030

  • Aisha Bleyhesh, Al-Amri;Khaloud, Zainaddin;Abdulrahman Ahmed, Zahid;Jehan, Sulaimani
    • International Journal of Computer Science & Network Security
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    • v.22 no.12
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    • pp.217-228
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    • 2022
  • The study aimed to build an electronic strategy in innovative learning situations for the role of education in combating intellectual currents. A total of 525 Saudi university faculty members and general education teachers were surveyed using two electronic questionnaires. Arithmetic averages and standard deviations, One-way ANOVA, Scheffé's test, Pearson's correlation coefficient, and Cronbach's alpha stability coefficient were used as statistical methods. The study statistically identifies the differences between the study sample at the level of significance (0.05). and the design of a digital application for individual learning to combat deviant intellectual currents to activate them in light of Saudi Vision 2030 by combining the theoretical academic material and turning it into a learning e-game called (crosswords). The game is equipped with hyper media that supports education with entertainment to direct ideas towards the promotion of identity, the development of values towards moderation and the consolidation of intellectual security. Additionally, the learning e-game represents awareness messages in three short films to activate the role of curricula and intellectual awareness centers to apply realistically, innovatively, and effectively.

Making Contents of the Science Education for the Element Schoolchildren based on the AR(Augmented Reality) (증강현실 기반의 초등과학교육 콘텐츠 제작)

  • Lee, Jae-In;Choi, Jong-Soo
    • The Journal of the Korea Contents Association
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    • v.11 no.11
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    • pp.514-520
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    • 2011
  • Technological development, a diverse range of media adapting to new technology has been developing. Augmented Reality Technology provides realistic information through the stereoscopic 3D images and it has been riding a wave of learner interest as an educational media which can broaden their learning experience through direct operating activity. The biggest reason why the Augmented Reality has gained such attention is because of its unique way of suggesting learning information that unlike the existing educational media, the Augmented Reality provides additional digitalized information while its users are looking at the actual object. Based on the domestic and foreign cases of development for educational contents using the Augmented Reality Technology, this thesis suggests the utilization of Pop-up books and multi-augmented Digilog Books that are ways to maximize the educational effects of the Augmented Reality. Through the development of smartphone applications that are propagating lately at a rapid rate, users can now use the Augmented Reality educational contents in a way that is easier than ever.

A Study on Learning Achievement Gap in the Secondary Curriculum in Accordance with the Teaching Methods of Materials Processing Section (중등교과에서 재료가공 단원의 수업방법에 따른 학습 성취도 차이에 관한 연구)

  • Kim, Ji-Hye;Lee, Jongkil
    • Journal of Practical Engineering Education
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    • v.7 no.2
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    • pp.107-112
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    • 2015
  • In this paper, it was investigated academic achievement whether any differences in accordance with the teaching methods in the materials processing section in 'technology and home economics' curricular. Target groups were compared to the eighth grade and ninth grade junior high school. Both eighth and ninth grade were selected for the first time learning the material processing section. The eighth grade was lessoned using the educational media, but the ninth grade was lessoned using writing. The results from the six questions, in one educational media utilization class got 71.1% correct answers, the other groups got 45.3% correct answers. The average percent correct differences between the two groups showed 25.8% points improvement in academic achievement.

A Normalized Loss Function of Style Transfer Network for More Diverse and More Stable Transfer Results (다양성 및 안정성 확보를 위한 스타일 전이 네트워크 손실 함수 정규화 기법)

  • Choi, Insung;Kim, Yong-Goo
    • Journal of Broadcast Engineering
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    • v.25 no.6
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    • pp.980-993
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    • 2020
  • Deep-learning based style transfer has recently attracted great attention, because it provides high quality transfer results by appropriately reflecting the high level structural characteristics of images. This paper deals with the problem of providing more stable and more diverse style transfer results of such deep-learning based style transfer method. Based on the investigation of the experimental results from the wide range of hyper-parameter settings, this paper defines the problem of the stability and the diversity of the style transfer, and proposes a partial loss normalization method to solve the problem. The style transfer using the proposed normalization method not only gives the stability on the control of the degree of style reflection, regardless of the input image characteristics, but also presents the diversity of style transfer results, unlike the existing method, at controlling the weight of the partial style loss, and provides the stability on the difference in resolution of the input image.