• Title/Summary/Keyword: educational story

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Fourth Graders Engaged in Sampling: A Case Study (초등학교 4학년 학생들의 표집활동 분석: 사례연구)

  • Park, Min-Sun;Ko, Eun-Sung
    • School Mathematics
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    • v.16 no.3
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    • pp.503-518
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    • 2014
  • This study examines fourth graders engaged in three concrete activities involving sampling from finite populations. The first included a survey of popular foods for school meals. The second had them take samples from a box containing white and black marbles to predict how many white and black marbles were in the box. The final activity required them to predict how many times the Korean letter '가' would appear in a Korean story book. The results show that the participants can experience and notice different ideas related to samples and sampling in different activities. In the first activity, they acknowledged that samples are useful for obtaining the information about populations. A population survey is difficult and is not overly useful. In the second activity, they recognized that samples cannot be identical to their population but that the information from a group of samples is similar to the information of the population. In the last activity, they devised some ideas about random sampling even though the ideas were immature.

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A Study on the Stereoscopic 3D Filmmaking Curriculum in the Film and Image Major (영화 영상 전공에서의 스테레오스코픽 3D 제작 교육 과정 연구)

  • Lee, Chan-Bok
    • The Journal of the Korea Contents Association
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    • v.10 no.6
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    • pp.222-235
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    • 2010
  • After its remarkable success, "Avatar" brought another way of creating cinematic story; the stereoscopic 3-D cinema. Comparing conventional 2-D filmmaking, you need twice as much of budget and manpower in 3-D filmmaking because of the complicated process and slow production speed. The 3-D hardware like 3-D TV and 3-D projector are already showing at the retail stores while 3-D filmmaking is still in veil, and no major educational institution is yet to start 3-D related education. As 3-D movies get popular and demand more 3-D filmmaking professional crew, educating 3-D filmmaking to 2-D based film students will improve their hiring rate in the market. The successful result of the box office showing 3-D films like "Alice in Wonderland 3D" and "Titan 3D" forecasts that there will be more demand on 3-D related jobs very soon.

Mythological Imagination in Animation - Focusing on Animation (애니메이션에 나타난 신화적 상상력 - 애니메이션 <오늘이>를 중심으로)

  • Cho, Mi-Ra
    • The Journal of the Korea Contents Association
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    • v.7 no.2
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    • pp.237-245
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    • 2007
  • When reviewing animation based on a mythical motive, the mythical imaginary power has been dependent only on audio visual senses thereby resorting to a fantasy nature regardless of reality, or there has been too much emphasis on an educational message and animation has been utilized as a conflicting composition between good and evil. Therefore, this thesis reviewed 1) whether the author's consciousness was reflected in animation according to the contemporary interpretation of mythical imaginary power and 2) whether the author included an internal meaning of a universal subject by having a short animation that was produced by actively utilizing a mythical motive as a text. Also, based on the analysis, the study deduced the conclusion that the most important thing in animation based on a mythical motive is the author's consciousness that reinterprets the theme of 'universality' from a contemporary perspective before expressing the mythical objects through the senses such as by a brilliant image and sound. The products of such an analysis are supposed to solve the problem over how mythical factors need to be applied and utilized in creating animation.

A Life History Approach on a Professor Academic Activities (대학 교수의 생애사 연구)

  • Cha, Hyeon-Ju
    • Journal of the Korea Convergence Society
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    • v.7 no.5
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    • pp.227-235
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    • 2016
  • This research focuses on the life history of university professor and the meaning of their lives to provide career information to parents and teachers conducting childhood career education. professor K with 25 years of professorship was targeted for insides's view(emic), which describes the life story through the professor's voice and words, was used as the method of research and additional data was collected through in-depth interviews with professor K, his writings, e-mails and in-depth interviews. The collected data was electronically transferred and categorized for field and categorical analysis. The analysis showed that the motive for professor K to enter academic society was due to his utmost efforts, assistance of family, and his friend encountering. Also after entering the university, he served as key role in research, education and as an appointed professor. After retirement, he is contributing to the society as a expert and practitioner. As such, 'continuous effort and consistent personal innovation', 'strong belief and clear calling', 'warm humanity and practical life', and 'flexible attitude and educational passion' were deducted from professor K 's professional capability.

Some Problems of e-Learning Market in Korea (최근 우리나라 e-Learning 시장의 주요 동향 및 향후 전망)

  • Yoon, Young-Han
    • International Commerce and Information Review
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    • v.9 no.2
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    • pp.103-120
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    • 2007
  • The knowledge based economy requires more and more people to learn new knowledge and skills in a timely and effective manner. These needs and new technology such as computer and Internet are fueling a transition in e-learning. According to specialist's opinion, imagination experience studying is generalized, and learning environment that language barrier by studying, multi-language studying Machine that experience past things that disappear through simulation, and travel area, and experience future changed state disappears is forecasting to come. This is previewing finally that it may become future education that education and IT, element of entertainment is combined. Already, became story that argument for party satellite of e-Learning existence passes one season already. e-Learning is utilized already in all educations that we touch by effectiveness by corporation's competitive power improvement and implement of lifelong education in educational institutions through present e-Learning. It is obvious that when see from our viewpoint which is defining e-Learning by one industry and rear by application to education as well as one new growth power about these, e-Learning industry becomes very important means that can solve dilemma of growth real form. Only, special quality of digital industry that e-Learning is being same with other digital industry and repeat putting out a fire rapidly, and is repeating sudden change that these evolution is not gradual growth of accumulation and improvement of technology that is appearing consider need to. In the meantime, we need to observe about evolution of Information Technology. Because there is some scholars who e-Learning's concept foresees to evolve by u-Learning.(although, a person who see that these concept is not more in marketing terminology by some scholars' opinion is). This u-Learning's concept means e-Learning that take advantage of ubiquitous technology as Ubiquitous-Learning's curtailment speech. Ubiquitous, user means Information-Communication surrounding that can connect to network freely regardless of place without feeling network or computer. There is controversy about introduction time regarding these direction, but e-Learning is judged to evolve by u-Learning necessarily. Because keep in step and age that study all contents that learner wants under environment of 3A (any time, any whrer, any device) by individual order thoroughly is foreseen to come in ubiquitous learning environment that approach more festinately.

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Development of Robot Programming Education System for Children based on Storytelling (초등학생을 위한 스토리텔링 기반 로봇 프로그래밍 교육 시스템)

  • Lee, Jae-Inn;Sung, Young-Hoon
    • Journal of The Korean Association of Information Education
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    • v.15 no.2
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    • pp.295-305
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    • 2011
  • By using robot programming curriculums, we are able to help the learners to improve academic achievement. But these curriculums reduce the level of participation, because most of the robot programming curriculums consists mainly of understanding simple grammatical sentences. Storytelling provides a variety of educational methods to improve logical thinking of children on their experiences and offers positive learning motivations to the learners. In this paper, we proposed the robot programming curriculum using storytelling and implemented the system to support it. By using this curriculum and visualization tools in this system, children can make a robot story and model easily with others. In addition, this robot programming curriculum and system can provide learning motivation and academic achievement to the children continuously.

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The Development of Multimedia Nutrition Education Program for Preschoolers (미취학 아동의 영양교육을 위한 멀티미디어 개발에 관한 연구)

  • Oh Yu-Jin;Kim Dong-Sik
    • Korean Journal of Community Nutrition
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    • v.11 no.3
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    • pp.338-345
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    • 2006
  • The purpose of this study was to design an interactive multimedia nutrition education program for preschoolers. Computer technology provides the opportunity to explore new and creative methods of delivering nutrition education to pre-schoolers. If this method is effective, more preschoolers can be reached with accurate and consistent nutrition education with less time and teaching staff. This program is a computer-based multimedia nutrition education program for pre-schoolers based on the Dick and Carey (Dick & Carey 2001) model of instructional design which includes analysis, design, development, and evaluation. The overall instructional goal was based on the needs of the target population. The needs assessment was a self-administered survey distributed to 1,426 parents of preschoolers, focusing on the need for preschoolers' nutrition education. The results of the survey indicated that parents wanted their children to learn reasons for eating nutritious food. Therefore, a program titled 'Nutrition Exploration' was developed with the instructional goal of teaching preschoolers the 5 Food Groups. To achieve this goal, the preschoolers were engaged in a game. They could earn colored jewels by completing the game in five sessions. The story line was that people living in a peaceful kingdom become sick after they lose the jewels. The learner takes an adventurous journey through five different countries to retrieve the jewels. These countries are 'Giwoon nahrah' (foods containing carbohydrates, such as rice and potatoes), 'Sangsang nahrah' (foods that are rich in vitamins and minerals, such as vegetables and fruits), 'Sooksook nahrah' (calcium-con-taming products such as milk), 'Teunteun nahrah' (protein-containing foods such as meat and fish) , and 'Gakeum nahrah' (products with high sugar and fat content, such as instant foods and soda). The learner who obtains five jewels in five different countries can save the kingdom. For the program to be effective and efficient, the multimedia had to be easy for the preschooler to enter, use, and exit. The verbal instructions enhanced child autonomy, and the program was developmentally appropriate so that the young child could easily manipulate the software. This research provides the basis for the continued development of computer-based nutrition education materials.

Qualitative Observation of Visitor Experience in Digital VR Aquarium (디지털 가상현실 수족관 <아이큐아리움>의 방문자 체험특성 질적 관찰)

  • Lee, Jung-Hun
    • The Journal of the Korea Contents Association
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    • v.13 no.10
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    • pp.200-213
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    • 2013
  • As an exploratory research, this paper studied the characteristics of visitor experience in the world first digital aquarium 'IQuarium' by the qualitative observation method. Between June and August of 2013, the first and second qualitative observations were made to gather the data of the behavioral and linguistic responses of visitors. The results of this study were as follows: First, visitors experienced the transformation of their identity and escapism by participating the activities. Second, they experienced the entertaining competition spirit against other visitors for fun. Third, they acted as story-makers by actively participating into the missions. Fourth, they had educational experiences by obtaining information about sea life and experienced the aesthetical atmosphere of 'IQuarium'. Although this study has limitations of the subjective perspective based on qualitative observation method, it will provide proper insight into advanced research in similar fields in the future.

The Effects of Didactic Mode of Instruction on the Comprehension among Different Hemispheric Groups and Sex Groups (아동의 두뇌정보처리양식 및 성별에 따른 학습이해도 차이 - 언어중심적 교수법을 사용하여 -)

  • Suh, Young Sook
    • Korean Journal of Child Studies
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    • v.6 no.2
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    • pp.21-33
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    • 1985
  • This study was conducted to ascertain whether a didactic mode of instruction, favored students who indicated a preference for left hemispheric information processing. The subjects were 50 fifth grade students whose California Achievement Test score percentile ranks were between 50 - 80. They were randomly selected from one elementary school in Chapel Hill, NC, USA. All Ss completed the Form CC of "Your Style of Learning and Thinking" (Torrance and McCarthy, 1980) which is a paper/pencil inventory designed to categorize the subjects according to their hemispheric preference for processing information; right hemisphere, left hemisphere, and integrated. Then all Ss received a didactic mode of instruction, a verbal question/answer followed by teacher's reading of a fictional animal story, "The Chinese Bee-eater". After completion of instruction, the Ss were asked to respond to eighteen open-ended questions about the animal. Eight of the 50 subjects were found to fall into the right hemisphere style of information processing group; fourteen into left; and fourteen into integrated. The remaining fourteen could not be assigned to either of these three categories and were not included in the analysis of the results. the mean scores of the comprehensive test among hemispheric groups and among sex groups. A two way analysis of variance also presented no significant differences among the hemispheric preference combined by sex groups. These results failed to prove the research hypothesis that students who indicate a preference for left hemispheric information processing will have higher scores on a comprehensive test after receiving a didactic mode of instruction, the so-called left style of instruction. Some limits in research process and conceptual confusion about hemisphericity were discussed. Finally, it was suggested that educators need to be more careful in drawing educational implications from neurological hemispheric research.

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An Analysis of Language Activity Contents for Young Children from the Nuri Curriculum Teacher's Guidebooks for Age 3-5 (3~5세 누리과정 교사용 지도서에 나타난 유아 언어교육 활동 내용 분석)

  • Han, Sun-Ah;Kwak, Jung-In
    • The Journal of the Korea Contents Association
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    • v.13 no.7
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    • pp.511-521
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    • 2013
  • The purpose of this study is to review the perspective on early childhood language education by analyzing language activities specified in the Teacher's guide to Nuri Curriculum for Children between Age 3 to 5. In the pursuit of this purpose, 966 language educational activities suggested in 32 guidebooks(10 for age 3, 11 for age 4, 11 for age 5 - divided by life themes) have been chosen as the analysis object and analyzed based on the following category; subordinate scope, and activity type. This analysis showed that children aged 3~5 start their language activities in the order of talking, listening, reading and writing (under the subordinate scope category), and favors activities in the order of 'fairy tale/poem', 'story telling' and 'verbal section'. In conclusion, it has been proven that each category is concentrating on 1~2 activities and the proportion varies depending on the age. Based on the above result, we intend to examine the current situation of language education and use this study as the preliminary data to provide a proper direction for early childhood language education.