• Title/Summary/Keyword: media literacy

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Research on Career Education Game Development Utilizing the Concept of Digital Transformation (디지털 전환 개념을 활용한 진로 교육용 게임 개발 연구)

  • Kwang-Hee Cho;Su-In Kim;Sung-Ho Ahn;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.543-548
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    • 2023
  • This study emphasizes the need to understand digital transformation and addresses the development process of functional mobile games with the theme of digital transformation. Through previous research, we found that existing mobile games do not reflect the changes in industries and jobs in the future. In this study, we designed and developed an educational mobile game that can help young people develop digital literacy skills and understand core skills for future changes in industrial structure and jobs due to digital transformation. It utilizes Unity 3D and combines the best features of puzzle, card, and board games. While there may be limitations in terms of expertise in developing educational content, it is important to note that we have presented content that can provide a futuristic view of careers through a game that is highly preferred by students. Considering the direct and indirect educational effects of the game, it is expected to be useful as a vocational education content in the classroom through tablet devices that have recently been distributed in schools.

Empirical Research on the Interaction between Visual Art Creation and Artificial Intelligence Collaboration (시각예술 창작과 인공지능 협업의 상호작용에 관한 실증연구)

  • Hyeonjin Kim;Yeongjo Kim;Donghyeon Yun;Hanjin Lee
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.1
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    • pp.517-524
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    • 2024
  • Generative AI, exemplified by models like ChatGPT, has revolutionized human-machine interactions in the 21st century. As these advancements permeate various sectors, their intersection with the arts is both promising and challenging. Despite the arts' historical resistance to AI replacement, recent developments have sparked active research in AI's role in artistry. This study delves into the potential of AI in visual arts education, highlighting the necessity of swift adaptation amidst the Fourth Industrial Revolution. This research, conducted at a 4-year global higher education institution located in Gyeongbuk, involved 70 participants who took part in a creative convergence module course project. The study aimed to examine the influence of AI collaboration in visual arts, analyzing distinctions across majors, grades, and genders. The results indicate that creative activities with AI positively influence students' creativity and digital media literacy. Based on these findings, there is a need to further develop effective educational strategies and directions that incorporate AI.

The Corelation Research between Cyberbullying and Information Media Use - With Focus on Internet and Mobile Phone Use (사이버불링 발생과 정보매체활용 간의 상관분석 - 인터넷과 휴대전화 사용을 중심으로)

  • Kim, Bongseob;Park, Jongsun;Gam, Dongun;Jin, Sangki
    • The Journal of Korean Association of Computer Education
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    • v.16 no.5
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    • pp.17-29
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    • 2013
  • Cyberbullying has a negative influence on teens. However, the academic approach and try is still an its early stages in spite of the issue of the seriousness and importance. Accordingly, this study conducted a survey of 1,112 elementary, middle and high school students. According to the survey, Internet bullying violence experience was from 20.3% to 39.0%, victim experience from 11.0% to 23.4%, mobile phone bullying violence experience was from 15.9% to 44.1%, victim experience from 5.5% to 21.8%. The factors affecting Internet bullying violence experience were gender, academic stress, internet accessibility, anonymity, use time of internet. The factors affecting mobile phone bullying violence experience were school table, academic stress, mobility, anonymity, use time of mobile phone. Finally, this study grasped the relation between Internet and mobile phone bullying. It was found that Internet bullying violence victim experience had something to do with mobile phone bullying violence victim experience. Especially, Internet bullying violence experience had a lot to do with mobile phone bullying violence experience, Internet bullying victim experience had a lot to do with mobile phone bullying victim experience.

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Credibility Judgement of Information by Tweens (트윈세대의 정보 신뢰성 판단에 관한 연구)

  • Chung, Jin Soo
    • Journal of the Korean Society for Library and Information Science
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    • v.54 no.1
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    • pp.303-324
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    • 2020
  • This study investigates the credibility judgements of information by tweens using digital media and information. Particularly, the study focused on tweens' perception of internet research and information use and on their credibility judgement of source and message, internet service providers, and on consulting with others for their credibility judgement. The survey methodology was used to collect data from grade 5 and 6 students in two elementary schools whose parents are likely in middle and upper class. 336 valid questionnaires were collected among 400. Descriptive statistics, factor analysis, and t-test were used to analyze the data collected using SPSS 25. Findings suggested that tweens understood the importance of using smart media and computers, that they used Youtube, Naver, Kakao talk, Naver JisikIN much in sequence, and that they believed the Internet research was easy and fun. Using exploratory factor analysis, the survey questions for credibility judgement were classified into three factors: Internet service providers, sources and information, and consulting with others. Tweens used sources and information credibility, consulting with others credibility, Internet service providers credibility in sequence. However, it was interesting to find that there were greater deviation in answers on knowing how to find out the cognitive authority of the authors and on the importance of using current information. This study suggests the critical need for tweens' credibility judgement research for promoting critical thinking skills as well as for proactive educational practices in schools and libraries on information literacy.

The Reinterpretation of Comic-Animation by Content Users - The Reproductions in Korean Cosplay Culture (콘텐츠 유저에 의한 만화-애니메이션의 재해석에 관한 연구 - 한국 코스프레 문화에서의 재생산)

  • Yoon, Wn-Ho
    • Cartoon and Animation Studies
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    • s.41
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    • pp.487-510
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    • 2015
  • In recently, thanks to the development of computer and internet, and reinforcement of digital media literacy of ordinary people, many users of comics and animations recombine contents into various ways, including UCCs. In a glance, it seems these outputs violates the copyrights of contents. But in reality, they helps the growth of the ecosystem of contents market, with increase of contents users. The reason of these reproductions inclines the characteristics of animation media. Animation, which are constituted by plastic symbols, auditory symbols, and narrative symbols, and Comic, which supports stories of Animations, affects as 'Imaginary signifier'. These signifiers helps users of contents to dismantle and reassemble stories. These aspects are seen in doujin culture, animation soundtrack fandom, and voice actor fandom. But In this article, we will concentrate into cosplay culture. Cosplay culture shows more active appearances than another fandoms. In especially, cosplay stage and daily cafe show more active reproductions of characters and communications. However, they are done by youth fans, which has not enough financial abilities: therefore, events are not sustainable and discontinued. And they have another limits, like lack of opportunity of performance. In the reality of Korean society, which needs of community making by community member, and hybrid culture, comics and animation productions in Korea are in need of access positively and encourage reproductions of active receivers of animations.

A Study on Cultural Arts Program Development Policy of US Public Broadcasting - Focused on PBS 「Art 21c」 (미국 공영방송의 문화예술 프로그램 육성정책 연구 - PBS 「Art 21C」사례를 중심으로)

  • Choi, Jonghan
    • The Journal of the Korea Contents Association
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    • v.19 no.8
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    • pp.399-411
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    • 2019
  • TV Broadcasting is an undeniable cultural medium. TV Broadcasting Station needs a long-term perspective that suits cultural media and an aggressive cultural and artistic program development strategy that matches rapidly changing culture and technology. Of course, production staff should be composed of experts in the field as well as cultural artists. This paper is researching the promotion strategy of TV Arts programs by substituting the three keywords - the U.S., the public broadcasting station(TV) and Arts programs. And through case studies and analyses of PBS TV's "Art in the 21st Century" series, the way the public TV broadcasting station shares cultural arts with viewers is extracted. It raises the question of how the U.S. TV public broadcaster's cultural and artistic programs are different from South KOREA's. Through the above research, let's find a clue to the future direction of how the new media, now represented as Korea's blacklist, should recognize, foster, educate and strategize Fine Arts.

Suggestions for the Independent Body in the era of Artificial Intelligence Choreography (인공지능 안무 시대의 주체적 몸을 위한 제언)

  • Yim, Sujin
    • Trans-
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    • v.12
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    • pp.1-19
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    • 2022
  • This study predicts and raises the changes that AI will bring to dance art when machine-based choreography began, and finds questions we can ask as human artists. Research suggests that one of the crises of dance in the era of machine creative arts is that artificial intelligence does not stay in the tool of human choreography but becomes the subject of choreography. It is based on the political discourse of choreography that artificial intelligence has the power to control and restrict human dancers. This comes from a sense of crisis that the AI takes over the area of choreography and the human choreographer remains an incompetent coordinator, and as a result, the dancer's dancing body can be reduced to a mechanical body controlled by AI. In order for these concerns not to become a reality, this study proposes three measures. First, choreographer and dancer should develop digital literacy to live in the age of AI art. Secondly, choreographer should acquire the ability to accurately distinguish the roles of human choreographer, dancer, and AI in creative work. Thirdly, various levels of discourse on AI dance should be formed by actively conducting mutual media research of dance and technology. Through these efforts, the human dancer will exist as a subject of art, not a passive agent in the new dance ecosystem brought by the innovation of artificial intelligence technology and will be able to face an era coexistence with artificial intelligence creativily and productively.

Types of Educational Ministry for The Post Digital Generation (포스트 디지털 세대에 대한 교육목회 유형)

  • Lee, Wonil
    • Journal of Christian Education in Korea
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    • v.70
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    • pp.11-35
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    • 2022
  • The purpose of this article is to suggest nine types of educational ministry based on the practical theology in Christian Education. For the purpose this article emphasizes an individual dimension including church, society dimensions. An individual dimension is based on the spirit of post digital era within sociocultural area in different with personal-existential area of the philosophical and theological perspective and life cycle theology area of the developmental psychological perspective. Post digital era means the humanization of digital, digital friendly, and emotional digital cultural characteristics. Post digital generation means child, youth, young adults those who are accustomed with post digital cultural of the post digital era. The educational ministry for the post digital generations categorized into nine types according to correlation with individual, church, and society as a field of ministry and critical scientific method, critical confessional method, and critical correlational method as an interdisciplinary which are composed of Christian tradition and contemporary science. Representative key competencies of nine types in the educational ministry are media literacy, relational identity, communication, high touch, discipleship, making and using media, integrative vocation, collaboration abilities, and home, school, and social resilience in relation with multicultural generations.

A Study on the Implementation of a Community-based LIS Capstone Course: Developing the 21st Century Skills of Preservice Librarians through Human Library Projects (지역사회협력 기반 문헌정보학 캡스톤 교과목 개발과 운영에 관한 연구 - 휴먼라이브러리 프로젝트 수행을 통한 21세기 학습 기술 강화를 중심으로 -)

  • Jisue Lee
    • Journal of the Korean Society for Library and Information Science
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    • v.57 no.2
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    • pp.379-408
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    • 2023
  • This case study reports on the redevelopment of a course, Local Culture Information Theory offered by the Department of Library and Information Science at C University, into a capstone design course using a project-based learning approach. In collaboration with a local community youth organization, the redesigned course provided an opportunity for LIS students to develop and implement a digital literacy program that enabled high school students to use a variety of digital multimedia technologies to complete a project of digital Human Library featuring video, audio, and digital are such as webtoons. Through semi-structured interviews with 5 students and 3 staff from partner organizations, this study reports on course development process, the establishment of local partnerships, project outcome, as well as suggestions for improvements. In addition, a qualitative analysis of the participating students' interview responses using the Framework for 21st Century Learning (P21) found they developed and improved 11 skills across three core areas: life and career skills including self-direction, project management, collaboration with diverse teams, flexibility, responsibility, leadership; learning and innovation skills including communication and collaboration, problem-solving, creativity, and critical thinking; and information, media, and technology skills through media creation. Lessons learned and recommendations from this case study may be useful for other LIS programs and faculty interested in implementing project-based learning or developing capstone design courses.

Factors affecting the ability of older adults to identify symptoms of depression (노인의 우울증상 식별력에 영향을 미치는 요인)

  • Lee, Sun Hae;Ko, Jung Eun
    • 한국노년학
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    • v.29 no.2
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    • pp.529-546
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    • 2009
  • Depression in old age not only is prevalent but also causes a considerable amount of burden in physical, psychosocial, and economic terms. Intervention, however, is often delayed due to the understanding that considers depressive symptoms as a normal process of aging or signs of physical illnesses. Since the recognition of symptoms often initiate one's help seeking process, a correct identification of symptoms can contribute to early detection and intervention to depression in oneself as well as in others. This study interviewed 104 older adults living in an urban area, and explored their ability to correctly identify depressive symptoms and factors related to identification. The study results show that respondents who were able to correctly identify symptoms of depression were only 14%, and the rest defined the symptoms as social, economic, and other psychological issues. Of the factors in the logistic regression model, age being 75 and over and mass media as source of mental health information affected negatively their ability to correctly identify symptoms; mental health education programs affected positively their ability. Based on these results, it is suggested that such strategies as employing a face-to-face provision of concrete information and counseling can be more effective than delivering information via large-scale lectures. Additionally, a future research deems necessary to conduct an in-depth examination of mental health/illness-related contents on mass media.