DOI QR코드

DOI QR Code

Development of a Model of Animation Education Contents applied in STEAM

융합인재교육(STEAM)을 위한 애니메이션 교육콘텐츠 모형 제안

  • 장세영 (동국대학교 영상대학원 멀티미디어학과) ;
  • 정진헌 (동국대학교 영상대학원 멀티미디어학과)
  • Received : 2014.12.23
  • Accepted : 2015.02.20
  • Published : 2015.02.28

Abstract

The purpose of this research is to study possibilities of animation education in art centered STEAM. We suggest not the animation education contents model of a functional skills of the past but the one for STEAM. In order to suggest the role of animation education, we should first study the convergence values of animation. And this study make a curriculum of animation for the creativity by convergence thinking. Finally, this study build the animation class model applied in STEAM by Fogarty's integrated education method. By studying, we can get the result that animation has the convergence characteristics and it has the effective role of art centered STEAM education for the convergence thinking. Also, it is expected that the results of this study will contribute to education and training of convergence of the global talent with creativity in STEAM.

본 연구는 융합인재교육(STEAM)에서 애니메이션 교육의 가능성을 살펴보고, 기존의 기능적 표현의 애니메이션 교육이 아닌 융합인재교육(STEAM)을 위한 애니메이션 교육안을 제안하고자 하였다. 이를 위해 먼저, 애니메이션의 융합적 특성을 살펴보고, 융합적 사고에 의해 창의적 역량을 발휘할 수 있는 애니메이션 교육 내용을 분류하였다. 그리고, 마지막으로 포가티(Fogarty)의 융합방법에 따른 STEAM 애니메이션 교육 모형을 설계하였다. 본 연구의 결과는 다음과 같다. 애니메이션은 융합적 특성을 가진 매체로 STEAM의 Arts 영역에서 융합적 사고를 위한 교육적 효과를 가지고 있다. 그리고, 창의적 인성을 가진 융합 인재 양성 교육에 기여할 수 있을 것이다.

Keywords

References

  1. Fogarty, R. The mindful School : how to integrate the curricular, palatine I, Skylight & Training Pub, Inc, 1991
  2. Korean Society for Educational Evaluation, Educational Evaluation Glossary, 2004
  3. Yakman, G.G, $ST{\Sigma}@M$ Education: an overview of creating a model of integrative education, Pupil's Attitudes Toward Technology, 19, pp.335-358, 2008
  4. MEST, 2011 report for Korea that opens future Creative talent and advanced science and technology, 2010
  5. Kim Jaewoong etc, A Study of Learning Standard for Culture and Arts Education : Cartoon & Animation, Korea Arts & Culture Education Service, pp.44-46, 2011
  6. Bernie Trlling, 21st century skills : learning for life in our times, Charles fadel, 2012
  7. Korea Institute for Curriculum and Evaluation, the implementation of the Art-based STEAM programs reflect the art curriculum, 2012
  8. Shin Jaehan, 'STEAM Educational theory and practice of convergence', Kyoyookbook, 2013
  9. Yoomi Choi etc, Research for Integrated Education of Animation and Science, The korean Journal of Animation, 2012
  10. Barefield, A.L, Art Middle School Educators Ready for Curriculum Integration, Curriculum integration K-12: theory and practice ed. by Etim, J.S. University press of America. 2005
  11. Kim, Jae-Woong, Park, Yoo-Shin, An Analysis of 'Animation Education Standards' and Recommendations for Improvement, KOSCAS, 2013, 32, 063 https://doi.org/10.7230/KOSCAS.2013.32.063
  12. Seog, Moonjoo etc, The Development of a Music-Centered STEAM Program, Journal of the research institute of curriculum instruction pp.365-385, 2014 for Elementary
  13. Park, Yoo-Shin, Animation Education as VCEA in the Digital Age, KOSCAS, 2014, 35, 029 https://doi.org/10.7230/KOSCAS.2014.35.029
  14. Shin se rye, A Program of up-to-dating Social Creativity in Combined Design Education-Zooming in the Elementary School Course of that, Graduate School of NID Fusion Technology Seoul National University of Science and Technology, 2013
  15. Film Education Website, UK Film Industry, Resources, http://www.filmeducation.org/resources/