• Title/Summary/Keyword: 게임교육 분석

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A Convergence Study for the Academic Systematization of Cartoon-animation (만화영상학의 학문적 체계화를 위한 융합적 연구)

  • Lim, Jae-Hwan
    • Cartoon and Animation Studies
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    • s.43
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    • pp.285-320
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    • 2016
  • Cartoons and Animation are convergent arts created with a composite application of language arts described in the form of literary texts and sounds, plastic arts visualized in the form of artistic paintings, and film arts produced in the form of moving pictures. An academic university major in cartoons and animation studies established in late 20th century however, did not satisfactorily meet the needs in academic research and development and the free expression of artistic creation was limited. In order to systematize the major in cartoons and animation studies, an convergent approach to establish and clarify following are in demand : the terms and definitions, the historical developments, the research areas and methods, the major education and related jobs and start-ups. New culture and arts industries including cartoons, animation, moving images, and games contents are not yet listed in the industries listing service jointly provided online by the portal site Naver.com and Hyung-Seol publishing company. Above all, cartoons and animation are inseparably related to each other that even if one uses the term separately and independently, the meaning may not be complete. So a new combined term "Animatoon" can be established for the major in cartoons and animation studies and also used for its degree with concentrations of cartoons, animation, moving images, games, and etc. In the Introduction, a new combined term Animatoon is defined and explained the use of this term as the name of the major and degree in cartoons and animation studies. In the body, first, the Historical Developments classified Animatoon in the ancient times, the medieval times, and the modern times and they are analyzed with the help of esthetics and arts using examples of mural frescos, animal painting, religion cartoons, caricatures, cartoons, satire cartoons, comics, animation, 2 or 3 dimensional webtoons, and K-toons. Second, the Research Areas of Animatoon reviewed the theories, genres, artworks, and artists and the Research Methods of Animatoon presented the curriculum that integrated the courses in humanities, science technologies, culture and arts, and etc. Third, the Major Education considered Animatoon education in children, young adults, students of the major and the Related Jobs and Start-Ups explored various jobs relating to personal creation of artwork and collective production of business-oriented artwork. In the Conclusion, the current challenges of Animatoon considered personalization of the artists, specialization of the contents, diversification of the types, and liberalization of the art creation. And the direction of improvement advocated Animatoon to be an academic field of study, to be an art, to be a culture, and to be an industry. The importance of cartoons and animation along with videos and games rose in the 21st century. In order for cartoons and animation to take a leading role, make efforts in studying Animatoon academically and also in developing Animatoon as good contents in the cultural industries.

Impact of Learner's Academic Achievement and Learning Attitude in Cooperative Learning Environment Using Smart Devices (스마트기기를 이용한 협동학습이 학업 성취도와 학습태도에 미치는 영향)

  • Jang, Junhyouk;Park, Phanwoo
    • Journal of The Korean Association of Information Education
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    • v.18 no.4
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    • pp.521-528
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    • 2014
  • To discover an up-to-date way of learning through smart devices, our research studied the impact of Web 2.0 learning environment using smart devices on learner's academic achievement and learning attitude. We performed an experiment during 7 weeks based on elementary school 5th grade Society curriculum and the results were analyzed. Followings are the summary of results: The experimental group obtained higher academic achievement and also showed more improvements in self-directed learning attitude than the control group. Therefore, the usage of smart devices in Web 2.0 environment has positive effects on the academic achievement of students and their self-directed learning attitude within collaborate learning courses.

A Study on role of Science Museum for STEAM Education (융합교육에 있어서 과학관의 역할 연구)

  • Yoon, Young-doo;Choi, Hun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.6
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    • pp.1353-1358
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    • 2015
  • The creative economy is the industrialization era, the information age, knowledge-based economy, linking the new economic paradigm. The core words of the creative economy are stand for creativity, innovation, consumer protection and utilization of intellectual property. Creative ideas are combined with software technology will make innovative ecosystem-based structured market such as Apple, Google, Facebook. Intangible assets attributable to creativity than ever before in human history that is important as the economic value. In addition, innovative ideas, creativity and economic growth beyond the knowledge and information society is required. Because the core has a fusion of science and technology, industry, culture and industry convergence, various genres of creative activity support, and cultural and high-tech fusion industries, such as content creation and job creation through economic traction is needed. In this study, we analyze the case of the US Smithsonian Institution proposes the direction of Science Museum in creative workforce.

The effect of parents concern and cultural capital on Internet using behaviors of primary school students (부모의 관심과 문화자본이 초등학생의 인터넷 사용 형태에 미치는 영향)

  • Lee, Kyung-Sook;Park, Inn-Woo
    • The Journal of Korean Association of Computer Education
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    • v.17 no.6
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    • pp.123-133
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    • 2014
  • This study explores the empirical impact of parents' concerns and cultural capital on using Internet with elementary school children. Using the representative data from the 2010 korean adolescent panel data, this study found that the degree of parents' concern for their child directly affected to the Internet using behavior. This study showed the following results. The patterns of Internet use depended on their parents' attitude. The time for game decreased according to the increase of the parents' concern, while the time for searching information for learning increased. Cultural capital directly and indirectly affected to the behavior of Internet use. These results implied that children felt less need to use Internet to spend their time since they learned how to spend the time and to make relationships with other children through the cultural experiences.

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Related Factors on Computer Game Addiction, Health Perception and Health Promoting Behaviors in Elementary School Students (초등학생 컴퓨터 게임중독, 건강지각 및 건강증진 행동 관련요인 분석)

  • Jang, Young-Nam;Lee, Moo-Sik;Hong, Jee-Young;Hwang, Hae-Jung
    • Korean Journal of Health Education and Promotion
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    • v.26 no.3
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    • pp.63-74
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    • 2009
  • This study was aimed to assess the degree of addiction on computer games and find factors related to game addiction, health perception and health promoting behavior in elementary school students. A study subjects were 814 students in 5th and 6th grades at 4 elementary schools in a city and a county. The items in questionnaire was consisted of general characteristics, circumstances and habits related to utilization of computer and internet game playing, and degree of addiction, health perception and health promoting behavior. We analyzed data using chi-square test, t-test, ANOVA, and multiple regression analysis. In multiple regression analysis, addictiveness on internet game was significantly related to type of computer utilization, frequency and duration of internet game playing, gender, after-school activities, grade points, economical status, and location of computer in a house. Health perception was significantly related to addiction points, gender, residential area, and grade points. And health promoting behavior was significantly related to addiction points, grade level, grade points, and health perception points. Since health promoting behaviors of children in elementary school are in the way of making, their degree of addiction to computer games can greatly influence their attitude towards health and their future life pattern as adults. Therefore an educational prevention program including counselling on game addiction should be devised. And researches will be needed for developing the Korean standard for measuring degree of addiction and a prevention program for peer group's game addiction.

An Analysis of the Impact of Digital Content Usage on Smart TV Usage (디지털 콘텐츠 이용이 스마트TV 이용에 미치는 영향 연구)

  • Lee, Seonmi
    • The Journal of the Korea Contents Association
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    • v.22 no.5
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    • pp.319-326
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    • 2022
  • As digital content services, especially OTT(over-the-top) video services, diffuse rapidly, so do smartTVs. Based on the indirect network effect theory and the complementarity theory, this study explores the relationship between digital content services and smartTV. Using the Media panel dataset, this study analyzes how the usage of digital content service (OTT usage, OTT usage volume, the usage of various OTT service types, and online game/music/education/news service) affects smartTV usage. This study shows that OTT usage and its usage volume is positively associated with smartTV usage, and that the usage of various OTT service types is positively associated with smartTV usage compared with non-OTT users. As for online content services, the usage of online education service is positively associated with smartTV usage while the usage of online news service is associated negatively. These results support the indirect network effect theory and the complementarity theory.

Difference Analysis of Risk and Protection Factors for Internet Addiction Between Computer Science Gifted Students and Average Students (정보과학영재와 일반아동 집단에서 인터넷 중독에 영향을 미치는 위험요인과 보호요인의 차이점 분석)

  • Lee, Jae-Ho;Han, Kwang-Hee
    • Journal of Gifted/Talented Education
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    • v.20 no.3
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    • pp.1005-1026
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    • 2010
  • Here we live in a fast changing world. The information and communication technologies have been surprisingly developing and making progress of our society. One of the benefit about the information and communication technologies is an internet. We can't imagine our life without it and it finally ends up with causing internet addiction which is called side effect of it. Most of former studies were, however, about game addiction and psychological factors of indivisual. In fact, there was not enough studies about internet addiction of computer science gifted students. If we analize the difference between computer science gifted students and average students when it comes to factors of internet addiction, we would surely be able to find out the result which is very helpful for cause analysis and its remedy. This paper examined the risk and protection factors of the former studies and choose various factors through Delphi analysis by specialists of information and science gifted students. Comparative analysis of computer science gifted students and average students was done through the test tools. And picking up unique factors of computer science gifted students, this paper shows the implication that contributes to protection of internet addiction and its remedy.

An Exploratory Study on Convergence generation according to the convergence level estimation of Digital Device and Service (디지털기기와 디지털서비스의 컨버전스 수준 평가에 따른 컨버전스 세대의 탐색적 고찰)

  • Kim, Yeon-Jeong
    • Journal of Digital Convergence
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    • v.9 no.4
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    • pp.169-179
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    • 2011
  • The purpose of this study are as follows. First, to analyze digital convergence level of convergence generation to demographic variables. Second, the convergence level to digital device and using frequency to digital service. Third, the convergence level to digital service and using frequency to digital service. The research methods FGI, the interview with IT expert group and survey. The results of research are as follows. First, 30 aging, expert group, higher education group over graduate school are actively using and participated. Second, high level of convergence device are smart-phone, tablet PC, net-book are in order. high level of convergence service are SNS service, twitter, uee, portal messenger and app store, e-Book, web hard are in order. Third, The convergence generation enjoying app-store of smartphone, wireless game and more participating facebook/cyworld twitter, Portal, internet community.

A Study on analysis tools in the SWF file URL (SWF 파일의 URL정보 분석도구)

  • Jang, Dong-Hwan;Song, Yu-Jin;Lee, Jae-Yong
    • Journal of Korea Society of Industrial Information Systems
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    • v.15 no.5
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    • pp.105-111
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    • 2010
  • SWF(Shock Wave Flash) file is a format file for vector graphics produced by Adobe. It is widely used for a variety of contents such as advertising at websites, widgets, games, education, and videos and it contains various types of data such as sound sources, script, API and images. Many SWF files contain URL information on action script for communication in the network and they can be used as important research data as well as PC users' Web Browser history in terms of forensic investigation. And a decompiler for analyzing SWF files exists by which SWF files can be analysed and URL information can be verified. However, it takes a long time to verify the URL information on action scripts of multiple SWF files by the decompiler. In this paper, analysis of URL information on action scripts and extraction of URL information from multiple SWF files by designing analysis tools for URL information in SWF files is studied.

Current status of dietary education in elementary, middle and high school in Gyeonggi province: Comparison according to school level and placement of nutrition teacher (경기도 초·중·고등학교의 식생활 교육 현황 : 학교급 및 영양교사 배치여부에 따른 비교)

  • Lee, Youngmi;Kwon, Soo Youn;Kim, Ji Hea;Kim, Ok Sun
    • Journal of Nutrition and Health
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    • v.50 no.6
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    • pp.645-654
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    • 2017
  • Purpose: The purpose of this study was to investigate the current status of dietary education carried out by dieticians or nutrition teachers at elementary, middle, and high schools in Gyeonggi province. We compared dietary education status not only among school level but also between dieticians and nutrition teachers. Methods: The survey using self-administered questionnaires was conducted by dieticians or nutrition teachers at 91 schools (43 elementary schools, 33 middle schools, and 15 high schools) in Gyeonggi province in December, 2015. The questionnaire consisted of questions regarding general characteristics of respondents, current status of dietary education, opinion about dietary education methods, and cooperation level of persons concerned. Results: The placement rate of nutrition teachers was 50.5% overall. Only 36 out of 91 schools conducted regular dietary education, and the percentage of schools conducting regular dietary education was significantly different according to school level with the lowest percentage in high schools, equivalent to 20% (p = 0.003). The average annual dietary education time was 12.4 hours, and it was very low in high schools (5.1 hours) and in schools without a nutrition teacher (1.6 hours). The levels of cooperation and support from principals, teachers, parents, and students were significantly lower in high schools than elementary and middle schools (all p < 0.001) and in schools without a nutrition teacher than schools with a nutrition teacher (all p < 0.05). Conclusion: The results show that the level of dietary education is not enough and needs to be improved, especially at middle and high schools and at schools without a nutrition teacher. Government support polices need to be implemented to encourage dietary educational activities.