• Title/Summary/Keyword: 과학예술

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Design of the STEAM Integrated Curriculum based on Project-based Learning -Focus on Android-based Learning Content Development and Utilization- (프로젝트 기반 학습의 STEAM 융합 교육과정 설계 -안드로이드 기반 동력 전달 학습 콘텐츠 개발 및 활용 중심으로-)

  • Kim, Eun-Gil;Kim, Jong-Hoon
    • Journal of The Korean Association of Information Education
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    • v.15 no.4
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    • pp.551-560
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    • 2011
  • STEAM education is a topic-based curriculum to integrate the concepts into other subjects such as science, technology, engineering, art and mathematics in order to improve the students' interesting, understanding, integrated thinking and problem solving ability. In this paper, we designed STEAM curriculum in the form of Project-based Learning and developed the material for elementary students. We also developed the android-based application through searching for a utilization of IT simulation for enhancement the students' Project-based Learning effect.

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The necessity and direction of verbally gifted education (언어 영재교육의 필요성과 방향 탐색)

  • 강승희;조석희
    • Journal of Gifted/Talented Education
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    • v.14 no.1
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    • pp.91-114
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    • 2004
  • The purposes of this study were to review the necessity and establish the direction of verbally gifted education. To fulfil purposes, the following studies were carried out: (1) The necessity of verbally gifted education was reviewed based on the social, educational and personal aspect. (2) The concept of verbal talent was reviewed. According to the research of verbal talent, we called a person who has a high level of language intelligence a verbal talent. Or verbal talent can also be a person who accomplished a high level in anyone area among reading, writing, hearing, speaking, and foreign language. (3) The present condition and research states of verbally gifted education were analyzed. (4) The direction of verbally gifted education were proposed.

The Effects of a Convergent Arts and Science Program on Young Children's Creativity and Scientific Inquiry (만 5세 유아의 창의성 및 과학적 탐구능력을 위한 예술·과학 융합프로그램의 효과)

  • Choi, Jiwon;Seo, SoJung
    • Human Ecology Research
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    • v.53 no.1
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    • pp.67-80
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    • 2015
  • This study aimed to develop a convergent arts and science program for 5yearold children and to evaluate this effectiveness of the program. To meet the purpose of this study, 34 children (aged, 5 year) were divided into two groups, namely the experimental group and the control group. To the experimental group, the creative arts and science convergence program of interest in this study was delivered over a period of 8 weeks. The children of the control group were delivered the Nuri Curriculum (standardized educational curriculum targeted for 3- to 5year olds) during the same experimental period. The levels of the children's creativity were assessed using the Torrance Test of Creative Thinking-Figural and those of their scientific inquiry ability were tested by using the Scientific Inquiry Ability Assessment Scale. The analysis of covariance calculated using by IBM SPSS ver. 21.0 revealed that the experimental group scored higher in creativity and scientific inquiry than did the control group. The results indicated that the proposed convergent arts and science program was effective in promoting creativity and scientific inquiry ability of young children. In this paper, along with the main results of this study, the implications for research and practice are discussed.

Design and Control of a Basic Circuit System for STEAM Education (STEAM 교육을 위한 기초 회로 시스템 설계와 제어 방법)

  • Hur, Kyeong
    • Journal of Practical Engineering Education
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    • v.9 no.2
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    • pp.99-106
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    • 2017
  • The most important thing in STEAM education is to enhance students' interest and understanding of science and technology. In this paper, we propose basic circuit system design and control method applicable to STEAM fusion education. The circuit system design practice using the breadboard is designated as an essential curriculum in the corresponding department at the high school and college level in the domestic curriculum. However, there is a lack of STEAM convergence implementation examples that can easily understand circuit system design and control methods. Therefore, we proposed and tested a method to implement and control a media art type circuit system.

'A Posthuman Psychology' and the Fate of Autonomous Subjects ('탈인간의 심리학'과 자율적 주체의 운명)

  • Choe, Hoyoung
    • Korean Journal of Culture and Arts Education Studies
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    • v.5 no.2
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    • pp.1-17
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    • 2010
  • The posthumanism, as it is discussed in several areas of the humanities, calls the modern humanist concept of autonomous subject into question. The scientific psychology has been since its birth as independent discipline at the 19th century a 'posthuman psychology' in the sense that there has been always humanistic approaches to humans as autonomous beings on the one hand, and natural-scientific approaches to humans as determined beings on the other hand. I have argued that the concept of autonomous subject makes still sense as a regulating principle of everyday life of purposive agents and as a conceptual framework for interpreting causal knowledges about humans. And I have argued that culture and cultural education should play an important role in reflecting on the meaning and rationality of sciences and technologies.

Bourdieu and Photography -A Critical Review of Bourdieu's Works in the Sociology of Photography- (부르디외와 사진 : 사진행위에 대한 부르디외의 분석이 갖는 의의와 한계)

  • Joo, Hyoung-Il
    • Korean journal of communication and information
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    • v.17
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    • pp.145-178
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    • 2001
  • Bourdieu is one of the few social science researchers who were interested in photography. Bourdieu's work on photography appears principally in two books: Un art moyen: Essai sur les usagrs sociaux de la photographie(1965) and La distinction(1979). In these books, Bourdieu analyzes the role of photography in the family life of peasants and small town and urban dwellers. He shows how different classes and groups express their esthetic worldview in response to different photographs and photographic styles. What Bourdieu analyzed is not just photography but ways of photographing and ways of looking at pictures. Through these analyses, Bourdieu explores the social definition of photography. Bourdieu's ideas on photographic practice in social life are as follows. First, the photography, especially family photography generally practiced, has the integrative function. It recreates the group by ritualizing and solemnizing the important moments of social life in which the group reaffirms its unity. Second, the photography as esthetic practice in search of legitimacy as a fine art becomes a means by which different classes are pitted against each other. Each of classes gives its own meaning to photographic practice. Despite its originality and persuasive power, Bourdieu's work on photography has its own limits. The data used by Bourdieu are 35 years old and relevant to European social life. Things has changed since. First, the technological improvement and innovation in photography was considerable. Cheap and good photographic materials, easy to operate, made photographic practice everybody's everyday activity. New media like camcorder and digital camera made photography one of the industrial discards like jukebox. It means that photography does not function as important means of distinction between classes any longer. The integrative function of the photography becomes more ambiguous too. Second, the esthetic status of the photography has changed. The family photography was already integraed into fine art. Photography is not a middle-brow art any more. Bourdieu's work on photography shows how photography was used by different social classes in European social life of the 1960's. His work is historically and geographically limited. Moreover, his work was ordered by the french affiliate of Eastman Kodak Company. And all along the analysis, Bourdieu didn't hide his intention of distinguishing his sociological method from the other methods, especially psychological one. These mean that Bourdieu's work was done in a specific context, for specific purposes. In this respect, Bourdieu's work on photography, like every sociological work, can not claim to be universal.

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A Study on the Education and Training system in Korean Animation Industry - Suggestions about Curriculum in a Department of Animation in Korean Universities from the Perspective of Arts and Cultural Management (한국 애니메이션 인력 양성 시스템에 대한 연구 - 대학 애니메이션 교육 과정에 대한 예술경영적 제언)

  • Kang, Yunju
    • Cartoon and Animation Studies
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    • s.34
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    • pp.317-344
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    • 2014
  • Perspectives on the basis of arts and cultural management, this study intends to suggest improvements in core curriculums that are required in order for South Korea, a country that has initiated into the animation industry through outsourcing from big-budget animation production countries such as America and Japan, to develop its own strong base in creative animation industry. The perspectives of arts management in this context means an integration nexus between human studies, social science and management, and suggestions are as follow: First, it is crucial to understand the current trend of animation industry structure across the globe, as well as to develop the ability of co-production. Animation industry often requires technical skills, capital strength and human resources, each having equal importance. Therefore, thorough analysis of the three components in worldwide animation industry must be preceded for animation production services. To do so, collaboration with major animation creation countries is the best option and is highly encouraged, so that the national animation curriculum shall be enhanced to meet such demands and hence develop various abilities. The second is a good understanding of new-media and new-platforms. Not only the traditional distributor of animation such as television and theater, the distribution system expands its scope to a variety of online sources including pod-casts and the Internet. Under these circumstances, a deep understanding towards animation distribution system and an analysis of the new consumer channel are also of paramount importance for animation production. Third, a possibility of animation supply chain through diversified routes and media have paved the way for a possible animation production services and distribution without a mega-budget. Thus, new curriculum shall need to reinforce marketing and management aspects that will in turn help individuals to establish a self-employed creative business. Last but not least, this study further includes illustration of current curriculum of animation studies in national universities, followed by detailed suggestions for the curriculum improvements based on the above mentioned three factors. It was observed that the current curriculums have been solely focused on practical works and technical skills of animation and art studies; a four-year-course colleges that provide animation courses usually lack components of human studies, social science and management. Thus, this study proposes essential contexts of management studies that are needed for individual business and also curriculum improvements that are derived from the analysis of the current industry and the new media.

STEAM Contents for Industrial Location Theory on Reinforce Analysis Feedback (분석 피드백을 강화한 공업입지론 STEAM 콘텐츠)

  • Kang, HyeonJi;Ko, RanHee;Lee, SoYeon;Kang, SinHye;Kwon, SangCheol;Cho, Jungwon
    • Proceedings of The KACE
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    • 2017.08a
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    • pp.227-230
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    • 2017
  • 전 세계적으로 과학, 기술, 공학, 예술, 수학이 융합된 STEAM교육이 강조되고 있는 가운데 우리나라도 STEAM교육의 효율성을 높여줄 수 있는 콘텐츠에 대한 관심과 적용이 늘어가고 있다. 본 논문은 "공업입지론" 내용을 바탕으로 개발된 에듀테인먼트 콘텐츠의 교육적 효과를 향상시키고자 분석 피드백 기능을 강화하였다. 강화된 분석 피드백 기능은 첫째, 학습자가 공장 선택 조건과 각 공장의 장점 확인, 둘째, 상품의 운송조건 제시, 셋째, 학습 결과에 대한 분석이다. 이에 학습자가 콘텐츠를 통해 학습하는 과정에서 분석 피드백을 제공 받아 학습에 대한 이해도 등 교육적 효과를 향상 시키고자 한다.

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A Study on 'Fur eine philosophie der Fortografie' by Vilem Flusser ('사진의 철학을 위하여'에 대한 소고)

  • Kim Joo-Hwan
    • Journal of the Speleological Society of Korea
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    • no.64
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    • pp.61-80
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    • 2004
  • This book deals with a .gesture of photography as a Political phenomena. In the gesture of photography, the conceptions that influences the cause and the policy of solutions that conflict the cultures, are developed. The contents of this book contains lots of items, and efforts to find the root of the digital revolution of nowadays.

분쟁사례를 통해 본 DC 법률문제 4

  • Son, Seung-U
    • Digital Contents
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    • no.4 s.143
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    • pp.108-111
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    • 2005
  • 이 세상에 완전히 새로운 창작물이 있을까? 현존하는 대부분의 창작물은 그 이전의 창작물을 학습하고 분석해서 그 토대 위에 보다 발전적으로 또는 개성 있게 표현한 것들이다. 지난 호에서 설명한 바와 같이, 저작권법은 특허법과 달리 창작성이 있는 표현(expression)을 보호하고 아이디어(idea) 자체는 보호하지 않는다. 그 이유로서, Idea는 창작이라는 빌딩을 지을 때 가장 기초가 되는 벽돌(building blocks)의 역할을 하는 것으로 그 도구를 특정인의 독점하에 두지 않고 만인(public)이 자유롭게 이용함으로써 문화, 예술 및 과학의 발전을 도모할 수 있기 때문이다. 영화나 음악과 같은 문학저작물과 달리 소프트웨어나 게임은 기능성이 강한 저작물로서, 개발자가 소스코드(source code)를 공개하지 않으면 그것의 구조나 운용원리 및 아이디어를 쉽게 이해할 수 없다. 이러한 비공개 소프트웨어의 기능적 구성요소를 이해하기 위해 산업계에서는 역분석(reverse engineering)이란 공정을 활용해 오고 있다. 그런데 아이디어를 얻기 위해 수행된 프로그램역분석 과정은 필연적으로 원프로그램(original program)의 복제를 수반 하게 되므로 그것의 저작권 침해여부가 미국과 유럽 등을 중심으로 뜨겁게 논의돼 왔다. 이에 SW 역분석이 무엇인지 그리고 역분석 을 하면 타인의 저작권을 침해하게 되는 것인지 여부를 소니 플레이스테이션 사건을 중심으로 검토해 봤다. 또한 역분석은 영업비밀을 밝혀내는데 중요한 수단으로서도 사용될 수 있는데, 그것의 법률관계도 함께 살펴봤다.

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