• Title/Summary/Keyword: 교육적 스토리

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Design and Implementation of Multimedia CAI for Self Directed Learning of Elementary School Music Teaching (초등학교 음악과 자기 주도적 학습을 위한 멀티미디어 CAI 설계 및 구현 -초등학교 음악과 5학년 1학기를 중심으로-)

  • 강병권;설문규
    • Proceedings of the Korean Information Science Society Conference
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    • 2000.04b
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    • pp.711-713
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    • 2000
  • 본 논문은 멀티미디어의 특성을 활용하여 초등학교 5학년의 음악과 전 영역을 멀티미디어 CAI로 설계하고 구현함으로써 음악에 대한 기초개념과 악곡에 대한 이해와 관심을높이고 학습자에 대한 개별학습과 교수-학습의 효율성을 높이고자 하였다. 이에 따라서 멀티미디어 CAI에 관한 이론을 탐색하고 CAI의 설계원리 및 교과의 특성을 고려하여 Hannafin와 Peck이 제안한 코스웨어 설계모형을 모델로 하였다. 설계모델에 따라 교육과정을 분석하여 멀티미디어 적용요소를 추출하였으며 저작환경에 적합한 스토리보드 형식을 작성하였다. CAI 코스웨어 설계모형에 준거하여 객체지향적이고 상호대화적인 접근을 가능하도록 멀티미디어 디렉터를 도구로 사용하였다. 본 CAI 프로그램은 멀티미디어(Text, Image, Graphic, animation, sound)를 활용하여 주의집중과 동기유발을 높혔고 특히 가창, 기악, 창작, 감상, 이론적 내용, 형성평가의 모든 음악적 영역을 교육과정의 내용에 일치시켜 충실한 교수-학습이 이루어지게 하여 모든 교사의 현장수업에 대한 부담감을 감소시켰다.

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Coding Game Development for Computational Thinking Education of Kids (컴퓨팅적 사고 교육을 위한 유아 코딩 게임 개발)

  • Choi, Hyo Hyun;Lee, Hye Jeong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.303-304
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    • 2018
  • 본 논문에서는 Unity게임엔진을 이용하여 만든 유아용 코딩게임의 사례와 결과물을 보인다. 대학에서 초, 중학교로 낮아져 가는 소프트웨어 교육의 연령대의 흐름에 맞춰 유아용 게임을 제작했다. 아이들에게 친근한 자동차게임의 모양으로 문제를 논리적으로 푸는 방법을 찾는 컴퓨팅적 사고를 하게끔 도와 스스로 문제를 해결하게 하고, 성취감을 얻게 해준다. 또 문제에 대한 정해진 답이 없고 자신만의 의견을 낼 수 있기 때문에 호기심과, 창의력의 증폭을 기대할 수 있다. 기본적으로 맵을 이용해 스토리 진행이 이루어지는 코딩게임의 알고리즘을 사용했으며, Unity2D 엔진을 이용해 유아용 블록코딩게임과 키보드게임을 제작했다. 자동차 모양의 객체를 목적지에 도달하게 할 방법을 아이들 스스로 생각하는 컴퓨팅적 사고를 돕는다.

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Analysis of Gender Role Behaviors in Accordance with Visual Expression of Disney Animation: Focusing on Female Characters of Mulan, Tangled, Moana, and Frozen 2 (디즈니 애니메이션의 시각적 표현에 따른 성 역할 행동 분석: 뮬란, 라푼젤, 모아나, 겨울왕국2 여성 캐릭터를 중심으로)

  • Jung, Yi Seul;Kim, Eun Jeung
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.107-117
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    • 2020
  • Animation films form a substantial part of pop culture and depict the sociocultural changes and values of the time in which they are made through visual expression of story and characters. In the process of appreciating animation films and accepting the characters, the audience learns the gender role behaviors that appear in the works as socially acceptable representations of men and women. This study illustrates whether the expression of gender role and behaviors of characters from animation films have changed over time or not by analyzing the costume and gestures of the female protagonists in 'Mulan', 'Tangled', 'Moana', and 'Frozen 2'. These films are considered to reflect the modern female identity on their story and characters. The study confirms that the stereotypical gestures and behaviors of women are still used today to portray the female protagonists in the animation films contrary to the story composition and various aspects of characters which escaped the formal stereotype. It is important for children and adolescents, the main consumers of animation, to learn and know how to consume media properly. Thus, this study seeks to illuminate the importance of research on animation literacy eduction for children and adolescents by examining the visual expressions and their implications in various animation films.

Development of storytelling based Cooperative Learning Model for Preliminary childhood teachers (예비유아교사를 위한 스토리텔링기반 협동학습 모형 개발)

  • Kang, Mun-Suk
    • Korean Journal of Childcare and Education
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    • v.7 no.2
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    • pp.115-135
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    • 2011
  • The purpose of this study was to developing a cooperative learning model utilize storytelling technique to the Preliminary childhood teachers whose learning was in order to improve ability and collaboration of making relationships a teams members by the cooperative learning which was performed on the basis of the confidence after understanding themselves and others. To achieve the purpose, the study was performed by dividing into two stages. First, the draft of storytelling based cooperative learning model was proposed by performing a literature survey and a case study. Second, the draft model was applied to the actual work. And the draft was modified and developed to the final model on the basis of the draft model's strenth and implemented to 39 students who were the sophomore of child care education department and enrolled the profession class of at B college P city for 8 weeks. From the implementation result of the model, it was obtained that there was the positive reaction on applying storytelling technique to the beginning stage of cooperative learning. And adding of 'Re-constitution role sharing team' step in the original steps was suggested. In the end, this model was modified and issued based on the research result. The researchers proposed a cooperative learning model storytelling based for Preliminary childhood teachers which consists 6 phases : (1) understanding cooperative learning (2) Building the team and role sharing team (3) theme setting and theme structuralization (4) Re-constitution role sharing team (5) announcement of the results and evaluating (6) reflection of general.

A Study on the effect of coding education and improvement of learning achievement using educational game (기능성 게임을 활용한 코딩교육의 효과 및 학습 성취도 향상을 위한 연구)

  • Kim, Nayoung
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.161-168
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    • 2017
  • This study introduces coding education using functional game and the effect of game quality on learning achievement. The purpose of this study is to analyze the effect of the difference of game quality on the learner's attitude, learning immersion, education satisfaction and preference for elementary school and junior high school students. In this study, it is meaningful to consider the effect of quality improvement of educational games on learning and we suggest that when designing an educational game, game performance and quality should be considered carefully.

A Study on the Online Study Platform Using Gamification's Badge Rewards and Storytelling Method (게이미피케이션의 배지 보상과 스토리텔링 방식을 활용한 온라인 스터디 플랫폼 연구)

  • Chang, Ye-Jun;Choe, Jong-Hoon
    • Journal of the Korea Convergence Society
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    • v.12 no.10
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    • pp.145-150
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    • 2021
  • The trend of learning as an online study platform continues, and motivation of learners for continued use of the platform is also becoming important. In addition to learning, various services use gamification techniques that excite users for continued use. This study analyzes successful service cases and proposes guidelines applicable to learning platforms to present ways to increase learners' interest and efficiency in online study platforms using reward systems and storytelling techniques among gamification elements. Based on the three guidelines drawn through this study, it can contribute to the digitization of educational infrastructure by increasing the immersion of learners within the online study platform that will be more commercialized in the future.

The Effect of Augmented Reality Journalism on Immersion and Information Acquisition in Chinese Disaster and Sports News (AR 뉴스의 특성이 수용자의 몰입도 및 정보습득에 미치는 영향 - 중국의 재해, 스포츠 보도를 중심으로)

  • Liu, Jia Ni;Lee, Yoon;Lee, Hye Eun
    • The Journal of the Korea Contents Association
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    • v.21 no.2
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    • pp.474-488
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    • 2021
  • The application of Augmented Reality(AR) technology is visible in medical procedures, education, marketing, and journalism. By experimenting, this study examines how the evaluation of the three elements of augmented reality news contents(visual image, storytelling, interactivity) affects immersion and information acquisition. Specifically, a 2 (video technology: AR vs. general) × 2 (news type: disaster vs. sports) between-subject design was examined. Results showed that the evaluation of all three elements was higher when viewing AR news than when viewing general news. The level of immersion was higher when viewing AR news, and the evaluation of storytelling and interactivity had positive effect on the level of immersion regardless of the news types. However, the evaluation of visual images did not affect the level of immersion. Information acquisition was higher after viewing AR news, yet the effect of the evaluation of the three elements on information acquisition had not been found. Implication and discussion of the study were added in the end.

Current status and issues of motion drawing education for animation (애니메이션을 위한 모션드로잉 교육의 현황과 과제)

  • Lee, Jong Han;Park, Sung Won
    • Cartoon and Animation Studies
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    • s.35
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    • pp.129-153
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    • 2014
  • This study is a process of studying an alternative educational model and a preceding analysis process of the study where a teaching method considering the expertise of animation is applied with a perspective of effectively increasing the animation drawing ability. The animation field which is the image contents is a visual art that delivers the story through the movement of the subject, and when looking only at the education related to the drawing, the items required for expertise should be clarified and the development of a systematic curriculum and teaching method is required. Therefore in this study, it aims to review the necessity of education model development by analyzing the educational contents and domestic and foreign curriculums that corresponds to the categorization of motion drawing considered with expertise of animation. As a result, it will be used as a basis for planning the educational model of a subject in the category of motion drawing. This process corresponds to the analysis phase of ADDIE educational model development and in the future, as an attempt for integrated studies, will lead to a study of developing and applying the educational model based on the functions of brain and creative mechanism.

A Study on Game Content Development Methodology for Mathematics Learning to Raise Mathematical Intuition: for Elementary Geometry Learning (수학적 직관을 키우는 게임 콘텐츠 개발 방법 연구 : 초등 기하 영역을 중심으로)

  • Kim, Yoseob;Woo, Tack;Joo, Heeyoung
    • Journal of Korea Game Society
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    • v.13 no.6
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    • pp.95-110
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    • 2013
  • Current up-to-date courses of study put emphasis on raising creative students. However, the cramming methods of teaching mathematics in the school seems far from the creativity and the number of students who feels mathematics difficult is increasing. To overcome this situation, the government proposed 'the mathematics education using storytelling', which leads to lots of developments of mathematics using serious game in many areas. However most of the current serious games couldn't do away with the deductive framework of mathematics, which makes it impossible to achieve the purpose of raising creative students. This is because existing mathematics serious games have not deeply contemplated many aspects such as the purpose and theories of teaching and teaching mathematics. Therefore, in order to overcome the limitations of cramming methods in existing mathematics educations, this research proposes the new method of developing serious game contents for elementary geometry that is useful to improve mathematical intuition, based on RME, the theory of teaching/learning mathematics.

The Development of VR based Application for Realistic Disaster Prevention Training (현실감 있는 재난재해 예방 교육을 위한 VR 기반 앱 개발)

  • Kim, Taehoon;Youn, Junhee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.12
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    • pp.287-293
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    • 2018
  • The Korean peninsula has been known as an area that is free of volcanic disasters. However, recent observations and research results of volcanoes in Far East Asia, including Baedu Mountain and Japanese volcanoes, show that the Korean peninsula is no longer a safe area from volcanic disasters. Since 2012, the Korean government has been developing an IT-based construction technology, VDRS (Volcanic Disaster Response System), for effective volcanic disaster response system. The main users of VDRS are public officers in central or local governments. However, most of them have little experience and knowledge about volcanic disasters. Therefore, it is essential to develop education contents and implement training on volcanic disaster response for effective response in a real disaster situation. In this paper, we deal with the development of a mobile application based on virtual reality (VR) for realistic volcanic disaster response training. The objectives of training are the delivery of knowledge and experience for volcanic disasters. First, VR contents were generated based on spatial information. A 3D model was constructed based on a Digital Elevation Model (DEM), and visualization models for meterological effects and various volcanic disaster diffusion effects were implemented for the VR contents. Second, the mobile application for the volcanic disaster response training was implemented. A 12-step story board is proposed for volcanic disaster experience. The application was developed with the Unity3D engine based on the proposed story board to deliver knowledge of various volcanic disasters (volcanic ash, pyroclastic flows, volcanic mudflow etc.). The results of this paper will be used for volcanic disaster response and prevention training and for more realistic training linked with augmented reality technology in the future.