• Title/Summary/Keyword: 동영상 교육

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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.

A Study on the Musical Instruction-Learning Method Focusing on Creative Activities using Computer-Based Music Programmes (컴퓨터 음악프로그램을 통한 창의적 활동 중심의 교수.학습 방안)

  • Cho, Jeong-Eun
    • The Journal of Korean Association of Computer Education
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    • v.14 no.4
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    • pp.1-10
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    • 2011
  • It is the basic direction of revised education course to bring up the autonomous and creative Koreans to lead the 21st century. In the music education of the middle school it could be said that music program using computer is a very effective medium for learners' sake of stimulating their audio-visual sense at the same time. In this study, I will look around the facility of the computer music program and tried to find the application method to connect the creative learning activity in music class. And I will also show the application method in the musical activity area. For this, I proposed the method for students' creative learning activity in the middle of using Finale 2010 for music notation, Window Moviemaker for image editing and Goldwave for sound editing.

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Comparison of educational interest, satisfaction, and achievements of educational virtual reality and videos education before simulation training (시뮬레이션 교육 전 가상현실 교육과 동영상 교육의 교육 흥미도, 만족도, 성취도 비교 분석)

  • Jung, Eun-Kyung;Choi, Sung-Soo;Jung, Ji-Yeon
    • The Korean Journal of Emergency Medical Services
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    • v.22 no.2
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    • pp.93-102
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    • 2018
  • Purpose: The study aims to establish an effective training strategy and methods by comparing the effects of educational interest, satisfaction, and achievements of virtual reality and videos education before simulation training. Methods: The randomized control study was implemented on May 31, 2018, by randomly selecting 36 participants to compare educational virtual reality and videos. Statistical analyses were performed using SPSS 20.0. Results: The participants were divided into an intervention group of 17(47.2%) and a control group of 19(52.8%). Regarding the levels of satisfaction, a significant difference (p= .010) was noted between the control (3.88 points) and the intervention groups (4.45 points). A significant difference (p= .001) was also noted between the intervention (80.3 points) and control (63.3 points) in terms of total simulation practical skills. Conclusion: Educational virtual reality can be an alternative training method to achieve the standard educational objectives by raising levels of educational interest and of achievement with practical skills.

Effectiveness Analysis of the Web-Based Statistics Education using Multimedia Technologies (멀티미디어를 활용한 웹기반 회계통계 교육의 효과 분석)

  • 이장형;조세홍
    • Journal of Korea Multimedia Society
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    • v.7 no.1
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    • pp.126-131
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    • 2004
  • Students, who are studying the field of accounting, have to learn and practice statistics in order to analyze the current social status and to predict the Suture trend. however, students have a strong tendency to avoid the statistics lessons, which are dealing with complicated numbers, mathematics, various equations, and so on. This paper aims to construct a stimulating environment for learning statistics and develop an actual lesson on the Internet, Which students can study by practicing directly. The lesson is fully interactive and visualized by using multimedia technologies. The effectiveness of the experiment is measured by survey questions to the students who used the lesson.

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Design and Implementation of Self-Directed Courseware to Study Web Programming (웹 프로그래밍 학습을 위한 자기주도적 코스웨어의 설계 및 구현)

  • Chung, Yoo-Jin;Park, Eun-Hee
    • The Journal of the Korea Contents Association
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    • v.9 no.2
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    • pp.453-461
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    • 2009
  • In this paper, we design and implement a web-based courseware where learners can do self-directed learning to study Web programming languages such as Html, CSS, JavaScript and Dhtml. Each section consists of text class, movie class, practice class, formative assessment, laboratory and bulletin board. And our courseware makes teachers to teach, assess and give scores to learners on Web. In our Web courseware, learners can play a movie class and practice Web programming codes in one screen simultaneously, and execute codes and confirm a results in the same screen also. Therefore, learners can understand Web programming languages efficiently, which are hard to understand immediately by text.

Effect of Preoperative Education using Multimedia on Pain, Uncertainty, Anxiety and Depression in Hysterectomy Patients (동영상을 이용한 수술 전 교육이 양성종양 자궁절제술 환자의 통증, 불확실성, 불안과 우울에 미치는 효과)

  • Jeon, Sooran;Park, Hyojung
    • Women's Health Nursing
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    • v.22 no.1
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    • pp.39-47
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    • 2016
  • Purpose: The purpose of this study was to examine the effect of preoperative education using multimedia on level of pain, uncertainty, anxiety and depression in hysterectomy patients. Methods: A non-equivalent control group, with a pretest-posttest design was used in this study. The level of post operation pain, pre and post operation uncertainty, anxiety and depression of both the groups was measured. The experimental group was provided with preoperative education using multimedia on the preoperative day at the hospital. The control group was only given usual care. Data were analyzed using SPSS/WIN version 22.0 program. Results: Experimental group showed lower level of post-operation pain in 1 hour (t=-5.08, p<.001) and 24 hours (t=-5.20, p<.001) but not 48 hours (t=-0.91, p=.368). Uncertainty showed significant interaction effect of Group by Time (F=4.16, p=.018). Conclusion: Preoperative education using multimedia for patients with hysterectomy would be effective in lowering patients' level of pain, uncertainty, anxiety and depression.

The Effect of a Hospital Life Guidance Movie for Elderly In-patients (노인을 대상으로 한 입원생활 안내 동영상의 효과)

  • Jeong, Hyeon-Cheol;Seong, Kea-Mi;Jeong, Mi-Yang
    • Journal of Korean Academy of Fundamentals of Nursing
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    • v.17 no.2
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    • pp.142-148
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    • 2010
  • Purpose: This study was done to determine how a hospital life guidance movie enhanced the understanding of hospital life by elderly in-patients. Method: A non-equivalent control group post-test design was used for the study. The experimental group watched a movie on guidance for hospital life while an in-patient control group read corresponding guidance booklets. The understanding and satisfaction from the respective programs for the two groups were surveyed with a questionnaire. The data were analyzed using SPSS. Results: The group which watched the movie had a better understanding of hospital life than the group which read the booklets. The patients who watched the movie also expressed more satisfaction with their guide program than the patients who only read the booklets. Understanding of hospital life had relevance to satisfaction with the given program. Conclusion: The results of this study suggests that a movie on hospital life provides better guidance which helps the prospective patients understand and adapt better to their hospital life. Therefore, this type of movie is considered to be an effective medium to provide guidance to elderly in-patients.

Multimedia Edit Framework for CAI (CAI 지원을 위한 멀티미디어 편집 프레임워크)

  • Kim, Haeng-Kon;Shin, Ho-Jun;Choi, Bong-Sik
    • Proceedings of the Korea Information Processing Society Conference
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    • 2000.04a
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    • pp.950-955
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    • 2000
  • 멀티미디어 학습 자료는 학습자에게 다양한 형태의 학습경험을 제공해 줌으로써 학습에 대한 강한 동기유발과 이를 통한 학습목표의 달성에 크게 기여하고 있는 바, 그 교육적 활용가치는 날로 증대되고 있다. 대부분의 교사들은 멀티미디어 편집 관련 애플리케이션을 사용하여 학습자료를 제작하고 있지만 일반적으로 멀티미디어 편집에 있어서, 관련된 주요 기능들이 서로 다른 애플리케이션에서 실행되기 때문에 사용자의 입장에서 여러 개의 애플리케이션을 핸들링해야 하는 불편함이 있다. 또한, 지금까지의 멀티미디어 관련 툴이나 애플리케이션은 사용자의 수준을 고려해보았을 때 상당히 복잡하거나 난해한 부분들이 많아 활용상의 한계를 가지고 있다. 본 논문에서는 이러한 문제점을 해결하기 위한 멀티미디어 편집 프레임워크의 개발을 목표로 연구범위를 동영상의 캡쳐와 편집으로 제한하고, 지금까지의 사례를 모델링하여 분석하고, 이를 기반으로 새로운 형태의 동영상 캡쳐와 편집을 위한 프레임워크를 설계하였다. 이를 통해 두 작업 사이의 공통적인 구성요소를 추출하여 단순화시킴으로써 애플리케이션에 쉽게 적용할 수 있고, 사용의 용이성과 이식성을 가질 수 있다.

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Case Study on self-directed learning of mathematics using EBS contents for students at Child care centers (지역아동센터학생 대상 EBS 동영상을 활용한 자기 주도적 수학학습 사례 연구)

  • Park, Kyung-Eun;Lee, Sang-Gu
    • Communications of Mathematical Education
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    • v.29 no.4
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    • pp.589-623
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    • 2015
  • This study is to find out a way to foster self-directed learning math skills for the low-income youth at child care centers. Taking advantage of EBS materials, we found the youth, low-income youth in particular, were positively influenced to learn mathematics in the way of self-directed and action learning. This program gives a model of the self-directed math learning using the EBS mathematics materials. From the survey of this study, we found see that students started to have a positive attitude for learning and they started to gain new mathematical concept, and improved their problem solving, reasoning, communication and representation skills with these new leaning environments. This study tells us that this type of cooperative learning could help them to have an objective assessment, and gave a positive impact on self-directed learning.

Need Assessment of Online Dementia Family Caregiver Education Program (치매환자 가족의 온라인 교육프로그램 요구도 조사)

  • Park, Myonghwa;Go, Younghye;Lee, Song Ja;Kim, Seon Hwa;Kim, Jinha;Lee, Dong Young
    • Journal of Digital Convergence
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    • v.15 no.9
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    • pp.301-309
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    • 2017
  • The purpose of this study was to explore family caregiver's need for online education for dementia caregiving. Participants in this study were 220 family caregivers from district dementia centers in Seoul. Family caregiver's usability and needs of online education program were assessed using self-administered questionnaires. Descriptive statistics and t-test comparisons were conducted. About 50% of family caregivers answered they could use and have intention to use online education. The results showed that there were the highest demand for the video lectures which give information about dementia and case video about caregiving skills. There were differences in needs of online program according to the gender and age. The use of online program offers users the opportunity to participate support program at their own time and pace. In order to maximize the effects of online support programs, it is important to establish the strategies of the customized programs considering the characteristics of the caregivers.