• Title/Summary/Keyword: 디지털미디어 활용역량

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A study on the expression of space and time by match cut in the image media -focusing on the movie, Bram Stoker's Dracula (1992)- (영상미디어에서 매치 컷을 통한 시·공간 표현 연구 -영화<드라큘라>(1992)를 중심으로-)

  • Lim, Yong-Seob
    • Journal of Digital Convergence
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    • v.16 no.5
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    • pp.419-424
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    • 2018
  • Match cut is the montage technique that is widely used in the image media. This technique is versatile to generate the receivers a variety of meanings. In this article, the match cut shorts applied in the movie, Bram Stoker's Dracula, were analyzed based on the meanings occurred between the shorts. In addition, the analysis methods were based on the philosophical issues of Gilles Deleuze which had been analyzed focusing on the generation competency. Also, Francis Bacon's paintings, 'painting' (1946) and 'self-portrait' (1969) demonstrating similar meanings were compared to assist understanding. Upon the analyses of these two media, the meanings of 'becoming' that had the feature of nomadism between the shorts and occurred in the process of combined generation were analyzed. Therefore, match cut occurred in the image media was found to function to the receivers in a variety of ways and the degree of its utilization was not limited upon this analysis.

A Study on Research Trends in Literacy Education through a Key word Network Analysis (키워드 네트워크 분석을 통한 리터러시 교육 연구 동향)

  • Lee, Woo-Jin;Baek, Hye-Jin
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.53-59
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    • 2022
  • The purpose of this study is to examine the factors related to learning through analysis of domestic research trends in literacy and to present the direction of literacy education. Research papers from 1993 to February 2022 were collected using RISS. 'Literacy' and 'Education' were used as search keywords, and 200 papers were selected for analysis. As a result of analysis using keyword network analysis, 118 keywords appeared at least three times out of a total of 810 keywords. The order of the keywords with the highest frequency is 'digital literacy', 'media literacy', and 'elementary school'. The following direction was suggested through the analysis results. First, it is required to establish an online teaching and learning resource platform and link it with education policy. Second, it is necessary to set literacy competencies and seek ways to improve competencies. Third, a digital-based convergence education model should be developed. This study is meaningful in that it analyzed the most recent literacy studies and suggested the direction of literacy education.

A Usability Study on Game Development using University Curriculum (대학 커리큘럼을 통한 게임개발의 사용성 연구)

  • Ahn, Duck-ki;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.17 no.7
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    • pp.331-339
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    • 2019
  • This study is analytical prototype and usability studies centering on game development for game major in university curriculum by the collaboration of professor and students. The study set up the assumption of successful game development throughout the school curriculum initialized by fifteen weeks of time period. In the previous study, we defined the responsibility of positional personnel, and possibilities of current game majored school from both USA and Korea. The study aimed to analyze the productional guideline for the game development courses by conducting a usability survey from the groups of potential participants.

An Analysis of Job Roles and Competency Levels Recognized by Teacher Librarians (사서교사가 인식하는 직무 역할과 역량 수준 분석)

  • Juhyeon Park;Bong-Suk Kang;Jeonghoon, Lim;Sang Woo Han
    • Journal of Korean Library and Information Science Society
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    • v.54 no.3
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    • pp.193-221
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    • 2023
  • The purpose of this study is to identify how teacher librarians perceive the importance of each job and the expected job of other teachers and students, and to obtain basic information on their job recognition and to derive their jobs to be improved. To this end, after modifying the 25 jobs selected by Lim Jeong-hoon et al.(2021), 210 librarian teachers were measured for their own importance by job, the expected importance of other teachers and students, and the level of evaluation of their own performance ability. As a result of the analysis, teacher librarians recognized 'reading education and literacy education' as the most important, but recognized 'library event' as the most important task expected of other teachers and students, and recognized that 'library usage guidance' was the most outstanding. In addition, there were nine jobs that needed to be improved.

Developing Competency Based Integrated Curriculum for Fostering Sports Marketer in Sports Industry (스포츠마케터 인재양성을 위한 역량기반 융합형 교육과정 개발)

  • Kim, Jin-Se;Ahn, Jai-Han;Kim, Mi-Suk
    • Journal of Digital Convergence
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    • v.16 no.6
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    • pp.449-462
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    • 2018
  • The purpose of this study is to develop a competency-based convergence curriculum for the development of sports marketers, sports talent in the sports industry. For this purpose, we conducted literature analysis, in-depth interviews and job analysis to derive necessary capabilities to become sports marketers, draw up a capability profile, and then developed a capability model through expert verification. Sports marketers ' capacity models were divided into sport marketing / PR and sports events by type of experience, with six common basic competencies including sports mind and 12 professional competencies including sponsorships. Sports marketers education courses developed based on capacity models are composed of understanding of sports industry, sports marketing communication, sports law, understanding of sports facility, sports facilities management, sports sponsorship, sports media, sports licensing, sports agent, sports event planning, sports event management, make a proposal, sports event field practice. The developed training courses for sports marketers will be used in colleges and private education institutions related to the sports industry, contributing to fostering and expanding sports industry talent.

Types of Educational Ministry for The Post Digital Generation (포스트 디지털 세대에 대한 교육목회 유형)

  • Lee, Wonil
    • Journal of Christian Education in Korea
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    • v.70
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    • pp.11-35
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    • 2022
  • The purpose of this article is to suggest nine types of educational ministry based on the practical theology in Christian Education. For the purpose this article emphasizes an individual dimension including church, society dimensions. An individual dimension is based on the spirit of post digital era within sociocultural area in different with personal-existential area of the philosophical and theological perspective and life cycle theology area of the developmental psychological perspective. Post digital era means the humanization of digital, digital friendly, and emotional digital cultural characteristics. Post digital generation means child, youth, young adults those who are accustomed with post digital cultural of the post digital era. The educational ministry for the post digital generations categorized into nine types according to correlation with individual, church, and society as a field of ministry and critical scientific method, critical confessional method, and critical correlational method as an interdisciplinary which are composed of Christian tradition and contemporary science. Representative key competencies of nine types in the educational ministry are media literacy, relational identity, communication, high touch, discipleship, making and using media, integrative vocation, collaboration abilities, and home, school, and social resilience in relation with multicultural generations.

An Ethnographic Study on the Digital Literacy Practices of Role-Players in a Massively Multiplayer Online Role-Playing Game (대규모 멀티 플레이어 온라인 롤 플레잉 게임 참여자의 디지털 리터러시 활용 관행에 관한 민족지학적 연구)

  • Hollister, Jonathan M.
    • Journal of Korean Library and Information Science Society
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    • v.50 no.4
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    • pp.429-467
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    • 2019
  • Various digital literacy and critical competencies are crucial for success in the information and media-rich 21st century game of life. This study explores and describes the digital literacy practices of role-players in WildStar, a science fantasy Massively Multiplayer Online Role Playing Game (MMORPG). Active role-players create and participate in group-driven interactive stories while in-character. A hybrid ethnographic method integrating overt participant observation and engagement, collection of community artifacts across multiple sites (such as wikis, discussion boards, and social media), and semi-structured interviews was employed to understand how role-players seek, use, evaluate, and manage information, media, and technology. Role-players used various media and technologies to supplement, simplify, and make role-playing more immersive. The relative digital literacy skill levels of individuals varied, leading role-players to leverage the skills of more proficient or experienced community members. Given the broad appeal of online games and educational benefits of role-playing, implications and applications for digital literacy skills instruction and library programming are also discussed.

A Study on the Analysis of Educational Content and Curriculum of UNESCO's Media and Information Literacy (UNESCO의 미디어와 정보 리터러시의 교육내용 분석과 교육과정에 관한 연구)

  • Park, Juhyeon
    • Journal of the Korean Society for Library and Information Science
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    • v.54 no.2
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    • pp.349-374
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    • 2020
  • The purpose of this study is to explore the concept, contents, and curriculum of MIL(Media and Information Literacy) proposed by UNESCO from the perspective of Library and Information Science to obtain the basic information necessary for the revision of the Library and Information Life curriculum and to derive implications. As a result of the analysis, UNESCO used the term MIL to highlight the characteristics and importance of information literacy in media education. The information literacy and library literacy were key factors in forming the concept and curriculum of MIL. UNESCO also presented 'information literacy and library skills' as essential areas of the MIL curriculum, as well as core competencies and achievement criteria. In addition, the MIL curriculum actively embraces information literacy and library literacy, with the five laws of MIL based on the five laws of library science. The results of this study could be used as a basis for the reason why MIL should be actively accepted in Library and Information Science and for the revision of Library and Information Life curriculum.

A Study on the Implications of Christian Education on the Relationship between the Formation of Faith and Digital Literacy (신앙형성과 디지털 리터러시의 관계에 대한 기독교교육적 함의점 연구)

  • Shin, Hyoung-Seop
    • Journal of Christian Education in Korea
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    • v.65
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    • pp.163-187
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    • 2021
  • The purpose of this study is to find the implications of Christian education on the relationship between the formation of faith and digital literacy in the Korean society, which is rapidly changing within the fourth Industrial Revolution today through critical conversations on educational contexts. Over the past decade, Korean society has lived in an era of rapid and radical change more than any other time through a new way of life called the Fourth Industrial Revolution. The Korean church is also facing the reality that it must fulfill its urgent mission to deliver the unchanging truth in an ever-changing era. With this in mind, this study (1) identifies digital literacy as an essential competency requested in the era of the fourth industrial revolution by examining the relationship with congregation's life as well as its definition and contents, (2) discovers educational rationale for the relationship between faith formation and digital literacy by applying educational context of Christian education with attention to the educational efficiency of digital literacy, and (3) finds educational implications of digital literacy by re-conceptualizing the contents, context, role of teachers and students, and evaluation in the context of Christian education. I hope that this study will help Christian education serve for the spread of the Gospel of Christ and the realization of the kingdom of God on this earth through digital media in the future more time-responsively and mission-practically.

A Study on Analysis of Importance-Performance on Teacher Librarians' Competencies (사서교사 직무 역량에 대한 중요도·만족도 분석)

  • Lee, Seung-Min;Lim, Jeong-Hoon;Kang, Bong-Suk;Lee, Byeong-Kee
    • Journal of Korean Library and Information Science Society
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    • v.52 no.3
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    • pp.177-196
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    • 2021
  • The purpose of this study is to analyze priorities of competencies and to find the direction of development of teacher librarian training and retraining program. A total of 238 subjects were used for the final analysis. They were analayzed using IPA, Borich's needs analysis and the Locus for Focus model. As a result, First, teacher librarians perceived that the importance and performance of teacher and manager competency were higher than information specialist and cooperative leader. Second, they needed competencies of data-science, coding, Internet of Things in the field of information specialist as changing educational environment. Third, they needed competencies of information ethics, copyright instruction, and digital and media literacy education in the field of teacher. Fourth, they needed competencies of facility designing for future education, online and offline school library marketing skills, and establishment of makerspaces and learning commons in the field of ibrary manager. Fifth, they needed competencies of library based instruction, library cooperative instruction, and building a collection related to subject in the field of cooperative leader. Sixth, the highest required competency for teacher librarians was suggested for teacher librarians' role area.