Art & Culture Education for improving quality of life and cultural empowerment through the enjoyment of culture and the arts has spread as a variety of programs. However, Art & Culture Education in school has problems in the aspect of functional and superficial contents and ways of class. To achieve the ultimate purpose of Art & Culture Education and to take place as a effective education, quantitative growth in addition to qualitative depth should be considered. The purpose of this study is to develop the integrated Art & Culture Education model in elementary school curriculum using short animations of Korea, for improving the quality and vitalization of Art & Culture Education. For the interdisciplinary education short animation can be an effective asthetical teaching material, which transmits the world view, personality, social and historical reflection of the director. (2003) is a modern interpretation of a myth, which is Woncheongang Bonfuri from Cheju, and folkore paintings. This film can be such a stuff for the interdisciplinary class Korean and Ethics that language intellect and reflection intellect can be motivated. Moreover the thoughts and feelings about the film can be formulated in text, toon, painting that students can extend their language intellect and space intellect. communicates typically korean emotion and nature with its rural atmosphere and boy figure. With this film we can deliver a interdisciplinary class of science and art.
Chinese cartoon industry lately was able to see a rapid development which changed cartoon creative personnel associated with increased production technology development, new technologies, government support policy and a variety of environments. It was likely to have high expectations for changes in the policy environment of the country supported the comic creators and authors to develop its own comic industry. The State Administration of Press, Publication, Radio, Film and Television of China promoted the production for the development of Chinese animation with "domestic little video about the development of the animation industry's opinion", and "documents Documents". Animation industrial base and animation education was established in institutions such as the organization one after another. In the meantime, the spread of Japanese comics picture on the creative activation admitted but their comic creation and activation was slump. It would produce that the creation of its traditional culture based activation strategy to built comics. Since 2004, It was well represented for the creators of the cartoon creation of the tradition and uniqueness of Chinese history. In the prior to 2004, comics and strategies was to be differentiated. Today, China is an important source of comic marked the fact that the tradition was recognized and it was further developed with combining creativity of the past and the present production system. Comic creators comic story of traditional culture were excavated in order to have a sense of awareness and modern. The difference between China Cartoon and comics in other Asian countries is true that cartoon story came out naturally in a traditional culture. In this study, It would lead in the future to allow directional presented for the digital cartoon making development policy awareness through the comic creation and production of new media content industry enabled to China. Now, in the new media industry for the development of China's neighboring countries coped with climate change for the active exchange of information. It poured out ceaseless technical development and a range of policies to support business expansion. New China Cartoon was leaped to re-fit the industry.
In order to develop education centered animation course, this study aims to research curricular that are equipped with industrial specialty based on the basic of visual arts. The subjects of the study were the international and domestic universities that have education goals of practical education, art education, and combined-typed education. The research was done by classifying curricular from basic course to advanced course. Production stage was divided into planning-production-follow up stage. The idea area was divided into three parts form basic emotion training to creativity development. This paper is focused on presenting to configure the basic features of the educational center for 4-year curriculum based on the course content and curriculum of international and domestic universities. The study of training course required for the configuration of the course of study focused on subjects which match the characteristics of major curriculum based on common subjects, major required courses, major electives were classified as the opening. As a result, It is difficult to lead common of educational contents because of the study of education-oriented curriculum and interdisciplinary educational goals of each university are different from other individual characteristics
Proceedings of the Korea Contents Association Conference
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2003.11a
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pp.454-459
/
2003
Nowadays comic strip(or comics) has surpassed its limits as a role of humor and amusement. And it has firmly established its role as a kind of public information and mass media. Furthermore it is used as materials for effective learning and human nature education to prevent the problems caused by rapid changes, and means to lessen or relax stress. The author will examine the specific ability, characteristics and potential of comics in this modem society. This paper will discuss the results caused by comic strip and show the possibility that comics can achieve the aim as a mass media
This study focuses on analyzing the epic characteristics of a korean sports cartoon called "Burning Ground" in the 1970s. Through this, we would like to reveal that only "Burning Ground" has a unique narrative. We hope that such research will accumulate and serve as the basis for the study of Korean sports cartoon. In the 1970s and 1980s, Korean sports cartoons were narratives of the main characters. The story of the family is central to the narrative. Family revenge is mainly the central narrative. Plural narratives are serious, and sports act as auxiliary narratives. It uses 'Spocon', a characteristic of Japanese sports cartoons, to show its efforts to get revenge. Therefore, it is extremely rare to use professional knowledge in Korean sports cartoons in the 1970s. Burning Ground uses an escalating system to construct incremental narratives. The three-dimensional narrative is composed by utilizing various narratives of surrounding characters. The use of expertise in football is a feature of the 1990s, and showing this in the 1970s means that the work is ahead of its time. There are limitations of Japanese cartoon theft and plagiarism. However, through this, it provides evidence to examine the relationship between Korea and Japan. And timeless epic speciality must be recognized. The study is meaningful in that it can broaden the perspective of Korean cartoon research in the 1970s.
In the contemporary modern society, information and knowledge generate a set of new social values. These changes demand a transformation not only in socio-cultural and educational spheres, but also, specifically, in the field of culture and art education. Culture and Art education emphasizes the integration and cross-discipline of other related fields which have great impact on culture and arts. This study applies theoretical analysis of Animation education in the context of culture and art education. Animation education takes an interdisciplinary approach to integrate various subjects in the field of culture and art education. Animation, as a form of culture and art education, plays an educational role in the social classroom. Animation education should be developed and expanded to become a regular classroom course. The goal of Animation education is to pursue and develop a connection with other educational courses of study. In order to strengthen the role of Animation education, we should first re-structure the pedagogical role of Animation education. Secondly, Animation education needs to become a diversified and popularized education. Third, the cultivation of creative human resources is considered of vital importance to Animation education. Finally, the expansion of infrastructure and the establishment of a comprehensive support system for Animation education has to be established.
Mobile learning, which provides educational services with a mobile platform, has been greatly expanding with the increasing spread of digital devices. The transition from PC-based online education to mobile-based education enables users to access online education anytime and anywhere. Despite this expansion of mobile learning, there is a lack of user-oriented content design. Therefore, this study intends to derive a measure to evaluate usefulness of the content design. We conducted a literature survey to reflect characteristics of existing measures, which evaluate usefulness and content of mobile learning. As educational mobile applications have both educational service and mobile device features, they can be representative of pedagogical usability criterion and can be divided into system and content areas to further develop effectiveness of learning. We conducted questionnaires on the use of these applications on 15 experts using the del phi technique. The analysis suggests the ease of use, learning efficiency, aesthetics, and ease of learning to be criteria of pedagogical usability. This study expects to serve as a basis to improve the usability of mobile learning users.
The purpose of this study is to improve the standards for the animation education in '2011 Arts and Culture Education Standards: Cartoon and Animation'. Animation Education Standards has been developed by discussion about Arts and Culture Education, and by study of documents about animation, and by investigation about experimental recognition. And the study of domestic and foreign art education standards are reflected in these standards. These standards consist of seven categories reflecting various aspects of animation and each category is classified into five stages by age. This standard has two axes: seven categories by various aspects of animation and five stages by age, and it represents achievement requirement in animation learning. This study suggests that 'Animation Education Standards' has five features as below. First, it reflects the character of Animation as an independent subject. Second, it is studied on the basis of the framework of arts and culture education. Third, it provides basic achievement requirement, and it has no limitation in learning activities. Fourth, the achievement requirements of two or more categories can be applied simultaneously in real classroom; each category is set by themes of animation education. This study presents five methods to improve existing standard. First, independent standard for animation education must be developed. Second, categories must be established distinctly. Third, each categories and achievement requirement must reflect unique characteristic of animation. Fourth, the description of achievement requires must be systemized. Fifth, to help to adapt education standard, explanation about practical teaching and learning activities must be added. '2011 Art and Culture Education Standards: Cartoon and Animation' is important in that it is the first study that systemized animation education and presented pedagogical achievement requirements by suggesting achievement requirements for animation education by two axes -ages and categories. It will be very helpful in studying the animation education as a subject, and developing education programs, and teaching and learning in an actual class.
Kim, Hyun Kyoung;Kim, Hee Kyung;Kim, Mirim;Park, Seohwa
Journal of Korean Academy of Nursing
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v.51
no.4
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pp.478-488
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2021
Purpose: This study aimed to develop and examine the effects of a prenatal program on environmental health behavior using cartoon comics among Korean pregnant women. Methods: This study used a non-equivalent control group pre-test/post-test design. The program used cartoon comics to explore environmental health behaviors during pregnancy. The program consisted of the following four components: environmental toxicants during pregnancy, avoiding particulate matter during pregnancy, environmental toxicants during baby care, and making a healthy environment for children. In total, 35 pregnant women participated in the study: 18 in the experimental group and 17 in the control group. Data collection and program adaptation were conducted between November 3, 2020 and January 19, 2021. The effect of the prenatal education program was evaluated by t-test and repeated measures ANOVA. Results: Learning experience (t = - 2.35, p = .025), feasibility (t = - 2.46, p = .019), satisfaction (t = - 2.23, p = .032) were higher in the experimental group than in the control group in the first post-test. Feasibility (t = - 2.40, p = .022) was higher in the experimental group than in the control group in the second post-test. Repeated-measures ANOVA showed significant interactions between time and group in environmental susceptibility (F = 9.31, p < .001), self-efficacy (F = 3.60, p = .033), and community behavior (F = 5.41, p = .007). Conclusion: This study demonstrates the need for a prenatal education program to promote environmental health perceptions and behavior during pregnancy. We suggest a prenatal class adopting the creative cartoon comics to promote the maternal environmental health behaviors.
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.
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