• Title/Summary/Keyword: 만화 교육

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English Learning Application by Animation and Multimedia Software (애니메이션과 멀티미디어 소프트웨어의 영어 학습 연구)

  • Lee, Il Seok
    • Journal of Digital Contents Society
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    • v.16 no.5
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    • pp.707-715
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    • 2015
  • With the development of computer technology, the multimedia mediums that allow for animated videos, conversational illustrations are increasingly receiving attention for materials for educational purposes. Accordingly, there is a need to research whether multimedia resources and material is more effective compared to traditional educational material and resources. This study aims to compare traditional English reading and writing learning methods with learning methods using educational multimedia mediums such as illustrations or animation. Students were divided into a experimental group and a control group, and during 6 months the groups were exposed to different educational resources and on the basis of student evaluation feedback and grades, a new approach to English education is offered.

Design and Implementation for Presentation Animation Contents Based on the Mobile (모바일 기반의 표현 애니메이션 컨텐츠의 설계 및 구현)

  • Hong, Sung-Soo;Kim, Woo-Sung
    • Journal of Korea Multimedia Society
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    • v.7 no.7
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    • pp.956-966
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    • 2004
  • The Korean animation has enjoyed the brisk formation and establishment of its world-class infra for the last several years without unified titles or concepts, under the name of a national strategic project in the age of digital image. It also enjoys its new evaluation as digital animation that it's one of the greatest money making business in the non-education and frivolous culture and has the closest relations with the modern time. A great portion of popular image media has been taken by animation for the last 30 years. In this paper we propose a motion algorithm using an animation technology. It was developed for education purposed and accessible through the internet. For instance, in Cyber Clam Museum, 1000 gesture contents, the visual processes were used to design a screen with a realistic image and create an animation that makes possible show at 360 and every such transformation as translation, rotation, and scaling can be applied in the image interactively for the convenient and effective viewing.

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Improvement of Elementary English Digital Textbook Design (초등학교 3학년 영어 디지털 교과서의 디자인 연구)

  • Kim, Jung-Hee
    • Cartoon and Animation Studies
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    • s.32
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    • pp.383-409
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    • 2013
  • This research comes from the premise that a student-oriented English digital textbook's design should be age appropriate. Our study is intended for third-year elementary students, since that age is the onset of English education within the Korean national curriculum. Our proposal focuses on this age's need for concrete information. Three popular textbooks' designs were analyzed using Cress's "Grammar Flame of Visual Design [Cress 2006]," and the results reflected in our modified book design. Via two case studies, a focus group interview, questionnaire, and observation analysis, we learned that the design of an age-appropriate digital English textbook changes the effectiveness of the education. An age-appropriate modified digital English textbook improves student satisfaction and interest. Our research proposes a systematic textbook design guide for age-specific preferences and characteristics.

A Comparative Study on Illustrations of Science Textbooks in Korean and American Elementary Schools -Focus on Biology Section of 3rd-6th Grades (한국과 미국 초등학교 과학 교과서 삽화 비교 연구: $3{\sim}6$학년 생명영역을 중심으로)

  • Chung, Choong-Duk;Oh, Hong-Sik;Choi, Jin-Seok;Kang, Kyung-Hee
    • Journal of The Korean Association For Science Education
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    • v.27 no.7
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    • pp.639-644
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    • 2007
  • This study intended to examine the differences through comparative analysis of the illustrations in the 3rd - 6th grade elementary science textbooks. The analysis of the types and illustrations in the Korean and American textbooks revealed that the textbooks of both countries provide many photographs and illustrations, so as to deliver data mainly in the form of realistic illustration. In Korean textbooks, pictures and cartoons were mainly used with photographs to guide the students into experiments and to enhance their interests and curiosity. In contrast, the American textbooks place more emphasis on diagrams and photographs to train the students in analyzing and interpreting data. The Korean textbooks should place more emphasis on the diagrams in order to encourage elementary school students to analyze and interpret the given data. As a result the addition of more diverse forms of illustrations and the re-organization of illustrations according to the topic should be considered in future Korean textbooks.

Adaptation of Ko woo-young's Nolbudyeon and Reception Culture in Heungbu and Nolbu (고우영의 만화 <놀부뎐>의 서사 변용 양상과 흥부전의 수용문화)

  • Hwang, Hye-jin
    • Journal of Korean Classical Literature and Education
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    • no.33
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    • pp.5-44
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    • 2016
  • This study focuses on Ko woo-young (1939-2005), a Korean representative cartoonist. I analyzed his work Nolbudyeon (1988), which is a retelling of Heungbu and Nolbu, a traditional Korean story. I consider Ko woo-young a creative observer who has popularized his perspective in modern society. His work is a good example of how a traditional folktale can be made relevant in modern society. I used three methods of adaptation to differentiate Nolbudyeon from Heungbu story: construction of events, characterizing, and space-time background. First, to aid character development, Nolbudyeon includes a prologue that focuses on conflicts between brothers with different personalities. At the same time, the ambiguous ending could be a response to Heungbu story, which has a didactic theme. Second, I found that the new characters, Nolsun and Yeonsaengwon, enhanced the differences between Heungbu and Nolbu by playing the role of mediators. Also, in Nolbudyeon, both Heungbu and Nolbu had positive as well as negative elements, in contrast with the original story's traditional point of view on good and evil. Finally, by exploring the space-time of Nolbudyeon, we can see that its world is combined with the contemporary world. In other words, Nolbu and Heungbu, though outwardly traditional, have a modern outlook. Therefore, readers can recognize that Nolbudyeon is a metaphor for modern life rather than just an old story.

A Study of Cryptograph Algorithm Education for the Lower Grades in Elementary School (초등학교 저학년을 대상으로 한 암호 알고리즘 교육에 관한 연구)

  • Choi, Johng-Hoon;Kim, Dae-Ho;Shin, Ji-Hye;Lee, Chang-Hoon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.10a
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    • pp.791-793
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    • 2015
  • 본 연구는 저학년들이 암호에 대해서 어렵게 생각하지 않게끔 접근을 유도하기 위해 암호학을 토대로 한 만화 컨텐츠와, 암호 알고리즘 원리를 바탕으로 하여 친숙한 그림들을 이용해 메세지를 주고받는 대칭키놀이, 그리고 공개키 미니게임을 함으로써 저학년들에게 암호학과 보안의식의 관심과 흥미를 불러 일으키고 자연스레 학습할 수 있도록 유도하는 교육 솔루션에 대한 연구이다.

Research on creative property and education of digital authoring tools (디지털저작도구의 창의적 특성과 교육에 관한 연구: 3D 애니메이션 저작도구(3DStudioMax)를 중심으로)

  • Kim, Dae woo
    • Cartoon and Animation Studies
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    • s.31
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    • pp.57-89
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    • 2013
  • Animation tool has been made changes rapid development of animation from analog tool to digital authoring tool. Depending on the change in the status of digital authoring tools, education of digital authoring tool has brought many changes occurred in the institute and university. Digital authoring tool was insufficient for research of authoring tool due to the recognition that authoring tool is a simple tool. I try to resolve the difficulties through the analysis digital authoring tools to students studying at the university. In addition, Suggests social/cultural change of animation practitioners and effective training methods of digital authoring tools in the education of beginners and practitioners. This tool have perceptual knowledge and narrative knowledge. Since the language features and knowledge features is difficult to learn. it must be learned knowledge of computer graphics of professional level properly to learn. Then users should try to be creative within the authoring tool to produce creative results. also formed the community and to exchange information for self-development further it should form job market that authoring tool make formed through medium. So, I think that there is a need to change academically attitude to authoring tool. because this is not only the positive side but it occurs phenomenon to enslave users in authoring tool, and blind faith in the authoring tool or critical stance on software. It was a lot of pre-existing research that investigate engineering and industrial side in the authoring tool. Through this thesis, We will find social/cultural features and academic significance, and investigate that how to approach the method of education.

AREL(AR based E-Learning) for PBE(Practice-Based Education) Framework Design in the Field of Art and Design Major (미술·디자인계열 전공 실습교육을 위한 증강현실기반 이러닝(AREL: AR based e-Learning) 프레임워크 디자인)

  • Lee, Ki-Ho
    • Cartoon and Animation Studies
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    • s.43
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    • pp.363-386
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    • 2016
  • This research is to design basic framework for developing teaching and learning method in the field of art and design major in university. Especially taking off from oneway e-learning teaching method, it is focused on increasing reality of student learning situation with applying AR contents process to augment virtual condition on reality condition. The processing of framework design and developing teaching and learning method are about practice education based on AR for model experiment research which was published "The E-Learning for Practice Training Using Augmented Reality in the College Education". This thesis is supposed to be a precedent study of the pre-published, and the purpose of those two studies were for experiment test in earnest in studying effect research. The classification of learning method divided basically as Face-to-Face Learning(FFL), Blended Learning(BL), fully E-Learning(EL), and Augmented Reality based E-Learning(AREL). This research compares and analyzes each frame of FFL, BL, and EL. And then, designed framework lead to the over-all conclusion with the type of AREL. Additionally, AREL for PBE suggests the ways of advanced teaching learning.

Animation Education as VCAE in the Digital Age (시각문화교육과 디지털 미디어 시대의 애니메이션 교육의 방향)

  • Park, Yoo Shin
    • Cartoon and Animation Studies
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    • s.35
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    • pp.29-65
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    • 2014
  • Visual culture art education (VCAE) seems to be the new paradigm for art education after postmodernism. Getting beyond the traditional art education, VCAE has expanded its scope of interest to include the visual environment that surrounds our life, thus pushing the boundary of art education beyond the traditional fine arts to cover pop culture and visual art. VCAE shares the issues as well as a lot of elements of culture and art education and in fact serves as a major theoretic background for culture and art education, in that it pays attention to the sociocultural context of images and emphasizes visual literacy and constructionist learning. In this paper, I have reviewed the theoretical background and related issues of VCAE with a view to presenting a direction for animation education, which is gaining in importance coming into the Age of Digital Media. VCAE was born in the progressive cultural atmosphere from the 1970s and thereafter, and its gist consists in figuring out visual artifacts and their action in order to improve individual and social life. Yet, VCAE continues with its development according to the changing aspects of visual culture, and currently, it is expanding its scope of interest to cover the esthetic, experiential education in visual culture and construction of meaning through digital story-telling. In the visual environment of the Digital Age, animation is establishing itself as the center of the visual culture, being a form that goes beyond an art genre or technology to realize images throughout the visual culture. Also, VCAE, which has so far emphasized visual communication and critical reading of culture, would need to reflect the new aspects of the visual culture in digital animation across the entire gamut from experiencing to understanding and appreciating art education. In this paper, I emphasize on Cross-Curricula, social reconstruction, the expansion of animation education, interests in animation as a digital media, and animation literacy. A study of animation education from the perspective of VCAE will not only provide a theoretical basis for establishing animation education, but also enrich the content of VCAE, traditionally focused on critical text reading, and promote its contemporary and futuristic orientation.

A Case Study On Digital Education Design In Foreign Countries By Analysis Education Condition (선진학교 교육현황 분석을 통한 디지털 교육매체 디자인 국외 사례 연구)

  • Kim, Jung-Hee
    • Cartoon and Animation Studies
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    • s.30
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    • pp.201-219
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    • 2013
  • Development of digital media in education field at America, UK, Japan etc bring big progress on digital device if education. Japan bring huge progress on digital education by nationally. UK use huge a national budget at digital education development and Sweden which is advanced country of education and a welfare state. Especially UK and Sweden's digital education markets are full now aspect more high quality design. Korea which is advanced country of IT adopted digital text book 2007 with mathematics, through science and English digital text book through the state. Korea's digital text book is in a transition period. that needs case study of advanced country of education for setting design guide and educational effect to digital education media and device plan. All researches are based on LG europe design center at London. Analysis by using KJ method, survey of questionnaire, heuristic method at 4 schools in UK and Sweden. Through analytical researches want to more reality simulation at digital education, and high quality contents with digital socialization. co-work with analog, can get any where, anytime user want without any difficulty. Also interactive GUI design of digital education device to easy to access for user. When plan Digital text book content and design needs methodical design guide for target who students and environment an in-depth study of the appraisal and method. The results of the research are introduce the design plan as a basic research and giving useful design plan to make digital educational media in Korea industrial aspect.