• Title/Summary/Keyword: 문화적 리터러시

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A study on the Education Use of Animation in Literacy Based on the Media Literacy Approach (미디어 리터러시 접근법을 활용한 애니메이션의 교육적 활용에 관한 연구)

  • Jang, Eun-young
    • Cartoon and Animation Studies
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    • s.51
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    • pp.35-58
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    • 2018
  • The purpose of this study is to suggest the plans of educationally using animation literacy on the basis of a media literacy approach. For this study, animation literacy class as a liberal arts was conducted, which students studying animation at university attended. In order to explore the plans of using animation literacy, students' perception of using animation literacy was examined after completing animation literacy class. Also, in-depth interview with experts participating in animation literacy class was performed. Results showed that all students taking animation literacy class acknowledged the educational value of animation literacy and could think over cultural and social implications of animation through class. Also, they could have various perspectives as an acceptor and analytical mind-set as a creator. Findings from in-depth interview with specialists indicated that education on animation literacy was indispensably necessary, and systemicity and objective criteria needed to be established. On top of that, experts proposed the way that through expansion of topics, and diverse animation works, students voluntarily and actively could participate in class. In addition, it suggests that because of participants in this study who were students majoring in animation, class to foster a perspective and ability as not only a viewer and an acceptor but also a producer and a creator should be added. It is expected that this study will be used as fundamental data for education on animation literacy, and future studies on education of animation literacy will be continuously conducted.

Research on Korean Language Textbooks to Activate Media Literacy for the Era of Cultural Convergence (문화융합시대의 미디어 리터러시 활성화를 위한 국어교재 연구)

  • Lim, Ji-Won
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.389-395
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    • 2020
  • This discussion is a study that proposes to introduce a strategy to positively interpret the narrative meaning in media language based on a generalized cognitive environment in order to activate correct media literacy in the era of cultural convergence. have. In particular, by using advertising content that has the most reinforced creativity related to cultural interpretation, it was induced to grasp the informational manifestation of that era and to reproduce meaning interpretation with relevance. In addition, it attempted to utilize an argumentative writing strategy in the process of reproducing Korean language learners' writing, which was capable of cognitive interpretation. The intention of the public service advertisement content developer always expects a positive effect in the social and cultural aspect, and the learner dreams of reflection and a correct future through the effect. The research on activating media literacy in the era of cultural convergence, which I intended, has not yet been much discussed. We hope that the proposed discussion of this study will be actively utilized in mass media language education of the contents of textbooks for Korean language learners, and we are sorry for the part that does not contain quantitative analysis contents, and we expect the results in subsequent thesis.

A Study of Social Meaning of Game Accessibility (게임접근성의 사회적 의미에 대한 연구)

  • Kim, Min-Kyu
    • Journal of Korea Game Society
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    • v.13 no.6
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    • pp.111-122
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    • 2013
  • In accordance with mandatory enforcement action of the Web Accessibility, Web accessibility is increasing interest in society. People are facing with disability situations, and the elder people are facing with disability situation more and more. 'Everyone' is faced with disability situations. The value of the universality of accessibility oriented. The game is typical of modern society and culture activities, but society in Korea is still recognized as a special minority cultures. To understand about conflict over the game, we access game accessibility as a Despotic conditions. Game Accessibility implies a social meaning ; Cultural values of universal access to games, literacy games, new business creation, contents accessibility.

A Study on the Effects and Evaluation of Movies Education through Application of Rubric (루브릭 적용을 통한 영화교육 평가 및 효과 연구)

  • Sung, Chang-Hwan
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.471-478
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    • 2022
  • In a good class, the elements that make up the class are organically related as a system. Unilateral assessment without sufficient explanation or agreement on assessment criteria, subjective assessment that does not guarantee the reliability of the assessment process and decolonized evaluation separate from the learning process can be a threat to a good class or healthy learning ecosystem. This study analyzed the evaluation through rubric and its effects to solve problems related to educational evaluation. 'Rubrick' is a descriptive evaluation tool that details the criteria for evaluating performance tasks based on class goals and the quality of performance in several stages. The rubric applied for movie literacy evaluation is 'analytical rubric'. It covers literacy to understand movies, movie making literacy and movie utilization literacy. For rubric, learners recognized it as a valid and very useful learning reflection tool.

A Study on Global Leadership Education by Analysis of Korean Youths' Educational Experiences and Their Global Leadership Competencies (청소년 글로벌 리더십 교육의 문제점과 방향 논의 -글로벌 리더십 역량 및 교육 경험 분석을 중심으로 -)

  • Kim, Da-Won
    • Journal of the Korean association of regional geographers
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    • v.17 no.4
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    • pp.477-492
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    • 2011
  • The purpose of this study is to analyze korean youths' educational experiences and their global leadership competencies and to present good methods for global leadership education. In this global society, students are required to be proactive global leaders. To achieve the research goal, I used the methods of literature review and survey, To conduct the survey, I selected 200 9-grade students in Kyonggie Do. The questionaires were composed of 2 parts such as global perspective and cultural literacy, The research results are as follows. First, students should have a vision as a global citizen. Second, they should develop problem-solving skills of global issues, Third, other cultures learning should be strengthened. Fourth, diversification of cultural diversity education should be accomplished. Fifth, education of awareness of global society, global issues, and other cultures rather than only languages learning for global leadership education should be accomplished. Sixth, global education in geography education should be strengthened.

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A Study on the Effect of Digital Literacy Education in Personal Information Security Perception (디지털리터러시 교육이 개인 정보 보안 인식에 미치는 영향 연구)

  • Kwon, Jungin
    • Convergence Security Journal
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    • v.20 no.4
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    • pp.161-167
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    • 2020
  • Convergence ethics education for digital culture in cyberspace is limited to specific areas such as personal information and copyright. Education on the ability to accept information and provide information in cyberspace in which digital natives communicate, share and exchange is inadequate. As a result, the dysfunction of abusing the personal information of others without recognizing the importance of information security has recently emerged as a social problem. In this study, among digital netizen who communicate and exchange information the most in cyberspace, digital literacy education was conducted for students in the first and second grades of university, and then they investigated the change in information security perception. Based on this, we intend to prepare fundamental measures for systematic cultivation of digital literacy education necessary for the Digital Cultural Society.

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 Model for Teaching Film Literacy through Movie English (영화영어를 통한 영화리터러시 교육방안)

  • Seo, Ji-Young
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.779-790
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    • 2021
  • Film literacy comprises the process of producing a new creation through understanding the elements that make up a film, the content of a film, and a critical and creative thinking process. Film literacy is employed in fields such as composition, science, social studies, and geography, and, additionally, it is used to cultivate humanities literacy and critical thinking skills. Yet despite the large proportion of the film script in the movie, it is not easy to find literacy education cases that use film English as a teaching method. Film English is a practical and authentic material, and is suitable as an English learning material in an EFL context like Korea. However, the approach of using films to teach and learn differs according to the content and genre of a film. Thus, the teacher may have a difficult time organizing and preparing for class. This study suggests six class activities that can be commonly applied to English classes using films based on the areas of critical, cultural, and creative (3Cs) activities. Four hundred and five college students taking Movie English classes participated in the present study and frequency analysis was conducted to find out their preferences through a questionnaire survey. The results from conducting class activities in university liberal arts classes suggest that the most preferred activities of students are related to cultural, critical, and creative, in that order. Creative activities that are far beyond English instruction utilizing various digital tools or providing additional reading materials can be a burden on learners.

A Study on the Development of Conceptualization Model for Reading, Information, ICT, and Digital Literacy (독서·정보·ICT·디지털 리터러시의 개념화 모델 개발 연구)

  • Park, Juhyeon
    • Journal of Korean Library and Information Science Society
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    • v.49 no.2
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    • pp.267-300
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    • 2018
  • The purpose of this study is to develop conceptualization models of reading, information, ICT, and digital literacy through conceptual differences of these literacy by reviewing and defining the concepts of literacy as well as reading, information, ICT, and digital literacy. Computer literacy has emerged as a concept that explains the phenomenon of contemporary social, cultural, and information technology development, and since then, computer literacy has since changed to IT, ICT literacy, and digital literacy. As a result of the study, a conceptualization model of the reading, information, ICT, and digital literacy was developed. In this model, these literacy whose terms have changed according to the technological development of media, have been classified as medium-centered literacy. And reading and information literacy that focuses on the cognitive process of understanding, utilizing, and evaluating texts and information is categorized as process-oriented literacy. In the digital environment, reading and information literacy is a core competence to critically think and evaluate the texts that are on media, and further research is needed to reduce the reading and the information gap among readers.

A Study of Building Digital Capacity of Museum Professionals through the Use of Virtual Museum (가상박물관 활용을 통한 박물관 전문인력의 디지털 역량 강화 방안 연구)

  • Kim, Seon-Mi;Lee, Jong-Wook
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.39-46
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    • 2022
  • The overall digital transformation in society is rapidly progressing with the corona virus epidemic. In particular, in the field of cultural heritage and museums, digital transformation is taking place throughout the preservation, management, and utilization of cultural heritage. To respond to this, the importance of cultivating the digital literacy of museum professionals to select and utilize digital cultural heritage information is increasing. However, the current digital capacity education of museum professionals has not reached the cultivation of digital literacy due to one-way theory and one-way practical education. To overcome this, we propose a digital capacity building program using virtual museums. We propose a curriculum based on participatory museums, cooperative learning, and project-based learning theories. Learners experience the entire process of acquiring, selecting, and utilizing digital cultural heritage information through individual, cooperative, constant, exhibitions, and project-based learning programs. We were evaluated by experts in terms of education, museum education, and ICT technology education to prove its usability and derive improvements. This study will contribute to building the digital capacity of museum professionals.