• Title/Summary/Keyword: 미술 교육

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Art and Career Convergence Class for Career Recognition - Through drawing a Neighborhood Job Map - (진로인식을 위한 미술과 진로 융합 수업 -동네직업지도 그리기를 통하여-)

  • Kim, Ji-Hyun;Huh, Yoon Jung
    • Journal of Digital Convergence
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    • v.17 no.1
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    • pp.433-442
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    • 2019
  • We have developed art and career convergence class for career recognition through drawing a neighborhood job map. Thus, we want to expand the students' career recognition. 3 Classes were conducted in 16 elementary school students from 5th to 6th. Through pre & post-questionnaire, and the interviews with the students' work, job recognition with job value and job prejudice, self-understanding and career attitude were analyzed. As follows. First, students' job recognition was expanded. The ability to identify the needs, values and purposes of jobs has improved. Changes in job values that all jobs are worth have occurred and job bias has changed. Second, the career attitude changed on the basis of self-understanding. Thus, in the context of deciding the job demanded by the society rather than the student's will, art and career convergence class was effective in career recognition.

The Effects of Cooperative Art Activities through Forest Experience on Young Children's Leadership and Happiness Fullness (숲 체험 협동미술활동이 유아의 리더십과 행복충만감에 미치는 효과)

  • Kang, Young-Sik
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.10
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    • pp.309-317
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    • 2019
  • This study examined the effects of cooperative art activities according to visiting a forest on fulfilling young children's leadership ability and happiness. To achieve this, a study was conducted on experimental and non-experimental groups of 20 young children in classes A and B at S kindergarten, and also a group of children of the same age in a similar environment. The 16-session forest experience play activity program was planned for conducting research on the children's leadership ability and happiness fullness when using the Nuri curriculum, and this was carried out on the experimental group for 2 months. The pre- and post-analyses were carried out on the non-experimental group after outdoor activities on the topic of the Nuri curriculum-related activities. The results were as follows. First, cooperative art activities through the forest experience had a positive effect on the children's reinvention ability, human relations, goal achievement and direction power, which are all sub-factors of their leadership. Second, cooperative art activities through the forest experience had a positive effect on positive emotions, commitment, personal relations, meaning and achievement, which are sub-factors of their total happiness. Overall, their cooperative art activities during the forest experience were judged to be facilitating factors that have a positive effect on their leadership and happiness fullness.

Development of a 30 Virtual Gallery for Art Education (WEB 기반 3D 가상 전시공간에서의 감상학습을 위한 코스웨어 설계 및 구현)

  • 박경남;김응곤;송승헌;허영남;박경숙;유봉길
    • Proceedings of the Korean Information Science Society Conference
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    • 2001.10b
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    • pp.511-513
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    • 2001
  • 본 연구에서는 VRML 저작 툴을 이용한 3차원 가상 전시공간을 구성하여 보다 현실감 있고 상호작용적인 학습공간을 제공하고 학습동기를 유발하는 체험학습 공간을 설계하고 구현하는데 초점을 맞췄다. 본 연구에서는 Photo Vista, Object Modeler, Reality Studio 등을 가지고 Panorama Image와 3D Object 등을 구현하는 방법을 이용하였다. 우리는 이 가상 전시공간이 학생들의 미술교육에서 현실감 있는 작품감상으로 학생들의 심미적인 면에 얼마나 많은 영향을 미치는지를 연구하고자 한다.

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The Effect of Using Zentangle Art Therapy on Improving the Attention Span of People with Developmental Disabilities in Lifelong Education Center (젠탱글 활용 미술치료가 평생교육센터 이용 발달장애인의 주의집중력에 미치는 효과)

  • Kong, Maria;Kwak, Bong-Cheol;Kim, Joon-Soo;Jeong, Yeo-Jin
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.419-429
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    • 2019
  • The objective of this study was to look into the effect of using Zentangle art therapy on improving the attention span of people with developmental disabilities in Lifelong Education Center. The 29 people with developmental disabilities in Lifelong Education Center of D-University in K-city were the subjects to reach the primary goal of this study. Nine of the subjects were assigned to the experimental group of the Zentangle art therapy, ten to the control group. As for the study tools, 3.5x3.5 inch paper card, various colors of Deco Markers, and Zentangle cards for the experimental group. The FAIR and MindWaveMobile (MWM) were used to measure the effectiveness. The twelve 30-minute sessions of the program, held from October to December in 2018, has shown the result that the attention span improved on the experimental group using the Zentangle art therapy.

Analysis of the Daily Teaching Plan and Reflective Thinking of Edu Care Teachers About Art Area (만2세 미술영역 운영현황 분석과 보육교사의 반성적 인식 탐색)

  • Park, Soo Jung;Bae, Jee Hyun
    • Korean Journal of Child Education & Care
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    • v.19 no.3
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    • pp.13-30
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    • 2019
  • Objective: The purpose of this study is to analyze the annual operational status in the filed of art shown in daily teaching plan for 2-year old, provide the analysis results helping the reflective cognition and to provide the basic data for relevant researches. Methods: This study analyzed the 1 year portion of daily teaching plan of 6 edu care teachers, provided the analysis results to the teacher in charge and promote the reflective cognition. Results: First, the operational status of the art area shown in the daily teaching plan for 2-year old was analyzed by dividing it into arts experience, expression type, art supplies, basic planar material, planar painting material, three-dimensional expression material. Second, The reflective cognition in the teacher on the analysis results of operational status in the field of art for 2-year old was shown as limits such as the infant art missing art appreciation, concentration on art supplies, ambiguity of infant art and the uniformed art activity. Conclusion/Implications: The implications of this study are the facts that it identified the operational concentration in the field of art for 2-year old, it utilized the analysis data of the teacher's daily teaching plan as reflective cognition tell, it showed the diverse teacher's cognitions on the infant-oriented art education not the uniformed art activity application.

The Design of Web-based Calligraphy Education System for Elementary School (초등학생을 위한 웹 기반 서예교육 시스템 설계)

  • Kim, Hyun-Ju;Park, Sun-Joo
    • 한국정보교육학회:학술대회논문집
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    • 2004.08a
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    • pp.668-676
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    • 2004
  • 미술영역 중 서예영역은 7차 교육과정으로 개편되면서 $3{\sim}5$학년 각 8시간, 6학년 6시간으로 한 단원씩 배당되어 6차에 비해 시간수가 11% 감소되었다. 그로 인하여 각 단계별 학습내용을 체계적으로 학습할 시간이 부족하며, 지도할 자료 부족과 자료제작의 어려움, 또한 학생 개인 수준 차이로 서예지도에 많은 어려움이 있다. 이러한 문제를 해결하고자 본 논문에서는 초등 미술과 서예영역의 교육과정을 분석하여 각 학년별 교과 내용의 효과적인 필법 자료를 단계별로 학습의 흐름에 맞추어 투입할 수 있도록 다양한 멀티미디어 자료들을 본 학습 자료와 심화 학습 자료를 재구성하거나 개발하여 적용하는 초등학생을 위한 웹 기반 서예교육 시스템을 설계하고자 한다. 이를 통해 서예 지도를 위한 교사들의 자료 준비와 부족에 대한 부담감이 줄고, 학생 개인차를 고려하여 자료를 투입할 수 있어 자기 학습력 신장을 엿볼 수 있으며, 학생 스스로도 서예에 대한 흥미도가 높아져 향상된 작품을 볼 수 있을 것이다.

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Teaching Plan of Elementary Art Education Applying 'Photoware Kids' (포토웨어 키즈'를 활용한 초등미술교육의 지도방안 연구)

  • Kim, Won-Sup;Kwon, Oh-Sung
    • 한국정보교육학회:학술대회논문집
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    • 2009.08a
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    • pp.151-158
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    • 2009
  • 본 논문에서는 초등학교 미술 교과 디자인 단원의 효과적인 수업을 위하여 컴퓨터 그래픽 도구를 활용하는 방법을 살펴본다. 현재까지 다양한 그래픽 관련 소프트웨어들이 소개되고 있으나 초등학교 교육현장에 적용하기 적합한 난이도와 활용성을 갖춘 도구는 찾기 어려운 실정임을 감안하여 초등학교 디자인 수업에서 가장 많이 사용되는 기능을 설문조사하고 그것을 바탕으로 소프트웨어를 재구성한 '포토웨어 키즈'의 활용을 제안한다. 또한, '포토웨어 키즈'를 사용한 효과적인 디자인 수업에서의 교수 학습 방법을 연구하고, 실제 교육과정에 나와 있는 교육과정을 분석하여 그에 따른 지도방안을 제시하였다.

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Teachers' Responses to Curriculum Evaluation of Gifted Education in Visual Art : Case Study of Three Types of Institution for Gifted Education (미술영재교육과정 평가에 대한 교사 인식과 요구 : 영재교육기관 유형별 사례연구)

  • Lee, Kyungjin;Choi, Jinyoung
    • Journal of Gifted/Talented Education
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    • v.23 no.4
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    • pp.537-565
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    • 2013
  • The purpose of this study was to investigate teachers' responses to curriculum evaluation of gifted curriculum in visual arts. Especially, this study examined whether there are differences of the responses among three types of institutions for gifted education (institution for gifted education, community based gifted classroom, and school based gifted classroom). Teachers from these three types of institutions for gifted education were interviewed. The results are as follows. First, teachers viewed that consideration is needed for 3 criteria. Teachers from different institutions showed different responses to 'professionalism of working personnel' and 'utilization of advisory committee'. Second, teachers viewed that 13 criteria need consideration. Teachers from different institutions showed different responses to 'support personnel for gifted education' and 'educational equipment and resource supply'. Third, teachers viewed that consideration is needed for 2 criteria. Teachers from different institutions showed different responses to 'efforts for professional development of instructors'. Fourth, teachers viewed 4 criteria need consideration. Teachers from different institutions showed different responses to 'budget planning for next year'. Based on the findings, implications for developing and implementing the evaluation criteria for the gifted curriculum in visual arts were discussed.

Integrating AI Generative Art and Gamification in an Art Education Model to Enhance Creative Thinking (AI 생성예술과 게임화 요소가 통합된 미술 교육 모델 개발 : 창의적 사고 향상)

  • Li Jun;Kim Yoojin
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.425-433
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    • 2023
  • In this study, we developed a virtual artist play lesson model using gamification concepts and AI-generated art programs to foster creative thinking in freshman art majors. Targeting first-year students in the Digital Media Art Department at Sichuan Film & Television University in China, this course aims to alleviate fear of artistic creation and enhance problem-solving abilities. The educational model consists of four stages: persona creation, creative writing, text visualization, and virtual exhibitions. Through persona creation, students established their artist identities, and by introducing game-like elements into writing experiences, they discovered their latent creativity. Using AI-generated art programs for text visualization, students gained confidence in their creations, and in the virtual exhibitions, they were able to enhance their self-esteem as artists by appreciating and evaluating each other's works. This educational model offers a new approach to promoting creative thinking and problem-solving skills while increasing learner engagement and interest. Based on these research findings, we expect that by developing and implementing educational strategies that cultivate creative thinking, more students will grow their artistic capacities and creativity, benefiting not only art majors but also students from various fields.