• Title/Summary/Keyword: 아동미디어교육

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A Case Study on Action Learning for the College Course 'Media Education for Children' (대학에서의 '아동미디어교육' 수업을 위한 액션러닝 사례 연구)

  • Hyun, Eunja;Kook, Kyeong-a;Kim, Bo-Gyu;Kim, Min-Jung;Kim, Hye-Min
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.525-538
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    • 2018
  • Action learning is a teaching method that is taught through the process of finding real problems and finding solutions. The purpose of this study was to examine the effectiveness of action learning for the college course 'media education for children' which was offered by the Department of Child Psychology and Education at S university in Seoul. According to the process of action learning suggested by Marquardt(2000), college students developed the problem of children's news literacy education and set the purpose, goal and contents of news literacy and developed teaching and learning method for the 6th grade elementary students and applied it to the education field. The college students' evaluation about the action learning lesson were collected by questionnaire and verbal. They found that active and voluntary problem-solving and field application through action learning helped to achieve the goals of the children's media education class. Finally, the importance of close cooperation with the educational field and of appropriate feedback were discussed as a necessary condition of action learning teaching method.

The effect of reading fluency on Cognitive skills of educational multimedia material (읽기유창성이 멀티미디어자료 인지기능에 미치는 영향)

  • Jung, Yong-Hoon;Kim, Young-Ki
    • 한국정보교육학회:학술대회논문집
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    • 2010.01a
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    • pp.209-212
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    • 2010
  • 오늘날 학교 현장에서 교실에 비치된 TV를 통한 멀티미디어 자료 제시를 빼놓고는 수업을 진행할 수 없을 정도로 멀티미디어 자료는 큰 역할을 하게 되었고, 그런 관계로 멀티미디어 자료와 아동의 학성성취도의 연관관계를 분석하는 많은 연구가 이루어지고 있다. 그 중 멀티미디어 학습자료 제시 유형이 학생의 학업성취도에 미치는 영향에 대한 분석이 있다. 여러 가지 논문에서 애니메이션 학습자료는 텍스트보다 녹음자료와 함께 사용되는 것이 아동의 학업성취에 유리하다는 결론을 내리고 있다. 하지만 정확하게 읽고 텍스트를 해독하는 능력이 뛰어난 아동들, 즉 읽기 유창성이 뛰어난 아동들에게서 어떤 결과가 나오는지 분석된 결과는 없다. 따라서 본 논문에서는 읽기 유창성이 우수한 집단과 그렇지 않은 집단과의 비교 결과를 통해 과거의 분석된 결과가 그대로 유의미한지를 검증할 것이며 이러한 결과를 통해 좀 더 효율적인 멀티미디어 학습 자료의 쓰임을 제시하는데 많은 도움을 줄 수 있을 것이다.

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A Qualitative Research of Children's Mental Model on Media Environment and the Use (미디어 환경과 사용에 관한 아동의 심성모형 질적 연구)

  • Lee, Ran;Hyun, Eunja
    • The Journal of the Korea Contents Association
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    • v.16 no.6
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    • pp.601-613
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    • 2016
  • The purpose of this study is to present the mental model of young adolescents' media environment and the use and to provide several educational suggestions drawing on the revealed model. For this, the data were collected through 4 activities such as interview, picture drawings, word association experiment, and sentence completion task with ten 4-5th graders in elementary schools; they were qualitatively analyzed by 2 researchers. First, the meaning components driven by sentence completion task, word association experiment were totally 6 components: media device, connection(alienation), competence(provision), entertainment, adverse effects, ambilaterality. Second, the components of media mental model driven by pictures were 4 components: functions/competence, entertainment, conflict with paper books/sharing, harmfulness/ambilaterality. Third, the components from interview consisted of conflict between paper books and electronic media, communication-centeredness, fear(addiction) and users' qualification. Based on those results, careful examination in cyber talk, necessity of addiction prevention, active development of learning media and their balanced utilization with books, and healthful media literacy education and reinforcement of critical thinking were suggested.

Analysis on the Needs for the Evaluation of Icons on the basis of Children's Sensibilities in Designing Multimedia Contents for Elementary Education (초등교육용 멀티미디어 컨텐츠 설계에서 아동 감성 기반 아이콘 평가의 필요성 분석)

  • Han, Jeonghye;Jo, Miheon
    • The Journal of Korean Association of Computer Education
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    • v.5 no.3
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    • pp.107-116
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    • 2002
  • In order to enhance instructional effects of multimedia contents, it is critical to emphasize the importance of interface and the affective aspects of learner characteristics in design processes. The main aim of this research was to assess the needs for evaluating icon design strategies on the basis of children's sensibilities by investigating differences between children and teachers in their sensibilities to the icons used in multimedia contents for elementary education. Some interesting findings were obtained from the research. Children had richer sensibilities to the icons presented in multimedia contents than teachers in terms of the average number of adjectives reflecting sensibilities. Among the children group, children living in urban areas showed richer sensibilities to the contents than those in rural areas. When the frequencies of the use of 5 adjectives commonly used by the two groups were compared, teachers showed positive sensibilities, but children demonstrated some negative sensibilities. Also children demonstrated richer sensibilities to certain contents than teachers. The results of the research indicated the need for evaluating icon design strategies on the basis of children's sensibilities in designing multimedia contents for children.

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Development and Application of Internet-based Consumer Education Program for Children (인터넷 기반 아동소비자 교육프로그램 개발 및 적용)

  • 김영옥
    • Journal of Korean Home Economics Education Association
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    • v.15 no.3
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    • pp.13-28
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    • 2003
  • This study presents a development of internet-based consumer education program for children. We also investigate how this program affects on the children's consumer competency and how much children are interested in this program. This program consists of 6 domains: the concept of consumer. wants and scarcity. advertisement, tips on purchasing. consumer's rights. and consumer's problem imd solutions. In order to attract children. multimedia data such as pictures. drawings. and animations were included in designing the screens. The subjects of this study were 40 children at forth grade to participate in consumer education program. Surveys were conducted twice to collect data for consumer competency and children's interest in the program. According to the results of t-test. We found that consumer education has a positive effect on consumer knowledge and consumer-role attitude but has not a positive effect on consumer skill. We also found that children's interest on this program was very high.

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A Study on Parents' Mental Model of Media Environment and Children's Media Use (미디어 환경과 사용에 대한 부모의 심성모형 연구)

  • Lee, Ran;Hong, Jimin
    • The Journal of the Korea Contents Association
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    • v.14 no.12
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    • pp.818-834
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    • 2014
  • The purpose of this study is to examine parents' mental model of media environment and children's media use and to provide some educational suggestions. For this purpose, twelve parents of second-graders to fourth-graders sampled in elementary schools were interviewed with three activities such as a word-association experiment, a sentence completion task and a in-depth interview. The result was categorized into 8 elements such as interaction, source of supply and adverse effects. Furthermore, the analysis on the mental model of media use shows that firstly, the parents understand modern media reflects competence while they have a feeling of fear and newness on media themselves. Secondly, the parents show an ambivalent understanding on media use in terms of both negative and positive effects and have a tendency to control them. Another finding is the fact that the parents understand digital media as a representation of both connection and disconnection. Also, the parents realize media as a cause of conflict and as a place for reconciliation as well. Finally, it is showed that media is not only a personal territory but also a part of social system in the parents' understanding. Based on these findings, some interpretations and parents' educational applications are provided in terms of the Meyrowitz(1998; 1999)'s three perspectives on media.

The Design and Implementation of a Multimedia Program for Emergent Literacy Teaching (입문기 아동의 문자지도를 위한 멀티미디어 프로그램의 설계 및 구현)

  • Lee, Mi-Wha;Lee, Sang-Hyun
    • Journal of The Korean Association of Information Education
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    • v.7 no.2
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    • pp.141-151
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    • 2003
  • The purpose of this study was to design and develop a multimedia program for elementary school students' emergent literacy teaching. The program aims at helping students improve their reading ability and enhance their letter decoding ability through drill-and-practice as well as tutorial instructional strategies. To that end, the instructional materials were reorganized so as to provide a basic syllable table and writing examples with standard pronunciation. The multimedia program is composed of three sections: basic literacy teaching, advanced literacy teaching, and evaluation sections. The implications of the study were discussed.

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Development of the Parental Educational Multimedia System for Health Promotion of Children in Chungnam Province (충남지역 아동의 건강증진을 위한 멀티미디어 재택 부모교육 시스템 개발)

  • Yoo, Kyung-Hee;Lee, Hye-Kyung;Woo, Hee-Kyoung
    • The Journal of Korean Academic Society of Nursing Education
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    • v.7 no.1
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    • pp.81-93
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    • 2001
  • The purpose of this study was to develop Parental Educational Multimedia System for Health Promotion of Children in Chungnam province. This system includes education programs for information of diseases, prevention of disease, and health promotion of children. Computer language used in this study were html, OS used was Microsoftware NT Server 4.0, the graphic tool was Adobe Photoshop 5.5, and Webpage tool was Notepade. The results of this study were show at internet 'www. ggomalove.co.kr'. Finally, the author suggests that this system could be adequately applied to promoting children's health. Further this study contributes to designing an appropriate health promotion strategy for children.

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A Study about development of the web courseware for improving the cognitive ability of the mildly mental retarded children (경도정신지체 아동의 인지능력 향상을 위한 교육용 웹 코스웨어 개발에 관한 연구)

  • Jang, Yoo-Soon;Kim, Chang-Geun;Kim, Byung-Ki
    • Proceedings of the Korea Information Processing Society Conference
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    • 2002.11a
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    • pp.251-254
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    • 2002
  • 정신지체학생은 주의 집중의 문제, 느린 학습속도, 기억력, 저조한 흥미와 관심 등으로 인하여 전통적 수업방식으로는 높은 학습효과를 기대하기 어렵다. 멀티미디어와 컴퓨터를 활용한 수업은 학생들의 흥미를 유발시켜 집중력이 향상될 뿐만 아니라 개인차가 심한 정신지체학생들에게 개별학습을 함으로써 높은 학습효과를 기대한 수 있다. 다양한 경험과 생환중심의 교육이 필요한 정신지체아동들이 실생활에서 접하기 힘든 내용을 가상적으로 경험할 수 있는 코스웨어나 학습한 후에 생활에 바로 적용할 수 있는 생활중심 코스웨어, 인터넷 환경의 웹 기반 코스웨어 등 정신지체 아동을 위한 소프트웨어는 거의 전무한 실정이다. 본 논문에서는 인터넷 환경에서 멀티미디어와 컴퓨터를 통하여 다양한 경험뿐만 아니라 실생활에 필요한 내용을 학습하여 사회성을 기를 수 있는 웹 기반 코스웨어 개발 방법을 제안한다.

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