• Title/Summary/Keyword: 영화교육

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A study on films selection of education content development for promoting pre-service early childhood teacher's creativity and personality using delphi technique (델파이 기법에 기반한 예비유아교사의 창의·인성 증진 교육콘텐츠 개발을 위한 영화선정 연구)

  • Eom, Se Jin;Youn, Jeong Jin;Kim, Hyoung Jai;Lee, Hee Seung
    • Journal of Digital Convergence
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    • v.12 no.5
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    • pp.403-413
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    • 2014
  • This study is to select educational films suitable for enhancing creativity and personality in order to develop educational contents aimed at pre-service early childhood teacher. First, three film critics based on sub-elements of ego-identity selected final 59 films. Next, three education experts classified the 59 films into small groups based on components each for creativity and personality. As a result, first, films classified according to pre-service early childhood teacher' sub-elements of ego-identity, educational components for creativity, and educational components for personality were 8 in job, 7 in religion, 6 in politics, 7 in philosophical life style, 8 in friendship, 8 in relationship, 7 in gender role, and 8 in leisure activity. Second, verifying suitability of film critics and education experts using Delphi method in order to select educational films to enhance pre-service early childhood teacher' creativity and personality based on films was effective in increasing validity of the results of this research.

Development of Interpersonal Caring Theory Education Program Using Films (영화를 활용한 사람돌봄이론 교육프로그램 개발)

  • Kim, Heeyoung
    • The Journal of the Korea Contents Association
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    • v.21 no.10
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    • pp.508-519
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    • 2021
  • The purpose of this study was to develop an ICT education program using films to understand and expand of the Interpersonal Caring Theory (ICT). The study was conducted from February 2020 to October 2020. The films were selected by analyzing 10 elements of ICT and the program was developed according to Kolb's Experience Learning Model. 11 experienced nurses participated in the pilot operation of the program and evaluated the validity of the films as experts. The films selected for the ICT education program included The Blind Side (Noticing), Babette's Feast (Participation), Good Will Hunting (Sharing), The King's Speech (Active-listening), The Cure (Companioning), Mr. Holland's Opus (Complimenting), Patch Adams (Comforting), The Shawshank Redemption (Hoping), Mission (Forgiving), The Throne (Accepting). The program consisted of a total of 12 sessions, and each session included discussion questions for the steps of the Experimental Learning Model. After the program was piloted, it was found that the selected films were considered appropriate (I-CVI=0.98) as a result of evaluating the feasibility of films selection according to ICT elements. The developed ICT education program using films can be used to enhance caring competencies of nurses and nursing college students.

STEAM Program through the A.I. Robots in SF movies (SF영화의 인공지능로봇을 통한 융합인재교육 프로그램)

  • Hwang, Jin-hee;Lee, Seungyon-Seny
    • Proceedings of the Korea Contents Association Conference
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    • 2017.05a
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    • pp.131-132
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    • 2017
  • 영화는 인간이 할 수 있는 상상력을 가능하게 해주며 그것을 간접경험 및 학습 가능한 도구로서, SF영화 등에 사용된 과학기술을 시청각으로 접할 수 있다. 영화의 내용에서 제시된 로봇사회의 긍정적 모습과 부정적 보습을 시청함으로서 인간이 지켜야할 감성과 윤리적 도덕적 교육까지 가능하게 하며 나아가 다가올 미래 사회에서 새롭게 생겨날 직업까지도 생각할 수 있도록 한다.

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Uses of Science Fiction Movie Education Materials for the Middle School Female Students to Enhance Their Interests in Science (여학생의 과학에 대한 관심 고취를 위한 공상과학영화 교육매체의 활용)

  • Kim, Maljin;Shim, Sugie
    • Journal of Science Education
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    • v.35 no.2
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    • pp.221-229
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    • 2011
  • These days effective science education programs are required for girls to encourage them to pursue their career in science and engineering areas. This paper presents the preliminary results of an analysis performed to measure the effectiveness of a middle school education program, in which a science fiction movie as a multimedia educational material is shown to students and afterward discussion and review process for the scientific subjects included in the movie are given to them. The analysis is based on a study of students' responses on surveys performed after showing the science fiction movies during a science camp and a regular school class. The survey results of female students are compared with those of male students. The results indicate that the education program using science fiction movies could be more effective to female students than to male students in motivating and enhancing their interest in scientific subjects. A preliminary guide and afterward review and discussion on the scientific contents dealt in the movie turned out to be helpful to enhance the effectiveness of this science education program.

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A Research on the Audio Utilization Method for Generating Movie Genre Metadata (영화 장르 메타데이터 생성을 위한 오디오 활용 방법에 대한 연구)

  • Yong, Sung-Jung;Park, Hyo-Gyeong;You, Yeon-Hwi;Moon, Il-Young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.10a
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    • pp.284-286
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    • 2021
  • With the continuous development of the Internet and digital, platforms are emerging to store large amounts of media data and provide customized services to individuals through online. Companies that provide these services recommend movies that suit their personal tastes to promote media consumption. Each company is doing a lot of research on various algorithms to recommend media that users prefer. Movies are divided into genres such as action, melodrama, horror, and drama, and the film's audio (music, sound effect, voice) is an important production element that makes up the film. In this research, based on movie trailers, we extract audio for each genre, check the commonalities of audio for each genre, distinguish movie genres through supervised learning of artificial intelligence, and propose a utilization method for generating metadata in the future.

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Entertainment History Perspective - Around the Grand Duchess to Appear in Movies 'Elizabeth' - (엔터테인먼트 관점에서 바라본 영화로 본 역사 - 영화 '엘리자베스'에 나와 있는 여성 통치자에 대한 관점을 중심으로 -)

  • Choi, Sun-Ah
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.6
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    • pp.247-256
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    • 2019
  • The importance of the convergence education is getting more and more emphasized. But the university convergence education has not yet met today's needs. So this study is focused on showing effective practice methods and finding development directions of the university convergence criticism education. One of a significant trend of the contemporary academic education of liberal arts is the tendency of the convergent and integrative studies. What is essential in the convergent and integrative studies creativity. The zeitgeist of knowledge-based society is change and innovation. In response to its request, college education is being asked to do convergence education, And general education as the basis of convergence education is strengthened.

The Effect of STEAM Education Program using Movies on the Creative Personality, Creative Problem-solving Ability and Scientific Attitude of Elementary Scientific Gifted (영화를 활용한 융합인재교육 프로그램이 초등과학영재의 창의적 인성, 창의적 문제해결력 및 과학적 태도에 미치는 영향)

  • Kim, Ji-Hwan;Bang, Mi Sun;Bae, Sung Chur;Hong, Yeon Sook;Choi, Jong Gyung;Lee, Na Ri;Seo, Seung Gab;Bae, Jinho;Lee, Yong-Seob;Lee, Hyeong Cheol;So, Keum-Hyun
    • Journal of Science Education
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    • v.38 no.1
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    • pp.120-132
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    • 2014
  • This research aimed at developing STEAM Program with the medium of films for scientific talents in elementary schools and examining its influence on the problem solving ability, creative personality, and scientific attitude. The results were as follows: First, the STEAM program using movies was proved to be effective in forming creative personality, and a significant difference was found especially in the areas of patience/obsession, self conviction, sense of humor, curiosity, imagination, openness, adventurous spirit, and spirit of independence(p<.05). Second, the STEAM program using movies was found to be a successful way to improve their problem solving ability, and in particular, the difference was significant in the areas of planning an experiment and creative problem solving ability(p<.05). Third, the program was also found to be effective for the enhancement in their scientific attitude, and the difference, particularly in the areas of curiosity, openness, criticism, cooperation, spontaneity, patience, creativity and scientific attitude, was significant(p<.05). The study results above indicated that the STEAM program using movies was an efficacious way in forming creative personality, and enhancing creative problem solving ability and scientific attitude.

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Development of "Movie Production Project" Science-Arts Convergence STEAM Program and its Effects on Elementary School Students' Career Orientation of Science, Career Awareness and Creative Personality ("영화공작소" 과학·예술 융합형 융합인재교육(STEAM) 프로그램 개발 및 초등학생의 과학 진로지향도, 진로인식 및 창의적 성향에 미치는 영향)

  • Yoo, Mi Hyun;Park, Gi-Su;Chang, Woo Jin;Suk, Hae Jung;Kim, Sunghwan;Park, Mun Sook;Lee, Jina;Lee, Chong-Sup;Jin, Suk Hee;Yu, Hwasoo;Jung, Hyunji;Choi, Jung Jin;Kang, Yun Hee
    • Journal of Science Education
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    • v.40 no.1
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    • pp.31-51
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    • 2016
  • The purpose of this study was to develop "Movie Production Project" Science-Arts convergence STEAM program for elementary students and investigate the effects of the program on career orientation of science, career awareness and creative personality. Participants were 82 elementary school students. The results of this study were as follows: First, experimental group's total score of career orientation of science was significantly higher than that of comparative group. Among sub-areas, science learning preference, science career preference and perception on science career worth were significantly different between two groups. Experimental group's scores were significantly higher than those of comparative group. Second, experimental group's career awareness total score was significantly higher than that of comparative group including all sub-areas. Third, experimental group's creative personality total score was significantly higher than that of comparative group including 2 sub-areas, independence, openness. Finally, experimental group student's perception on the program showed that it was interesting, a little easy and they hoped to study again.

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A Study On the Narrative of VR Disaster and Safety Education Introduced by Disaster Film Narrative (가상현실(VR) 재난안전교육에서 재난영화 내러티브 도입 연구)

  • Kang, Nae Young
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.561-568
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    • 2022
  • The purpose of this study is to explore the narrative of VR disaster and safety Education introduced by disaster film narrative. VR(Virtual Reality) is be suitable technology for disaster and safety Education due to media characteristics as 'immersion', 'presence', 'interactivity', 'pleasure'. Disaster film narrative is able to be worth VR disaster and safety education as a variety of stories and educational effect. For this study, examine a theoretical study and a visiting research of 'Busan 119 Safety & Experience Center'. This study concludes that Firstly need to introduce catharsis effect, Secondly, build 'interactive narratives' that ensure active participation of users, Thirdly, introduce an 'adventure game' narrative element, Fourthly, introduce a hero-shaped narrative in which the user becomes a one-man hero, And lastly, need education as use user's multiple access and group experience learning. Therefore, This thesis is of academic value in that it suggest a desirable new direction of narrative in VR disaster and safety education.