• Title/Summary/Keyword: 영화활용교육

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A Study on the Effect of Pro-Environmental Consumers on Environmental Education Utilizing Value-Attitude-Behavior Model (가치-태도-행동모델(VAB)을 활용한 친환경 소비자의 환경교육의 조절효과 연구)

  • Hwang, Youn-Sung;Seo, Yong-Mo
    • Journal of the Korea Convergence Society
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    • v.8 no.7
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    • pp.273-282
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    • 2017
  • This empirical study is to verify the moderating effects of environmental education on pro-environmental consumers. For this purpose, we used Value-Attitude-Behaviro Model(VAB). In addition, as an environmental education method, the environmental education method using 7 environmental movies by the multimedia with excellent learning effect in order to increase the interest and educational commitment of the learners was utilized. A total of 116 subjects were divided into experimental group and control group, and the experiment was designed based on Pretest-Posttest Control Group Design to grasp the effect of environmental education after conducting environmental education to the experiment group. The results of the analysis showed that environmental education had no effect on environmental values but it had a positive effect on improving the attitude and the pro-environmental behavior. This study proved that the sustainable environmental education could form pro-environmental behavior, even though the environmental sense of values had not been formed in adolescence, and furthermore, the earlier researches had been mainly focused on the effect of the environmental education for the adolescent.

Liberal Education for Engineers and the Case of Edison (에디슨의 사례를 통한 공학소양교육의 탐색)

  • Song, Sung-Soo
    • Journal of Engineering Education Research
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    • v.13 no.1
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    • pp.17-22
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    • 2010
  • This paper examines major activities of Thomas Edison as an example to liberal education for engineers using researches in the history of technology. Edison, as a system builder, developed almost everything necessary to use electric light in the aspects of technology and management. On the contrary, Edison took a conservative stance to new alternating current technology in the case of current war. Edison developed phonograph and motion pictures but didn't understand the meaning of mass culture grown up based on his inventions. This study not only provides an illustrative content to the liberal education for engineers, but also helps to grope for the dynamic character of technological innovation and the desirable features of engineers.

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A Study on The Adoption of Drama for Improving Early Childhood Teacher's Artistic Competence (유아교사의 예술적 역량 함양을 위한 교육연극 활용에 관한 고찰)

  • Kim, Ji-Youn;Kim, Su-youn
    • (The) Research of the performance art and culture
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    • no.41
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    • pp.69-92
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    • 2020
  • This study describes the impact of early childhood teacher's artistic competence on art education pedagogy and improved curriculum design. Furthermore, the effect of drama as a way of improving early childhood teacher's artistic competence is explained. Many researchers have mentioned that early childhood is a period of sensitivity and potential. Therefore, it will be helpful if children meet a teacher who understands them and inspires their innate artistic sense at a level of their eyes. It explained which aspect of artistic competence should be focused for the teacher training education. There are many approaches to develop early childhood teachers' artistic competence. Adopting drama is one of them. The strong points of drama to improve their artistic competence are as follows. Firstly, human's movement and voice are the main artistic channel in drama. What we are doing in daily life is found are drama world. It means if early childhood teachers experience drama activity, they will feel more comfortable and intimate with it. In addition, early childhood teachers tend to be familiar with dramatic play, so they can more easily access to drama world. Secondly, drama will be helpful to understand different feelings and to broaden and deepen understandings of others' standpoints. For early childhood teachers, drama activity will be helpful to understand how dramatic art form works and to lead children's play in diversified and sincere way. In addition, drama activity will be useful to build horizontal and democratic relationships between children and the teacher. It is one of the main emphases of 2019 revised Nori national curriculum. To sum up, drama will be a excellent method to develop artistic competence for early childhood teachers. Thus, it is expected that They have more opportunities to experience drama as an art form.

The Effect of Film as the Virtual Context on Logical Thinking of Engineering Students (영화 활용 수업이 공과대학 학생의 논리적 사고력에 미치는 영향)

  • Lee, Hyunjeong
    • Journal of Engineering Education Research
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    • v.16 no.6
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    • pp.3-10
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    • 2013
  • The purpose of this study is to design the instructional model to develop logical thinking competency of engineering students and to investigate the effect of the model. The instructional model is composed of the virtual context (films were provided), problem solving, feedback, another problem solving with different perspectives, feedback. The process is looped. The results showed statistically significant improvements between pre- and post-test. The first standardized test of critical thinking showed the improvement from pre-test to post-test (d=0.646). The second test of logical thinking showed the improvement from pre-test to mid-term test (d=0.753) and improvement from mid-term to post-test (d=1.529).

An Analysis on Instructional Strategies of Engineering Classes (공학 수업 동영상 분석을 통한 교수전략 활용 실태)

  • Shin, Younghwa;Kim, Dongik;Hong, Kyungsun
    • Journal of Engineering Education Research
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    • v.15 no.6
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    • pp.9-18
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    • 2012
  • The purposes of this article are to analyze the conditions of using instructional strategies and using gender sensitive instructional strategies at engineering classes of K University. Qualitative analysis methods were adapted. To achieve the purposes, 35 hours of engineering classes from 11 professors from 9th to 20th of November 2009 were videotaped and analyzed. The research findings were discussed by the checklists for general and gender sensitive the instructional strategies which were recommended for the managing the better classes. Students are influenced by professors not only knowledge and skills but also values and attitudes. Professors who take gender sensitive instructional strategies are expected to give good influence the women students.

A Research on the Education Model of a 'Critical Thinking and Debate' Course for Engineering Students - Using the Film Ex Machina (공학도를 위한 '비판적 사고와 토론' 수업 모델 연구 - 영화 <엑스 마키나>를 활용하여)

  • Hwang, Youngmee
    • Journal of Engineering Education Research
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    • v.23 no.3
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    • pp.41-48
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    • 2020
  • In light of the 4th industrial revolution, this research identifies critical thinking education as the key component of cultivating a new pool of integrative talents. It seeks to find ways to incorporate artificial intelligence, one of the biggest upcoming innovations, into critical thinking education. This paper aims to propose an education model that raises awareness on related issues of AI and set a healthy direction for its development through debates on topics raised by the film, Ex Machina, which depicts the dangerous implications of AI technology.

A Study on Korean Monster Characters for Korea Myth (한국신화를 이용한 한국형 몬스터 캐릭터 개발 연구)

  • Kim, Jae-Heon;Kim, Chee-Yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.05a
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    • pp.328-331
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    • 2010
  • The ratio of roles, involving characters created by 2D or 3D Graphic Technology, has risen within games, recent animations, movies and the educational sector. However, the "monster character" appears mainly in "Shanghai Ching" and Greek and Roman mythology. To receive worldwide accolade, it is time that we should use our games, movies and animations to present the history and spirit of Korea. I researched Korean myths so as to understand the characteristics a "Korean monster" would need to portray. This also allowed me to visualise the monster and realize the necessary manufacturing processes involved.

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The Study on Korean Culture Education through The Musical (뮤지컬 <스웨그 에이지: 외쳐, 조선!>을 활용한 한국어 문화 교육 방안 연구)

  • Kang, Joo-Young
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.7
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    • pp.71-86
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    • 2021
  • The purpose of this study is to reveal the significance of musicals and find a way to utilize them in Korean language culture classes for foreigners. Korean language education aims to improve communication skills, and cultural education is necessary to help students understand not only the language but also the social background and context of the language. Accordingly, the author of this study has put together a lesson plan for Korean culture incorporating musicals, a topic that has been heretofore disregarded in Korean language education. Musicals are an appealing art medium for Korean language learners, as they provide striking visuals centered around distinct narrative structures and music. The musical "Swag Age: Shout out Joseon!," which this study focuses on, provides particularly suitable content, as it deals with social issues that are relevant even in contemporary Korean society and includes sijo (poetry), which can be used to teach traditional Korean literature. Based on the above characteristics, the author of this study outlines a Korean culture lesson plan teaching sijo through the musical "Swag Age: Shout out Joseon!" The class will be for learners of intermediate level and above, and consists of 4 sessions: 1) Understanding the overall plot of the musical, 2) Learning about Korean sijo, 3) Writing sijo based on your own life, and 4) Presenting your own sijo. This culture class is significant in that it goes beyond simply learning about sijo and enables students to internalize the meaning of and actively enjoy sijo by writing their own versions. In addition, it is expected to be a compelling class that, on top of its educational value, introduces and allows students to experience a wider range of Korean popular culture by adding the musical genre to the common repertoire of movies, dramas, plays, and pop songs often covered in Korean culture classes.

Survey and Analysis on Computer Using Ability of Early Childhood for Developing Educational Software (교육용 소프트웨어 개발을 위한 영유아 컴퓨터 활용 능력에 대한 실태조사 분석)

  • Choung, Hye-Myoung;Song, Joo-Seung
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.10
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    • pp.209-220
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    • 2010
  • In this study, a survey was carried out to investigate status of children's computer use and their ability by gender and age. The objects of the survey were kids at a day care center in Gimpo where students of the early childhood education department of K university had practical training for a month. 378 questionnaire were collected excepting those with insincere or inconsistent responses, and among them, According to the results of this study, girls use computers more often than boys for educational purposes such as learning how to read and write Korean language and numbers and foreign languages, and also learning music and arts. On the other hand, boys use computers more often than girls for entertainment like cartoon movies and games. In terms of computer using ability such as understanding instructions, manipulation of functions, drawing pictures, chatting and e-mail, internet shopping, homepage making, girls have higher ability than boys while boys are significantly superior to girls in the ability to play computer games. The analytical results show that application programs of the childhood education is desirable for boys to use for the sake of arousing the interest and for the game and for girls to use at the part of music and arts. According to ages, for 1-2 years children, they needs the AP with a delicate person having the computer knowledge, for 3-4 years children, they need AP with some little help, for 6-7 years, they need the AP to do themselves according to sex and age.

A Study of Korean Short Animation Films in 1960s - On Animation from Culture Movies of the National Film Production Center of Korea (1960년대 한국단편애니메이션 연구 - 국립영화제작소 문화영화 중 애니메이션에 관하여)

  • Kim, Jong-Ok
    • Cartoon and Animation Studies
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    • s.40
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    • pp.1-31
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    • 2015
  • The Korean animation that has relatively short history compared to the Western Europe and Japan's animation started out from the non-commercial short-piece animation produced as part of advertisement animation and culture movie in the later part of 1950s. In 1960s, the culture movie animation reflecting for the Movie Act and cultural policies has hardly been mentioned in the history of Korean animation, but they are the precious cultural work produced prior to the theatrical long-piece animation. In particular, compared to the 15-second short CF animation, the short-piece animations are ranging for 4 minutes to 10 minutes as the work pieces with the historic value to measure the level of the Korean animation at that time. in 1960s, approximately 20 short-piece animation works were produced and they contained the educational contents to enlighten general public in the process of modernization policy. Those short-piece animations produced in cultural movie at the National Film Production Center of Korea had been produced not only in cell-facilitating cartoon animation, but also in paper animation and puppet animation. In this background, this thesis takes a close look to the short-piece animation works produced in the National Film Production Center of Korea in 1960s. While there was almost no studies of early short-piece animation other than CF works, it is meaningful to discover and analyze the works, and, Director Park Young-il, Director Han Sung-hak, Director Jung Do-bin, Director Shin Dong-hyun, Director Nelson Shin and others participated in the creative work process have worked as the animation directors for theater that the analysis on the works would be considered as important fundamental studies to understand the Korean animation. Under this thesis, it is intended to study the historic implication and formative characteristics around some 10 work pieces to affirm participating personnel, including directors, for the short-piece animation created by the National Film Production Center of Korea as well as the situation of time to launch the National Film Production Center of Korea in 1960s. Through this effort, it is intended to come up with the starting point to process enriched researches on non-commercial short-piece animation as well as contemplation on the Korean animation history that have been neglected in the study of the Korean animation history through such effort.