• Title/Summary/Keyword: Animation for children

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Effect-Evaluation of Nutritional Education Program Using Internet for School Children (아동을 대상으로 한 인터넷 영양교육 프로그램의 효과분석)

  • 허은실;이경혜
    • Journal of Nutrition and Health
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    • v.36 no.5
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    • pp.500-507
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    • 2003
  • This study was carried out to evaluate the effects on elementary school children of Internet-based nutrition education programs. The subjects consisted of 80 boys and girls (book-loaming group : 42, Internet-based teaming group : 38) in the 5th grade of elementary school. The results were as follows : The evaluation of Internet-based education programs by Internet-teaming group showed above average in all domains. As the favorite and wholesome menu chose‘nutrition kingdom’(52.6%) made of animation. The educational effect of this program was evaluated by comparing the methods of the Internet-learning group with those of the book-learning group. For effect-evaluation were measured the degree of nutrition knowledge and diversity score of dietary intake from before and after education. Before undertaking the program, there was no significant difference between the two groups in terms of their nutrition knowledge. However, the nutrition knowledge of the Internet-based teaming group after the program had increased significantly (p < 0.01) compared to the book-learning group. There was no significant difference between the two groups in terms of the diversity of dietary intake before the start of the program, but upon its completion, the Internet-based learning group showed a significant increase compared to the book-loaming group (p < 0.05). This suggests that Internet-based educational programs could be effective in drawing the interest and boosting the concentration levels of schoolchildren. In conclusion, Internet-based nutrition education shows the potential to be an effective alternative education method. (Korean J Nutrition 36(5): 500∼507, 2003)

An Implementaion of Mobile e-storytelling Application for Creativity Development using Character Sticker Function (캐릭터스티커 기능을 활용한 창의력 증진용 모바일 e-동화 웹앱 구현)

  • Cho, Hee-Jung;Ahn, Da-Bin;Kim, Mung-Won;Park, Hwa-Jin
    • Journal of Digital Contents Society
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    • v.13 no.4
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    • pp.617-624
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    • 2012
  • The purpose of this paper is to plan and implement e-storytelling for improving children's creativity, which consists of e-storytelling, thinking questions, and character sticker canvas. Especially It makes children draw paintings feel easier by character sticker. This webapp shows the flash animation e-storytelling and gives the question to answer by painting with a fertile imagination on the canvas as transforming the character sticker. A user can input the title of painting and store it when finish the drawing. This is an educational tool which makes educatees think more and express their ideas through questions. Therefore, we can check how much children's imagination is changed and diversed by the stored paintings.

3D Network Game Development for Education and Publicity of Resource Recycling Study on Contents Technology (자원재활용 교육홍보를 위한 3D 네트워크 게임 개발)

  • Oh Seung-Taek;Jun Byung-Hwan
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.407-411
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    • 2005
  • In this research, we develop 3D online racing game to aid the comprehension about resource recycling, in the way of provoking children's interest and satisfying scientific curiosity, using 3D graphic editor and DirectX programming tool. This game is developed for children to experience the collection and classification procedure of recycling resources by only taking part in a game naturally, and to learn recycling-process contents produced using animation technique. Especially, we make this game to utilize it as an educational and public medium at home and abroad, and to interchange with foreign institutes, by offering korean version as well as english version. As a result, this game can be used as educational contents about resource recycling, because it is developed in the style that children can enjoy it directly.

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A Study of Children's Edutainment Contents Design Based on Multiple Intellegence Theory (다중지능이론에 입각한 아동용 에듀테인먼트 콘텐츠 설계 연구)

  • Choi, Hyuck Jai
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.7 no.4
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    • pp.89-99
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    • 2011
  • Digital edutainment games and educational content to the concept of combining learning and to draw conclusions that can be varied and fun learning program. Yet effective design. There's a lot of discussion about the systematic and scientific research, explore the difficult, but so is the growing field of endless possibility. Merely a linguistic capabilities of human intelligence and mathematical ability were measured primarily on issues raised in the traditional intelligence tests, and emerged a variety of multiple intelligences theory of human intelligence classified into 8 types and characteristics of each intelligence activities and guidelines for faculty are presented. These lessons are based on multiple intelligences theory professor activities through the design study for students to form learning activities to meet effectively and systematically conducted classes, and student-specific classes can be designed. In this study, multiple intelligences theory, based on children's edutainment content by linguistic intelligence, and intrapersonal intelligence body-kinestic intelligent and can learn by linking to content that was designed. Children interested in animation and gaming content through the feeling that you can become stiff in Korean alphabet education to solve the quests were designed to be a natural puleonagal.

Influence of creative activities using multimedia materials of children's songs to personality in elementary school (동요방송을 활용한 창의적 활동이 초등학생의 인성에 미치는 영향)

  • Huh, Jeung-Kyeung
    • Journal of Digital Convergence
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    • v.17 no.3
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    • pp.55-61
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    • 2019
  • Multimedia materials were developed to creative children's songs to elementary schoolers so as to improve favorable personality. To this end, we selected elementary school students to select appropriate songs for the cultivation of humanity, and produced multimedia including various image materials such as animation, documentary, chorus, dance performances, and interviews. Above all, we have created a teaching - learning process and presented the program so that teachers can easily guide students to agitation. As a result, the change of personality of elementary school students was positively shown through sway broadcasting, and I tried to give practical examples of practical application for cultivation of creativity and personality that should be emphasized at elementary school.

Utilization Status of Internet and Dietary Information of School Children in Gyeonenam and Jeonbuk Areas (경남과 전북지역 초등학교 고학년생의 인터넷 및 식생활정보 이용실태)

  • 허은실;이경혜
    • Korean Journal of Community Nutrition
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    • v.8 no.1
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    • pp.15-25
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    • 2003
  • This study was carried out to investigate the utilization status of internet and dietary information by gender (boys : 442, girls : 461) in school children (total 903). The results were summarized as follows. The most of children used internet regularly (98.1%) and major purpose of using were mentioned as 'game (39.0%)' and 'social intercourse (49.5%)'. The duration of internet use was '< 2hours (80.9%)' They used internet mainly at 'home (88.8%)', and favorite search engines were 'Yahoo (54.2%)' and 'Daum (31.1%)'. The searching experience on dietary information was from only 35.6% of subjects mainly 'for homework (39.6%)' and 'for health (36.9%)'. The satisfaction degree of searched information was 'high (79.5%)'. Dissatisfactory reasons of internet site for dietary information were pointed out to be 'bring little interest (28.9)', 'difficult contents (19.2%)', and 'poor Information (18.2%)'. Only fifteen % of subjects had experience of nutrition counseling using internet, and purpose of counseling was mainly 'for homework (51.4%)' and 'for health problem (24.3%)'. The problems for nutritional counseling site were pointed out to be 'difficult answer content (31.7%)', 'insincere answer (28.6%)'and 'poor answer content (25.4%)'. They acquire information of nutrition and health management mainly through 'internet (43.7%)'. 'Growth and nutrition (28.3%)', 'improvement in studying ability (13.8%)', 'right weight control (13.3%)' and 'cooking (12.8%)'were most frequently asked information, They had a preference for 'game (40.5%)', 'animation (29.9%)' and 'quiz (18.1%)'as loaming method tools. The favorite site color was 'green (51.3%)'The results of this study showed that although the internet use was very high, they used internet to search dietary information very seldom. Therefore, the information donor should find out what is the optimal tool, what kind of dietary information was needed for school children.

Analysis on the Sexual Expression in related to Children's Social Development (<만화로 보는 그리스 로마 신화> 속 아동의 사회학습과 연관된 만화의 윤리적 표현 분석)

  • Park, Keong-Cheol;Jung, Sun-Jin;Jeong, Sun-Mee
    • Cartoon and Animation Studies
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    • s.30
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    • pp.113-137
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    • 2013
  • The accessibility and effect of cartoon on children are very significant. Since cartoon is a medium of conveying information through text and pictures, it has a characteristic of being easily approached by children than any other medium. Its accessibility to children is inevitably more exceptional than any other medium in the sense that it is a method of not only telling or reading stories but also showing stories. The main audience of is children. It has a characteristic of being easily accepted by children since it's mythology seen in cartoon than read in text. However, gods conducts are full of unethical expressions. Sexual expressions of intermarriages between mother and son, between brother and sister and between uncle and niece, as well as extramarital intercourse are very unethical that could have negative effects on children. This study analyzed the unethical expressions of gods that could have negative effects on children at current point in time. Zeus was often unfaithful to his wife with many stories about the children of Zeus that were created from extramarital intercourse. Standard of value on rational decision has been established for adult readers, but children can readily accept things since they lack their own rational decision on what's right and wrong. As an alternative to children's uncritical observatory study, there is a need for author's intervention to help children form desirable values. The purpose of this study is to analyze the sexual expressions of Zeus and gods in that could affect children's social study.

Design of Edutainment Contents Using Motion Recognition for Enhancing Sociability and Visual Perception of Children (유아의 시지각 및 사회성 향상을 위한 동작 인식 기반 에듀테인먼트 콘텐츠 개발)

  • Park, Yoon;Yang, Janghoon
    • The Journal of the Korea Contents Association
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    • v.15 no.7
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    • pp.170-180
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    • 2015
  • With progress in emerging new media technology and associated device, there is growing interest in a new type of contents in the filed of children education. In this research, we developed a edutainment content for enhancing sociability and visual perception of children exploiting kinect. Recreating what is visually perceived with physical movement is adopted to develop visual perception. It is also designed such that one's sociability can be enhanced through experiencing natural physical contact and collaboration while interacting with the developed content. The prototype of the content was created through development of character to boost interest, a short animation for storytelling, and interactive programming. In the second pilot test which was done with the content improved through the first pilot test, it was observed that children easily played with it and actively participated in experiencing it. From this observation, it is expected that the developed content may work as a promising edutainment content which fosters children to enhance visual perception and sociability through natural interaction.

Analysis of IPTV VOD Usage Behavior of 2 to 7 Years Old Children and Mother's Perceptions about Their Child's Usage (2-7세 영유아 자녀의 IPTV 동영상 시청 행태와 이용에 대한 어머니의 인식)

  • Hwang, Junghye;Park, Inwoo
    • Journal of The Korean Association of Information Education
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    • v.19 no.4
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    • pp.419-430
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    • 2015
  • This paper provides a database about the IPTV VOD usage behavior of children as well as mother's perception at home. We analyzed the correlation of mother's background with IPTV VOD using time of children through a survey. We analyzed how does the mother's background influences usage time of IPTV VOD for children through a survey. The survey was conducted by 500 mothers who have two to seven years old children with IPTV users in Korea. Compilation of the data reveals that 1) 36.6% of the children have watched IPTV VOD for the first time at two years old, 93.4% have encountered by family members among them. 40.8% of users have played IPTV VOD for children four days a week and the main genre was the animation. 2) The main reason for watching VOD was by the needs of their children, but the 66% of mothers concern for an excessive level of watching. 3) educational background of mother and monthly house income were significantly correlated with the usage time of IPTV VOD for children.

The story structure characteristic of the "Shinbi Apartment" animation and meaning of contents of the traditional ghost story (애니메이션 <신비아파트: 고스트볼의 비밀>의 구성적 특징과 전통귀신담의 콘텐츠화의 의미)

  • Song, So-ra
    • Journal of Korean Classical Literature and Education
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    • no.39
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    • pp.137-180
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    • 2018
  • This article examines the constitutional characteristics of the works in the "Shinbi Apartment" (Mysterious Apartment) series produced by Tooniverse, a domestic animation channel, and considers the meaning of the contents of the ghoststory (鬼神談). The "Shinbi Apartment" series is a horror animation for children. It was produced for the first time in Korea and recorded high ratings. Additionally, it is different from Japanese horror animations that were dubbed and broadcast in Korea in terms of composition and narrative direction, and it succeeds in the form and direction of the traditional Korean ghost story. "Shinbi Apartment - The Secret of Ghost Ball" enriches narrative stories by embracing the structure of the "female ghost story" in traditional ghost stories while following the form of ghosts that suddenly pop up in the daily routines of contemporary ghost stories. The ghost's shape, which has a bizarre and unpredictable aspect, embodies the ghost as the object of fear that modern horror stories intend. However, it does not stop there, but puts the attention on the hero who focuses on the emerging ghost and listens and communicates with it, placing the emphasis of the story on communication, understanding, forgiveness, and reconciliation. The structure and contents of the unique story of "The Secret of Ghost Ball" contribute to the transformation of the ghost into a subject of friendliness and entertainment, not merely as one of shock, fear, and anxiety. Additionally, as the concept of "child" is being created, the custom of modernity, which deals with the story of ghosts in the dimension of teaching and edification, is also manifested in "The Secret of Ghost Ball." In other words, through the figure of the devil, it is to continue the lesson of the story by revealing the adventure, the courage necessary for the "child," and the boundaries for substance and appearance. The "Shinbi Apartment" series has also contributed to the success of ghosts as commercial contents. The structure of the story and its characters have been actively used as educational tools and toys for children. It can be said that ghost culture contributed to this popularization by establishing a base for enjoying ghosts for amusement and entertainment.