• Title/Summary/Keyword: Arts Education Medium

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An Analysis on the Use of Illustrations of the 'Unit of Living with Animals' of the Elementary Practical Arts Textbooks (실과 교과서 기술의 세계 영역 '동물과 함께하는 생활' 단원의 화보처리방식 분석)

  • Bak, Hyoung-Seo
    • Journal of Fisheries and Marine Sciences Education
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    • v.23 no.4
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    • pp.549-567
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    • 2011
  • The purpose of this study was to analyze and to compare the use of illustrations of the elementary practical arts textbooks and to make suggestions for an improvement of the use of illustrations in elementary practical arts textbooks. It is expected that the results of this study can be used by textbook developers, publishers, and teachers in their efforts to improve the quality of elementary practical arts textbooks. For the study, 'Units of Raising Animals' in the sixth grade practical arts textbooks in Korea was selected and analyzed according to the three criteria: kinds of illustrations, sizes of illustrations and purposes of illustrations. In this study, the following facts were found. First, 2007 revised practical arts textbooks have about 5.2 illustrations per page whereas 7th practical arts ones have 4.2. Second, even though 2007 revised practical arts textbooks are highly dependent on photographs, kinds of illustrations of 2007 revised practical arts textbooks have more ratio of pictures, cartoons and diagrams than the ones in the 7th practical arts textbooks. Third, sizes of illustrations of the 2007 revised practical arts textbooks are ordered in small, medium, large size illustrations and there was an increase in medium sized illustrations. Lastly, the purpose of the illustrations from the 2007 revised practical arts textbooks are on the decrease the supply of learning materials but there was an increase in the learning motive induction and guidance for experiment.

A Study on the Metaverse as an Arts Educational Medium - Focusing on ifland of the SKT Metaverse Platform (예술교육 매체로서 메타버스 사례 연구 - SK텔레콤 ifland를 중심으로)

  • KIM, JOY
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.391-396
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    • 2021
  • The purpose of this study is to study the possibilities and limitations of arts education by utilizing SKT's ifland metaverse Platform for arts majors. To summarize the performance of the study, it is as follows. The subjects of the study were 50 students(25 experimental group, 25 control group) in Performing Arts, Entertainment and Music department of D University located at Gyeonggi, Korea. As a result of analyzing the difference between the pre-test and the post-test between the experimental group and the control group, it was found that there was a statistically significant effect on the effectiveness of the arts education method using the metaverse of the control group. It is hoped that the results of this study will be a case study that cannot be overlooked in the development of the today's arts educational medium as well as the virtual world in the field of arts and in cultural technology research, arts education is no longer a latecomer, but a leading pioneer and main agent, and I hope that it will become a new perspective for various studies connected with industry like the WAVE.

Visual Media Education in Visual Arts Education (미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구)

  • Park Ji-Sook
    • Journal of Science of Art and Design
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    • v.7
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    • pp.64-104
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    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

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Art based STEAM Education Program using EPL (EPL을 활용한 예술 중심의 STEAM 교육 프로그램)

  • Jeon, SeongKyun;Lee, YoungJun
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.4
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    • pp.149-158
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    • 2014
  • The rapidly changing 21st-century knowledge and information society is emphasizing converged education that crosses various academic fields. In particular, the society expected the cultivation of the talent who balance scientific creativity and artistic sensitivity by adding arts to the existing converged education revolving around science and technology. However, at present, most STEAM education has been actively conducted with a focus on science and technology, whereas the subject of arts has been regarded or utilized as a supplementary means. Its problem is that the educational characteristics and values of art education have not been effectively utilized in educational terms and this could lead to superficial integrated education. In this respect, this study had the knowledge of various fields, such as science, technology, and mathematics, utilized usefully during the process of experiencing and creating arts. Accordingly, this study designed an education programs as with the case of Nam-Jun Baek who expanded the dominion of arts by creatively utilizing his own time's scientific technologies. In this educational process, the target program was developed in a manner that enables EPL to be utilized essentially as the study's knowledge-based tool and medium. The results of applying this educational program in 5th-grade elementary school students showed that the program has positive effects on the creative attributes of the students.

Students' Self-Regulated Learning Strategies in Traditional and Non-Traditional Classroom: A Comparative Study

  • Davaanyam, Tumenbayar;Tserendorj, Navchaa
    • Research in Mathematical Education
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    • v.19 no.1
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    • pp.81-88
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    • 2015
  • This study used a posttest control group design and to find out differences between students' self-regulated learning strategies in traditional and non-traditional classroom. To this end, 131 first year university students within the experimental and control groups took part in the study. While ICT-based approach was used as the main medium of instruction in the experimental group, in the control group the paper-based traditional method was used. A survey adapted from Davaanyam [Davaanyam, T. (2013). The structural relationships among Mongolian students' attitudes toward mathematics, motivational beliefs, self-regulated learning strategies, and mathematics achievement. Ph. D. Dissertation. Jeonju, Jeonbuk, Korea: Chonbuk National Unversity.] was used to gather the data. The results of the study indicated a significant difference between the control and experimental groups in regard with their self-regulated learning. That is to say, the experimental group taught through ICT tools acquired higher levels of self-regulation as compared with the control group instructed through the traditional teaching method.

Is It an 'Educational' Activity?: The Case of a High School Biology Laboratory Class

  • Han, Soo-Youn
    • Journal of The Korean Association For Science Education
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    • v.26 no.5
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    • pp.660-673
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    • 2006
  • There have been many attempts to determine the value and the role of school laboratory experiment, but it seems hard to find consensus among these attempts from the perspective of education. This difficulty seems mainly due to disagreement on the concept of education, which has caused an instrumental attitude considering the school laboratory only as a means of developing science or pursuing various functions of school. However, the Endogenous Theory of Education (ETE), which claims education as 'a form of life', has recently paved the way for laboratory experiment to be justified as an opportunity of 'educooperation' allowing students to experience the intrinsic values of education in the medium of science. According to this theory, it is not the detailed practicals but the whole context where the laboratory activity is situated that matters in revealing the inherent educational phenomena. Through this new perspective, I observed two biology laboratory classes in a high school and analyzed the pattern of teacher-student and student-student interactions. Some meaningful educooperation was found in students' chattering, which has been traditionally considered as merely noise in the classroom, rather than in teacher-student interactions. This study discusses the reasons for these findings in detail and culminates in suggesting ways for accentuating the educational aspect of school laboratory activity.

A Study on the Analysis of the Vision Achievement and Social Status of the ABEEK (한국공학교육인증원의 2020 비전 달성도 및 사회적 위상 분석)

  • Han, Jiyoung
    • Journal of Engineering Education Research
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    • v.27 no.2
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    • pp.3-12
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    • 2024
  • The purpose of this study was to evaluate how well the 2020 vision presented by the Accreditation Board for Engineering Education of Korea(ABEEK) had been achieved, and to objectively examine the social status. It was very necessary for the development of engineering education in Korea to provide room for improvement by diagnosing how well the ABEEK, one of the major engineering education communities, was achieving its own vision. In order to achieve the objectives of the study, research methods such as literature review, survey research, and expert advisory committee were used. To evaluate the level of achievement of the Vision 2020 of the ABEEK, the analysis was based on the response results of 61 people who had experience as a member of the steering committe. In addition, the vision and mission of the 23 countries that are currently signatory members of the Washington Accord were surveyed, and the social responsibility and financial independence of the 20 countries that joined the signatory member countries before 2020 were compared with each other. As a result of the analysis, the item of securing international equivalence in engineering education received the most positive evaluation, and the social compensation efforts for accreditied graduates received the least evaluation. The ABEEK was evaluated as having a medium level of social responsibility and a low level of financial independence. Based on the results of this research, we proposed ways the ABEEK to contribute to the improvement of Korean engineering education.

Design Research of Hue and Tone Color System for Efficient Sensual Color Education (효율적인 감성색채교육을 위한 휴 앤드 톤 컬러 시스템의 설계 연구)

  • Lee, Kyunghee
    • Journal of Fashion Business
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    • v.23 no.2
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    • pp.62-76
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    • 2019
  • The importance of color is increasing in modern life and we call such present age that is 'color age'. These day that all areas of life are being getting fashionize, ordinary people as well as design specialist are required of culture and knowledge about color. Color design education is important curriculum at liberal arts course and in special design trainning course. Color expresses by hue, value and chroma in Munsell color system. But design spot is using mainly hue and tone color system. Therefore it is very important that educate tone concept in color design education. When think influence that increase of color, we must develop hue and tone color system in suitable for color design education. This research designed usable 'Hue and Tone 313 Colot System' for efficeint sensual color education. Also I designed 313 color papers with attached the Munsell notation which could reappear the spare color paper when needed. The 10 hues classification of this system are Red, Yellow Red, Yellow, Green Yellow, Green, Blue Green, Blue, Purple Blue, Purple, Red Purple. The 19 tones classification of this system are vivid, light, standard, deep, pale, soft, dull, dark, very pale, light grayish, medium grayish, dark grayish, very dark, off White, off Pale, off Light Gray, off Medium Gray, off Dark Gray, off Black. The special colors of this system are gold, silver and copper.

The Dilemma of Language in Education Policies in Ghana and Tanzania

  • Dzahene-Quarshie, Josephine;Moshi, Lioba
    • Cross-Cultural Studies
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    • v.36
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    • pp.149-173
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    • 2014
  • This paper examines language policies of Ghana and Tanzania (former British Colonies) since independence. The view that language use in education is a problem for African countries is evident in the ever changing language in education policies in many African countries. Because of the inevitable multilingual situation in many African countries, there are unavoidable challenges in their quest to adopt a language policy that works for the entire country since it is not practical to adopt all the languages spoken in the country as Media of Instruction. Ghana is not immune to this challenge and has fallen victim to this tendency to change the language in education policy from time to time in an attempt to adopt a satisfactory policy which would yield the intended results. Tanzania, however, is one of the few African countries that have found a sustainable language in education policy since independence. Nonetheless, it has its fair share of challenges as a consequence of the perceived competition between Kiswahili and English as official languages. The paper discusses the challenges that both Ghana and Tanzania face against the background of colonization. The paper also offers a discussion on possible future perspectives for the two countries.

Imagining through webtoon: Webtoon-focused convergence education project in middle school (웹툰으로 상상하기: 중학교 웹툰 중심의 융합교육 프로젝트)

  • Park, Yoo-shin;Yim, Se-hee;Jeong, Hyeon-Seon
    • Cartoon and Animation Studies
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    • s.45
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    • pp.451-477
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    • 2016
  • The changes in media environments have impacted on the ways in which knowledges are formed and transmitted and therefore the relevance of the traditional school subjects have been increasingly questioned. In this context, the discourses of the reformation of the 21st century schooling have focused on convergence education and media literacy education. Therefore, it is worth paying attention to the fact that the practices of transdisciplinary integrated curriculum focusing on digital media content are grown voluntarily in schools. This research is a case study of a convergence educational project that was initiated by a middle school teacher who designed and implemented a unique program of the transdisciplinary class of Korean focusing on reading webtoons with the linked program of a 'Book Club Activity' that was a part of 'Creative Experiential Activitites'. Based on the analysis of the documents, participatory observation of a main event and the interview with the teacher, this article discusses how the webtoon-focused convergence education project might have achieved meaningful connections between a subject-focused learning and a creative experiences-focused learning; between in and out of school learning spaces; between the real and imaginative worlds; and between the boundaries of the popular culture and the arts. The main finding of the research can be summarized as follows: Firstly, webtoon as the subject of the study can be an effective medium of transdisciplinary integrated curriculum. Secondly, the convergence project based on webtoons can create meaningful learning spaces in and out of school environments in terms of creating more learner-participatory learning culture as well as connecting students' everyday lives, popular arts and their learning about culture. Another important finding of this research is the rediscovery of the teacher's role in terms of mediating the voices of students as readers in the process of constructing and implementing the integrated curriculum.