• Title/Summary/Keyword: Cartoon education

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Current status and issues of motion drawing education for animation (애니메이션을 위한 모션드로잉 교육의 현황과 과제)

  • Lee, Jong Han;Park, Sung Won
    • Cartoon and Animation Studies
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    • s.35
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    • pp.129-153
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    • 2014
  • This study is a process of studying an alternative educational model and a preceding analysis process of the study where a teaching method considering the expertise of animation is applied with a perspective of effectively increasing the animation drawing ability. The animation field which is the image contents is a visual art that delivers the story through the movement of the subject, and when looking only at the education related to the drawing, the items required for expertise should be clarified and the development of a systematic curriculum and teaching method is required. Therefore in this study, it aims to review the necessity of education model development by analyzing the educational contents and domestic and foreign curriculums that corresponds to the categorization of motion drawing considered with expertise of animation. As a result, it will be used as a basis for planning the educational model of a subject in the category of motion drawing. This process corresponds to the analysis phase of ADDIE educational model development and in the future, as an attempt for integrated studies, will lead to a study of developing and applying the educational model based on the functions of brain and creative mechanism.

Improvement of Elementary English Digital Textbook Design (초등학교 3학년 영어 디지털 교과서의 디자인 연구)

  • Kim, Jung-Hee
    • Cartoon and Animation Studies
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    • s.32
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    • pp.383-409
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    • 2013
  • This research comes from the premise that a student-oriented English digital textbook's design should be age appropriate. Our study is intended for third-year elementary students, since that age is the onset of English education within the Korean national curriculum. Our proposal focuses on this age's need for concrete information. Three popular textbooks' designs were analyzed using Cress's "Grammar Flame of Visual Design [Cress 2006]," and the results reflected in our modified book design. Via two case studies, a focus group interview, questionnaire, and observation analysis, we learned that the design of an age-appropriate digital English textbook changes the effectiveness of the education. An age-appropriate modified digital English textbook improves student satisfaction and interest. Our research proposes a systematic textbook design guide for age-specific preferences and characteristics.

A Convergence Study for the Academic Systematization of Cartoon-animation (만화영상학의 학문적 체계화를 위한 융합적 연구)

  • Lim, Jae-Hwan
    • Cartoon and Animation Studies
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    • s.43
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    • pp.285-320
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    • 2016
  • Cartoons and Animation are convergent arts created with a composite application of language arts described in the form of literary texts and sounds, plastic arts visualized in the form of artistic paintings, and film arts produced in the form of moving pictures. An academic university major in cartoons and animation studies established in late 20th century however, did not satisfactorily meet the needs in academic research and development and the free expression of artistic creation was limited. In order to systematize the major in cartoons and animation studies, an convergent approach to establish and clarify following are in demand : the terms and definitions, the historical developments, the research areas and methods, the major education and related jobs and start-ups. New culture and arts industries including cartoons, animation, moving images, and games contents are not yet listed in the industries listing service jointly provided online by the portal site Naver.com and Hyung-Seol publishing company. Above all, cartoons and animation are inseparably related to each other that even if one uses the term separately and independently, the meaning may not be complete. So a new combined term "Animatoon" can be established for the major in cartoons and animation studies and also used for its degree with concentrations of cartoons, animation, moving images, games, and etc. In the Introduction, a new combined term Animatoon is defined and explained the use of this term as the name of the major and degree in cartoons and animation studies. In the body, first, the Historical Developments classified Animatoon in the ancient times, the medieval times, and the modern times and they are analyzed with the help of esthetics and arts using examples of mural frescos, animal painting, religion cartoons, caricatures, cartoons, satire cartoons, comics, animation, 2 or 3 dimensional webtoons, and K-toons. Second, the Research Areas of Animatoon reviewed the theories, genres, artworks, and artists and the Research Methods of Animatoon presented the curriculum that integrated the courses in humanities, science technologies, culture and arts, and etc. Third, the Major Education considered Animatoon education in children, young adults, students of the major and the Related Jobs and Start-Ups explored various jobs relating to personal creation of artwork and collective production of business-oriented artwork. In the Conclusion, the current challenges of Animatoon considered personalization of the artists, specialization of the contents, diversification of the types, and liberalization of the art creation. And the direction of improvement advocated Animatoon to be an academic field of study, to be an art, to be a culture, and to be an industry. The importance of cartoons and animation along with videos and games rose in the 21st century. In order for cartoons and animation to take a leading role, make efforts in studying Animatoon academically and also in developing Animatoon as good contents in the cultural industries.

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.

Study of English Edutainment Animation for Preschoolers (영.유아를 위한 영어 에듀테인먼트 애니메이션 고찰)

  • Kim, Han-Jae
    • Cartoon and Animation Studies
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    • s.24
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    • pp.107-133
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    • 2011
  • As importance of English has been getting more important with globalization, English education for preschoolers has drawn more attention from parents who were born in 1970's and 1980's. Demands for English education are very intense mainly because parent generation has experienced importance of English through own career and they have only one or two children, resulting parents' willingness to invest more on children's education. In order to response high demands for English education, Korean public education system has introduced more intense English education curriculum for younger children and put more weights on English education even for preschoolers. Even though there are numbers of studies to support effectiveness of English education for pre-school age children, adaption of English education for them without through preparation may cause unwanted results on children's learning experience. Hence, it is imperative to develop guideline for English education targeting pre-school age children based on through studies. The purpose of this paper is to justify English education for preschoolers based on various theories for language acquisition, research effectiveness of edutainment animation for English education, and provide basic guideline to develop edutainment animation in the future. To achieve this goal, this study visits how each theory emphasizes importance of language education in preschool age children and analyzes well-known edutainment animation titles by comparing them per characteristics. Furthermore, specifically from participation-inducing animation for education, each component, such as characters, story structure, & story telling methods, has been discussed. Based on the findings from this paper, basic guidelines to develop edutainment animation are developed by suggesting teaching tools for English education for preschoolers.

Case Study Analysis of Digital Education Design to Basic Concept Design Trend by Target of Education Needs in UK and Sweden (디지털 교육매체의 기초 컨셉디자인 동향 파악을 위한 선진국 사례 분석 - 영국과 스웨덴의 사용자 니즈를 중심으로 -)

  • Kim, Jung-Hee
    • Cartoon and Animation Studies
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    • s.34
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    • pp.345-366
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    • 2014
  • From the beginning of Digital text book in 2007, there are many kinds of digital text book such as English, Science etc at Public education. Above many problems at the beginning like just using paper text book's scan data as digital text book, now use special contents and design for only digital text book. But only for digital text book not for other. There is gap between advanced country of education and us. This is research based on LG europe design center in London, UK target is UK, Sweden by heuristic analysis, question investigation to get Target's UX with digital education media. Advancement of digital and interest of education bring the world development of digital education device. UK, where is education advanced nation, is using lot's of digital education device which is interactive board, digital desk etc. Result of Analysis of Digital Education Design trend by Target of Education Needs apply rough Design by LG europe design center. We can get more sophisticated needs and UX result by target then Korea that can use for our future Digital education design plan. Also help to reduce gap between advanced country and Korea.

The Spatial Composition for Animation Competency Education -By Focusing on the Studio Environment and Spatial Composition of Walt Disney (애니메이션 분야 역량기반 교육을 위한 공간구성 -Walt Disney스튜디오 작업환경과 공간구성 사례를 중심으로)

  • Lee, Hyun-seok
    • Cartoon and Animation Studies
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    • s.46
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    • pp.1-22
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    • 2017
  • The practical learning requires the new paradigm in its content of education and environment along with the rapid development of information communication technology and the expansion of digital content industry. Especially, the animation education, core area of digital content industry, has attempted to improve the content and method of education by focusing on creativity, convergence and practical education. However, education environment in the previous form of computer laboratory has not been reflected the characteristics of animation education. In the light of this, this research would suggests the effective education environment implemented animation job competency and the characteristics of animation production. Firstly, the problem of previous educational environment will be explored through looking at computer rooms of domestic Universities. The characteristics of animation production consisted of Pre-production, Main-production, Post-production and elements of animation job competency will be reviewed by focusing on three phases of production, Pre-production, Main-production and Post-production, and six particular jobs, concept art, modeling & texturing, animating, lighting, VFX and compositing. Secondly, 6 types of space adapted from space syntax, possibly explored the embedded meaning of the structure of space and environment, will be reviewed by focusing on integration, separation and interaction. Thirdly, based on the characteristics of animation production, the element of animation job competency, 6 types of space, analytical tools about animation project education will be deducted, and the case study regarding animation studio, Walt Disney studio, will be processed by focusing on its production environment and spatial composition by focusing on Pre-production, Main-production, Post-production. Fifthly, the effective spatial composition for animation project education will be explored based on the interpretation of literature reviews and case study. In regard to this, the research addresses the spatial composition reflected the characteristics of practical learning and job competency in animation education, which differs from the previous form of standardized education spaces.

Analysis of Serious Game Elements of the Contents for Smart Device Based First-Aid Education (스마트 기기 기반 응급 처치 교육 콘텐츠의 기능성 게임 요소 분석 연구)

  • Suh, Dong-hee
    • Cartoon and Animation Studies
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    • s.47
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    • pp.273-294
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    • 2017
  • Korea has suffered numerous casualties due to a lot of accidents caused by safety insufficiency in recent years. Therefore, safety education is more important than ever before, and 'how to educate with what contents' is an important subject. Especially, experience education is effective rather than theoretical education because of the nature of safety education. However, it is not easy to design and develop these safety education programs. There is not much opportunity to access first-aid training, which is a part of safety education, unless it is compulsory to learn through public institutions. As a result, program utilization on safety education in Korea is still insufficient to what it should be. With that taken into account, this study proposed an effective serious game with fun and immersion for medical first-aid education. To do this, we analyzed five medical games through 20 cases of first-aid applications and elicited five factors that enhance the usability of serious games. With an analysis of five medical games, we selected one game to borrow the game rules, and applied the elicited five elements in the forms of level-up structure, iterative learning, compensation outcomes, competition system, and information transfer. The proposed medical education functional games should have 1) a character that plays a role of a patient, 2) a narrative flow that shows the situation, 3) the user should judge the situation and induce first aid. 4) compensation, levels, and simple repetition should be designed, and 5) information should be shared with the others in the given community. The results of this study is believed to contribute to enhance the medical emergency education in Korea.

A study for Kureougy Balmyungwang (Prankster Invention King), and its characteristic as a propaganda (1980년대 과학진흥정책 홍보영화 <꾸러기 발명왕>의 프로퍼간다적 성격에 대한 연구)

  • Park, Yoo-Shin
    • Cartoon and Animation Studies
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    • s.15
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    • pp.49-71
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    • 2009
  • This study analyzes Kureougy Balmyungwang (Prankster Invention King), produced by Chung-ki Kim in 1984. [Prankster Invention King (Kureougy Balmyungwang)] has been known as science education film. However, around the time this film was produced in 1980s in South Korea, Science and Technology is basis for development of nation driven by military dictatorship for increasing national welfare and individual capability. In this regards, Kureougy Balmyungwang (Prankster Invention King) is an animated movie not only about education and science, but also a propaganda describing children making every effort to develop their country by scientific research. In this regards, this film is in accordance with Director Kim's other animated films such as General Toli, who also served for the government, advertising its policy. This article compares and analyzes Kureougy Balmyungwang (Prankster Invention King) with various propaganda works after World War I, to clarify the propaganda characteristic and contemplate the contemporary meaning of this work.

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Analysis of usability factors for Educational Mobile application (모바일 교육 콘텐츠의 사용성 평가요인 분석: 사이버대학을 중심으로)

  • Choi, Eun-Young
    • Cartoon and Animation Studies
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    • s.50
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    • pp.453-478
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    • 2018
  • Mobile learning, which provides educational services with a mobile platform, has been greatly expanding with the increasing spread of digital devices. The transition from PC-based online education to mobile-based education enables users to access online education anytime and anywhere. Despite this expansion of mobile learning, there is a lack of user-oriented content design. Therefore, this study intends to derive a measure to evaluate usefulness of the content design. We conducted a literature survey to reflect characteristics of existing measures, which evaluate usefulness and content of mobile learning. As educational mobile applications have both educational service and mobile device features, they can be representative of pedagogical usability criterion and can be divided into system and content areas to further develop effectiveness of learning. We conducted questionnaires on the use of these applications on 15 experts using the del phi technique. The analysis suggests the ease of use, learning efficiency, aesthetics, and ease of learning to be criteria of pedagogical usability. This study expects to serve as a basis to improve the usability of mobile learning users.