• Title/Summary/Keyword: Cartoon education

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The Status of Chinese University Animation Education & Seeking Ways for Academic-Industrial Cooperation between Korea and China (중국 애니메이션 교육 현황과 기업체 산학협력 실태조사)

  • Lee, Won-Jung
    • Cartoon and Animation Studies
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    • s.17
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    • pp.69-81
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    • 2009
  • Recently, the animation industry in China is rapidly developing drawing the government and the whole society's attention. To cope with a large-scale animation market by each region, they busily seek revitalization program of animation industry and are producing lots of animations that maximized their creative ability with its own competence and breaking the existing OEM production method. Up to now, when the scale of sales related with animation in China exceeds 10 times than that in Korea, the concrete studies on current state of animation education AS the basis of development of animation industry of China and the way of academic-industrial cooperation through that education are proved to be insufficient. Therefore, this study has surveyed and analyzed the current state of animation education by directly visiting 6 local universities related with animation. Equivocally, it has also examined current state of academic-industrial cooperation in industrial field related with animation in China by directly visiting around 10 main companies related with animation in China. Through this study, it has been possible to grasp the current state and problems of academic-industrial cooperation in China and various programs of academic-industrial cooperation system that can be implemented in universities and businesses which are intended to be suggested to them as based on this analysis. The touchstone of intensive studies on academic-industrial cooperation system in China could be suggested through this study, which has been previously unsatisfactory and it is considered to be worthy of application as many preceding studies that engraft on reality of education in the country today.

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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.

A Study on Teaching Artists competencies as educator for animation arts and culture education (애니메이션 문화예술교육을 위한 에듀케이터로서의 문화예술교육사 역량 연구)

  • Kim, Jae-Woong
    • Cartoon and Animation Studies
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    • s.45
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    • pp.235-258
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    • 2016
  • As the first class Teaching Artists system is about to be brought to effect, the ability required for Teaching Artists to design educational contents, develop and manage education programs is not much different from that of a museum Educator. This system is necessary for resolving problems in existing Arts and Culture Education, such as overlapping programs and adjusting difficulty levels by age to meet the demand of educatee. It also deals with drawbacks in production-oriented curriculum originating from the preference in some subject. In addition, as progress in science and technology makes rapid changes in digital media and its subculture, increasing need for novel and interdisciplinary curriculum in the field of Arts and Culture Education puts further emphasis on the importance of this system. In this study, we focus on clarifying the significance of Educator as a professional and proposing curriculum for the system, trying to avoid restricting our discussion to current Arts Instructor Supporting Project which are merely aimed at supporting children and adolescents to grow up to enjoy culture and arts. Capacity for designing curriculum for culture and arts, the kernel of qualification for the first class Teaching Artists, requires a variety of comprehensive expertise and qualification such as doing preliminary research on contents related to animation, curating, determining potential of educational contents, organizing educational contents for appropriate educatee, understanding esthetic property and its role in education, and appreciating and enjoying cultural contents. Therefore, Teaching Artists plays roles not only in developing and running educational programs but also in supporting and cooperating with culture and arts institutions, designing and managing creative programs, combining and communicating with different social groups, and emphasizing mutual interchange in culture.

A Comparison Study on Illustrations of Elementary Science Textbooks in Korea and USA (한국과 미축 BSCS 초등 과학 교과서의 삽화 비교)

  • Yeo, Sang-Ihn;Park, Chang-Sik;Lim, Hee-Jun
    • Journal of Korean Elementary Science Education
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    • v.26 no.4
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    • pp.459-467
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    • 2007
  • The purpose of this study was to compare the illustrations used in elementary science textbooks of Korea and BSCS in USA, and analyze the types, role, and characteristics of the illustrations. For the analysis, we used 8 elementary science textbooks of the 7th curriculum of science education in Korea from 3rd through 6th grade, and 16 volumes (stage 2 to stage 5) used in BSCS in USA. We examined types of illustrations, including photograph, picture, graphic, cartoon, chart, and their 4 roles such as, motivation, introducing the lesson activity, providing the materials, presenting the learning result. The results were as follows: First, Korean textbooks have more "photograph" type of illustration than BSCS. In BSCS textbooks, diverse types of illustrations were used compared to Korean textbooks. Second, large portion of illustrations in Korean textbooks took a role of providing materials. In BSCS textbooks, the roles of illustrations were more diverse. In BSCS, there were many illustrations to describe students working together with the disabled children, and to explicitly encourage cooperative learning. Considering the findings in this study, educational implications were discussed.

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EEG Asymmetry Changes by the Left and the Right SMR Brainwave of the Computer Learning Versus the Paper and Pencil Learning

  • Kwon, Hyung-Kyu;Cho, Jang-Sik
    • Journal of the Korean Data and Information Science Society
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    • v.18 no.4
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    • pp.1073-1079
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    • 2007
  • The purpose of this study is to present the relationship between the computer learning and the paper and pencil learning through the math learning (simple computation and complex computation) and the cartoon learning and text learning. The canonical correlation and pairwise t-test of the SMR asymmetry brainwaves of the left and the right brain show the brainwaves with the respect to the manner in which they process information during the specified task by identifying the relative activity of the brainwaves of the left and the right brain. SMR brainwave which known as the scientific measure tool for the activity and the function of the neuronal cell were found to predict the level of the awakening to check the readiness of study preparation. Computer education as a medium of the individualized and the repetitive education shows the difference from the paper and the pencil test in the respect of the differences and the relationship of the SMR brainwave of the learning process.

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The raise the efficiency of game graphics design education using game engine : In focus of Unity3D and Torque (게임엔진 활용으로 게임 그래픽 교육 효율성 제고: 유니티3D(Unity3D)와 토크(Torque) 엔진을 중심으로)

  • Kim, Chee-Hoon;Park, Sung-Il
    • Cartoon and Animation Studies
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    • s.29
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    • pp.151-172
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    • 2012
  • Game production education in a university is very important because it is the stage for completing a game education course as well as for determining a future of game industry. In order to perform various experience and creative learning, it should be able to effectively use a computer infrastructure representing the knowledge and information society for the purpose of obtaining and re-processing information necessary for game production through prediction of directions of game industry as well information technology. This research is focused on an effective game engine education for students whom want to become game graphics designers. The purpose of this study is to draw a lesson of game production utilizing game engines and it enables practice-focused class for game production. It also allows the class participant to manufacture prototypes without support from game programmers for their outcomes of works planned during the game production class. The theoretical background of game production compared and analyzed exemplary game engines. Based on the result, the study selected Unity 3D engine and conducted the research on the background where the Unity engine has been selected and its characteristics. In addition, this study provided an example of game production utilizing a game engine, and also described the details of actual realization. This study selected Torque3D with the Unity in order to identify the purpose of this study and efficiency of learning. Thus, the previous situation is that the class remained in making a game plan during the course of game production project and, students whose major is not game programming. Now, it is necessary for students to make many efforts to make a game in an active and positive attitude by utilizing a game engine beyond the previous method of class.

A Study on the Brain Scientific Mechanism of Drawing Education - Focusing on the Animated Drawing (드로잉 교육의 뇌과학적 기제 연구 - 애니메이션 드로잉을 중심으로)

  • Park, Sung Won
    • Cartoon and Animation Studies
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    • s.36
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    • pp.217-236
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    • 2014
  • This study is a literature analytical process for studying the drawing teaching methods considering the professional characteristics of animation and a principle analytical process for studying the perspective that when teaching methods that consider the function, learning and creative mechanisms of the brain are applied, the animation drawing ability will be effectively increased. In recent years, as an alternative discussion on the educational method of each field, study results applied with brain-based learning principles are being presented. This is not only being applied and implemented for art and drawing education but as overall educational alternatives. On the other hand, animation drawing requires artistic literacy and at the same time requires comprehensive teaching methods that can train the structural knowledge, cognitive sensation and communication method but such professional teaching methods are insufficient. Therefore, the principle of effective education is seen through the brain mechanism and the principle of demonstrating the creativity and learning by the brain is analyzed. In addition, through the fundamental relationship on the picture drawing and the function of the brain, the relationship of the drawing and the brain is identified. As a result, not only for the left brain that observes the cognitive information which can draw the structure and shapes but the right brain which is directly related to the drawing should be developed, but in order to express the creativity, teaching methods that can understand the mechanism of comprehensive brain where physical and psychological factors are expressed should be also developed. It is because the animation drawing education is teaching the methods for demonstrating the characteristics of artistic creativity required for the drawing ability. This process will not only be a foundation for identifying the difference against the previous animation drawing teaching methods, and the brain-based principles will be selected as the core strategic definition for designing the strategy and methodological model of future education.

Comparison of Illustrations of Elementary Science Textbooks in Korea and Tanzania (한국과 탄자니아 초등학교 과학과 교과서의 삽화 비교 연구)

  • Kang, Jung-Mun;Lee, Yong-Seob
    • Journal of the Korean Society of Earth Science Education
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    • v.7 no.3
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    • pp.347-357
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    • 2014
  • The purpose of this research is to examine the current state of inserting illustrations in science textbooks under the 7th Revised Educational Curriculum which is currently enforced in all grades of elementary schools, and to compare and analyze the external and internal differences in illustrations in science textbooks of elementary schools in Tanzania and Korea to present desirable direction of producing illustrations. There are not only some differences in rate of the kinds and role of the illustrations in grades, but also in both countries. In Korea textbooks, Photographs were mainly used to guide the students into experiments and to train the students in analyzing and interpreting data. In contrast, the Tanzania textbooks place more emphasis on pictures to enhance their interests and curiosity and understand. The Korea textbooks have to place more various illustrations instead of photos but the Tanzania textbooks should place more photos. As a result the addition of more diverse forms of illustrations and the re-organization of illustrations according to the topic should be considersd in future Korea and Tanzania textbooks.

Development of Nutrition Education Material for Nutrient Intake and Prevention of Disease and the Effects of Nutrition Education for the Elderly - Focused on Items related to Health and Nutrients Intake - (노인을 위한 영양소 섭취와 질병예방에 대한 영양교육 자료 개발 및 영양교육의 효과 - 건강관련 사항과 영양소섭취량 중심으로 -)

  • Kim, Myoung-Sook;Kim, Ju Yeon
    • The Korean Journal of Community Living Science
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    • v.23 no.4
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    • pp.467-478
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    • 2012
  • This study was carried out to develop nutrition education materials for nutrient intake and the prevention of disease for the elderly and to test their effects on the health-related matters and nutrition intakes after nutrition education. The mean age of the subjects was 71.6 years old. Diet adjustment for health increased a little bit from 2.2% to 11.1% after education but with no significance. The highest reported chronic illness was hypertension. The drinking of the subjects decreased a little bit after their education but wasn't significant. There were no significant changes to the frequency of food consumption across all the items after education, but there was a small increase to the daily intake of milk and dairy products and fruits and to a balanced diet three times per day. There was a significant increase in the intake of such nutrients as energy(p<0.05), protein(p<0.01), lipid(p<0.05), phosphorus(p<0.05), sodium (p<0.05), vitamin $B_2$(p<0.05), vitamin $B_6$(p<0.05), and niacin(p<0.001) after education. Those findings show that nutrition education provided to the elderly had no clear effects on the items that required memorization such as nutrition knowledge but did have some effects on dietary life. If the nutrition education requiring memorization is provided repeatedly with data supplemented, more effective nutrition management will be possible.

A Study on the Development of a New OSMU Education Model Applying Local Content as a Source (지역 콘텐츠를 이용한 OSMU 교육모델 개발에 관한 연구)

  • Lee, Seung-Whan
    • Cartoon and Animation Studies
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    • s.21
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    • pp.51-69
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    • 2010
  • OSMU is now one of the most important keywords in the media industry. However, how to educate future media workers who can design and implement OSMU is an unsolved problem to media educators. In order to overcome the limitations of two perspectives of OSMU, namely economic perspective and storytelling perspective, this study propose a new OSMU education model for college students. Beginning with creating local content using MediaWiki, this model consists of five phases of media windowing, including MediaWiki, smartphone application, Web design, multimedia e-magazine for tablet PC, and publication. A Chuncheon-based university has been experimenting with this new OSMU education program. MediaWiki has played important role for creating local content collaboratively. All That Chuncheon application is now on service via SKT Tstore and Chuncheon Web pages has been designed successfully. Multimedia e-magazine and book publication is under preparation. The experiment has been successful so far, mainly due to the strategic choice of local content as the source of following media window. Also students have been strongly motivated for participating in this OSMU program.

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