• Title/Summary/Keyword: Digital Media Literacy

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Credibility Judgement of Information by Tweens (트윈세대의 정보 신뢰성 판단에 관한 연구)

  • Chung, Jin Soo
    • Journal of the Korean Society for Library and Information Science
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    • v.54 no.1
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    • pp.303-324
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    • 2020
  • This study investigates the credibility judgements of information by tweens using digital media and information. Particularly, the study focused on tweens' perception of internet research and information use and on their credibility judgement of source and message, internet service providers, and on consulting with others for their credibility judgement. The survey methodology was used to collect data from grade 5 and 6 students in two elementary schools whose parents are likely in middle and upper class. 336 valid questionnaires were collected among 400. Descriptive statistics, factor analysis, and t-test were used to analyze the data collected using SPSS 25. Findings suggested that tweens understood the importance of using smart media and computers, that they used Youtube, Naver, Kakao talk, Naver JisikIN much in sequence, and that they believed the Internet research was easy and fun. Using exploratory factor analysis, the survey questions for credibility judgement were classified into three factors: Internet service providers, sources and information, and consulting with others. Tweens used sources and information credibility, consulting with others credibility, Internet service providers credibility in sequence. However, it was interesting to find that there were greater deviation in answers on knowing how to find out the cognitive authority of the authors and on the importance of using current information. This study suggests the critical need for tweens' credibility judgement research for promoting critical thinking skills as well as for proactive educational practices in schools and libraries on information literacy.

The Reinterpretation of Comic-Animation by Content Users - The Reproductions in Korean Cosplay Culture (콘텐츠 유저에 의한 만화-애니메이션의 재해석에 관한 연구 - 한국 코스프레 문화에서의 재생산)

  • Yoon, Wn-Ho
    • Cartoon and Animation Studies
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    • s.41
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    • pp.487-510
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    • 2015
  • In recently, thanks to the development of computer and internet, and reinforcement of digital media literacy of ordinary people, many users of comics and animations recombine contents into various ways, including UCCs. In a glance, it seems these outputs violates the copyrights of contents. But in reality, they helps the growth of the ecosystem of contents market, with increase of contents users. The reason of these reproductions inclines the characteristics of animation media. Animation, which are constituted by plastic symbols, auditory symbols, and narrative symbols, and Comic, which supports stories of Animations, affects as 'Imaginary signifier'. These signifiers helps users of contents to dismantle and reassemble stories. These aspects are seen in doujin culture, animation soundtrack fandom, and voice actor fandom. But In this article, we will concentrate into cosplay culture. Cosplay culture shows more active appearances than another fandoms. In especially, cosplay stage and daily cafe show more active reproductions of characters and communications. However, they are done by youth fans, which has not enough financial abilities: therefore, events are not sustainable and discontinued. And they have another limits, like lack of opportunity of performance. In the reality of Korean society, which needs of community making by community member, and hybrid culture, comics and animation productions in Korea are in need of access positively and encourage reproductions of active receivers of animations.

Suggestions for the Independent Body in the era of Artificial Intelligence Choreography (인공지능 안무 시대의 주체적 몸을 위한 제언)

  • Yim, Sujin
    • Trans-
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    • v.12
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    • pp.1-19
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    • 2022
  • This study predicts and raises the changes that AI will bring to dance art when machine-based choreography began, and finds questions we can ask as human artists. Research suggests that one of the crises of dance in the era of machine creative arts is that artificial intelligence does not stay in the tool of human choreography but becomes the subject of choreography. It is based on the political discourse of choreography that artificial intelligence has the power to control and restrict human dancers. This comes from a sense of crisis that the AI takes over the area of choreography and the human choreographer remains an incompetent coordinator, and as a result, the dancer's dancing body can be reduced to a mechanical body controlled by AI. In order for these concerns not to become a reality, this study proposes three measures. First, choreographer and dancer should develop digital literacy to live in the age of AI art. Secondly, choreographer should acquire the ability to accurately distinguish the roles of human choreographer, dancer, and AI in creative work. Thirdly, various levels of discourse on AI dance should be formed by actively conducting mutual media research of dance and technology. Through these efforts, the human dancer will exist as a subject of art, not a passive agent in the new dance ecosystem brought by the innovation of artificial intelligence technology and will be able to face an era coexistence with artificial intelligence creativily and productively.

A Study on the Method of Educational Ministry for the Religious Life of the Christian Elders during the Corona Period (코로나 시대 기독 노인의 신앙생활을 위한 교육목회 방안 연구)

  • Kim, Jung Hee;Park, Eunhye
    • Journal of Christian Education in Korea
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    • v.66
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    • pp.243-272
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    • 2021
  • Corona 19 brought about a major shift in the Korean church's pastoral style. Contact and non-contact ministry styles using the Internet and media devices are being held together. The elderly, who have been classified as digital vulnerable, need to see whether they are properly adapting to these changes and they have any difficulties in their religious lives. This study is to organize the current status of Corona 19 related to Korean churches, look at the current state of church programs for Christian elderly people, look at how important the religious life is to their lives, and to suggest educational pastoral methods for their religious lives based on the theory of Maria Harris' educational ministry. First, in terms of Koinonia, it was suggested that the heritage, beliefs, values and ways of life held by the Christian elderly be shared with people inside and outside the church in order to entertain and embrace everyone without alienation. Second, from the perspective of Leiturgia, educational ministry was proposed to expand prayer life from a personal area to a public area to become a life of practicing prayer and justice by providing public prayer content with media that can be used by the elderly to perform spirituality. Third, it was suggested that in terms of Didache, it should be required that the elderly should be educated to be familiar with the changing technologies, that teaching environment should be extended from church to online, and that the educational content of tradition and new forms should be dealt with extensively. Fourth, from the perspective of Kerigma, Christian elderly people who have suffered in various life environments, both personally and socially, should listen to the words again and gain the power to overcome the corona crisis through the God's words, so that they can be melted into the curriculum of koinonia, leiturgia, didache, and diakonia. Fifth, it was suggested that senior citizens should switch their consciousness to become subjects of service, not objects of service, and that digital literacy education should be provided individually at eye level to narrow the digital gap for Diakonia curriculum.

A Study on Influence of Literacy Therapy Program of elementary school students on friendship (문학치료 프로그램이 초등학생들의 교우관계에 미치는 영향)

  • Baek, Hyeon-Gi;Kang, Jung-Hwa;Ha, Tai-Hyun;Kim, Soo-Min
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.145-154
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    • 2017
  • It is aimed to examine the effect of literary therapy program on the improvement of friendship among elementary school students using various media and activities of literature. After the literature therapy program was conducted for elementary students, post-test was conducted. The results of the study are as follows. First, there was no significant difference between the experimental group and the comparative group in the post-test immediately after the end of the program, but in the follow-up test performed 5 weeks after the counseling, the average of the peer relations of the experimental group was significantly higher than that of the comparative group. Second, in the post-test, there was no significant difference between the experimental group and the comparative group in the "intimacy" sub-area of the peer relationship, but in the follow- up test, the "intimacy" sub-region average of the experimental group was significantly higher than the comparative group. Third, the level of 'interest' among the peer relationship sub-domains of the experimental group showed a significant difference in the follow-up test. As a result, literature therapy had no immediate effect on the improvement of friendship among adolescents, but it was effective after a long time.

The Case Study of SW Education for Slow Youth Learners (느린 학습자 청년 대상 소프트웨어교육 사례연구)

  • Ryoo Eunjin;Park juyeon
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.127-131
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    • 2024
  • SW education was conducted for slow youth learners. 6 learners participatd in 8 sessions of an introductory course using several plays and 3 learners who more interested in introductory course participated in deeper course using normal method. After education, we survey and interview from learners, instructors and heads of welfare organizations. Learners showed interest and participated in the fact that they were participating in SW education, which was widely talked about. Learners were found to be more satisfied with introductory course education using play such as board games, and although they initially appeared to participate in unfamiliar learning content with low efficacy, it was observed that their efficacy increased with repetition. Additionally, it was observed that young people with an IQ of 80 or higher had a higher level of interest or interest in SW education than those with an IQ of 80 or lower. we discussed that there were not many opportunities to directly use the SW education content for youth who are slow learners in work or real life. We suggest this should be a focus education on the use of digital media - online meeting apps, office SW etc.- to improve digital literacy for life and work and that research on this should continue.

A Study on Analysis of Importance-Performance on Teacher Librarians' Competencies (사서교사 직무 역량에 대한 중요도·만족도 분석)

  • Lee, Seung-Min;Lim, Jeong-Hoon;Kang, Bong-Suk;Lee, Byeong-Kee
    • Journal of Korean Library and Information Science Society
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    • v.52 no.3
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    • pp.177-196
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    • 2021
  • The purpose of this study is to analyze priorities of competencies and to find the direction of development of teacher librarian training and retraining program. A total of 238 subjects were used for the final analysis. They were analayzed using IPA, Borich's needs analysis and the Locus for Focus model. As a result, First, teacher librarians perceived that the importance and performance of teacher and manager competency were higher than information specialist and cooperative leader. Second, they needed competencies of data-science, coding, Internet of Things in the field of information specialist as changing educational environment. Third, they needed competencies of information ethics, copyright instruction, and digital and media literacy education in the field of teacher. Fourth, they needed competencies of facility designing for future education, online and offline school library marketing skills, and establishment of makerspaces and learning commons in the field of ibrary manager. Fifth, they needed competencies of library based instruction, library cooperative instruction, and building a collection related to subject in the field of cooperative leader. Sixth, the highest required competency for teacher librarians was suggested for teacher librarians' role area.

An Analysis of the Teacher Librarian's Duties and Competencies Embedded in the IB International School Job Advertisement (IB 국제학교 구인광고에 담긴 사서교사의 직무 및 역량 분석)

  • Eun-Hae, Kim;Gi-Ho, Song
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.33 no.4
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    • pp.5-25
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    • 2022
  • The purpose of this study is to analyze the duties and competencies of the teacher librarian required by schools as consumers to operate the curriculum, and to suggest ways to improve their professionality. To this end, the duties and competencies included in 20 job advertisements posted by IB schools to select teacher librarians were analyzed based on the IFLA School Library Guidelines. As a result of the analysis, it was found that the duties and competencies of IB schools are based on the IB curriculum guidelines and this guideline is based on the educational philosophy and learner image that IBO curriculum aims. And the job that schools want the most from the teacher librarian is teaching through library collection management and collaboration, and the main competencies for this are communication and collaboration skills, teaching-learning·curriculum·education design and operation, and digital & media literacy. The results of this analysis show that the professionalism should be based on the vision for the educated person and learner capabilities presented in the curriculum. Based on this results, in this study the ways for developing teacher librarians' professionalism were presented in the following aspects. First, including the educational responsibilities of the school library in the Arrangement and Implementation Guideline of National Level Curriculum. Second, Classifying human resources' duties through revision of the Enforcement Decree of the School Library Promotion Act. Third, reorganizing of basic courses to acquire teacher librarian qualifications and introducing a demonstration of collaborative teaching in the eduactional practice and the certification examination.

Big Five Personality in Discriminating the Groups by the Level of Social Sims (심리학적 도구 '5요인 성격 특성'에 의한 소셜 게임 연구: <심즈 소셜> 게임의 분석사례를 중심으로)

  • Lee, Dong-Yeop
    • Cartoon and Animation Studies
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    • s.29
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    • pp.129-149
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    • 2012
  • The purpose of this study was to investigate the clustering and Big Five Personality domains in discriminating groups by level of school-related adjustment, as experienced by Social Sims game users. Social Games are based on web that has simple rules to play in fictional time and space background. This paper is to analyze the relationships between social networks and user behaviors through the social games . In general, characteristics of social games are simple, fun and easy to play, popular to the public, and based on personal connections in reality. These features of social games make themselves different from video games with one player or MMORPG with many unspecific players. Especially Social Game show a noticeable characteristic related to social learning. The object of this research is to provide a possibility that game that its social perspective can be strengthened in social game environment and analyze whether it actually influences on problem solving of real life problems, therefore suggesting its direction of alternative play means and positive simulation game. Data was collected by administering 4 questionnaires (the short version of BFI, Satisfaction with life, Career Decision-.Making Self-.Efficacy, Depression) to the participants who were 20 people in Seoul and Daejeon. For the purposes of the data analysis, both Stepwise Discriminant analysis and Cluster analysis was employed. Neuroticism, Openness, Conscientiousness within the Big Five Personality domains were seen to be significant variables when it came to discriminating the groups. These findings indicated that the short version of the BFI may be useful in understanding for game user behaviors When it comes to cultural research, digital game takes up a significant role. We can see that from the fact that game, which has only been considered as a leisure activity or commercial means, is being actively research for its methodological, social role and function. Among digital game's several meanings, one of the most noticeable ones is the research on its critical, social participating function. According to Jame Paul gee, the most important merit of game is 'projected identity'. This means that experiences from various perspectives is possible.[1] In his recent autobiography , he described gamer as an active problem solver. In addition, Gonzalo Francesca also suggested an alternative game developing method through 'game that conveys critical messages by strengthening critical reasons'. [2] They all provided evidences showing game can be a strong academic tool. Not only does a genre called social game exist in the field of media and Social Network Game, but there are also some efforts to positively evaluate its value Through these kinds of researches, we can study how game can give positive influence along with the change in its general perception, which would eventually lead to spreading healthy game culture and enabling fresh life experience. This would better bring out the educative side of the game and become a social communicative tool. The object of this game is to provide a possibility that the social aspect can be strengthened within the game environment and analyze whether it actually influences the problem solving of real life problems. Therefore suggesting it's direction of alternative play means positive game simulation.