• Title/Summary/Keyword: Elements of Creativity and Personality

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A Study on the Effects of Reading Education Using Book-Coding (북코딩의 독서교육 효과에 관한 연구)

  • Ji, Hyoun-Ah;Cho, Miah
    • Journal of Korean Library and Information Science Society
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    • v.52 no.2
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    • pp.145-166
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    • 2021
  • The study was aimed at verifying the effectiveness of Book-Coding reading education as a reader activity of older elementary school children at a time when high-dimensional thinking abilities were formed. To this end, 30 fifth-grade children of N Elementary School in N-si, Gyeonggi-do, comprised of 15 students from a reading education program using Book-Coding, and 15 students from a reading comprehension program, and applied the reading education program over a total of 12 sessions. The main results of the study are summarized as follows. First, when the effects of the convergence reading education program using Book-Coding on the logical thinking ability of the students in the upper grades in the elementary school were analyzed, all the six sub-factors of logical thinking ability, that is, conservation logic, proportional logic, variable controlling logic, probabilistic logic, correlational inference logic, and combinational logic, were proved to have statistically more meaningful difference than the group writing a book report. Second, the analysis result of the influence of the convergence reading education program using Book-Coding on the creativity of the students in the upper grades of the elementary school showed that all the 13 elements of curiosity, persistence, effectiveness, independence, adventurousness, openness, knowledge, imagination, originality, sensitivity, fluency, flexibility, and accuracy were statistically meaningfully different compared to the book report group. Third, when it was analyzed how the convergence reading education program using Book-Coding affected the creative personality of the elementary school students, all the six factors of curiosity, task commitment, independence, awareness of risk, and openness of thinking, and aesthetics were found out to have a statistically more meaningful difference than the group that wrote a book report.

Development and Application of a Science History Role-Playing Game for High School Students' Understanding of Nature of Science: Focus on Storytelling of the Continental Drift Theory (고등학생의 과학의 본성 이해를 위한 과학사 롤플레잉게임(SHRPG) 개발 및 적용 -대륙이동설 스토리텔링을 중심으로-)

  • Shim, Eun-Ji;Choe, Seung-Urn;Kim, Chan-Jong
    • Journal of The Korean Association For Science Education
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    • v.39 no.1
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    • pp.45-57
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    • 2019
  • NOS education through the history of science is regarded effective. However, science teaching has been criticized for not considering the interest of the learners enough and providing the context of learning themes that hinder the understanding of NOS. This study intends to convey the NOS element through the rich context of storytelling. The theme of the story is the history of continental drift, in which, the debate of many scientists and Wegener's creativity are prominent. Of the various media that deliver storytelling, the most powerful medium that leads to personal immersion is computer games, and among many kinds of games, the main genre of storytelling is role-playing games (RPGs). We developed the science history role-playing game (SHRPG) focusing on continental drift. The game development procedure followed Kim's 4F process (2017), which consists of the Figure Out, Focus, Fun Design, and Finalize. The story was constructed based on the NOS elements of Lederman et al. (2002), namely creativity and imagination demand, subjectivity, socio-cultural personality and tentativeness, which are all present in the story of the continental drift theory. The mechanics and rules of the RPG included quests, rewards, quizzes, NOS scores, and rankings. In the final phase of development, the game developed was pilot tested four times. The results of the tests showed that students' understanding of NOS through SHRPG has increased, especially in the creativity domain. The students' satisfaction with the fun, sympathy, and immersion during the game was very high.

Color Analysis of Disney Animation Villain Characters (디즈니 애니메이션 악당 캐릭터의 색채분석)

  • Sung, Rea;Kim, Hyesung
    • Journal of Information Technology Applications and Management
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    • v.28 no.6
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    • pp.69-85
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    • 2021
  • In the era of the 4th Industrial Revolution, not only artificial intelligence, big data, robots, and biotechnology, but also cultural industries that require human creativity will lead. Among the cultural industries, the animation industry has high industrial utilization value due to its high connection with other industries. Among them, animation characters play the most important role as the subject leading the story of animation. In particular, the villain character not only serves as a medium for the main character to lead the story, but also captivates the audience with a different presence from the main character, adding to the fun and completeness of the animation. These characters consist of visual elements such as form and color, of which color is a tool that effectively conveys the character's personality and role to the audience, and is the first visual element to be considered in delicately describing the character's emotions and the relationship between characters. Therefore, this study attempts to analyze the color of the villain character. To this end, we will select eight Disney animations to derive the characteristics of the villain character's color by analyzing the color, value, chroma, and color association of the colors used in the Disney villain character. As a result of the analysis, the colors mainly used by Disney to convey the villain's image were red (R) and Orange (YR), and there was no difference depending on the times or animation production methods. Second, the brightness of Disney villain characters appeared to be the same medium/famous regardless of the times and production methods, and the frequency of use of high brightness was very low. In terms of saturation, the frequency of use of high and low saturation was high. Third, blackish (Bk), Strong (S), dull (Dl), and deep (Dp) tones were mainly used for tones. In particular, in recent 3D animations than previously produced 2D animations, the use of low chroma and the high black mixing rate increased. Fourth, it can be seen that Disney uses color as a visual method to more clearly express the psychology of the villain character using color association. In conclusion, the color selection of animation characters should be carefully considered as a tool to convey the character's personality, role, and emotion beyond simply using color, and the color selection of characters using color associations and symbols strengthens the narrative structure. It is hoped that this study will help analyze and select the character color of animation.

Development of A Teaching-Learning Plan for Home Economics Education by Integrated Thematic Instruction(ITI) type (주제 중심 통합(ITI: Integrated Thematic Instruction)형 가정과 의생활영역 교수-학습 과정안 개발)

  • Kim, Nam Eun
    • Journal of Korean Home Economics Education Association
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    • v.29 no.3
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    • pp.141-160
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    • 2017
  • At present, the whole world is characterized by openness, cooperation and integration as a society with information and the world, and it requires creative talents for this. The competitiveness of the nation depends on the cultivation of creative talents. It demands anthropological value by improving the competitiveness of the nation through cultivating creative talents to share and care, not to cultivate creative talents for personal desires and accomplishments. The purpose of this study is to develop a teaching - learning process to develop integrated creative talents by applying the characteristics of integrated education curriculum at the base of the 2015 revised curriculum. To do this, we first extracted the content elements of the Clothing Life area of the revised curriculum from the 1st to 2015 and the contents of the Clothing Life area of the technology and home Economics textbooks to which the 2009 revision curriculum was applied. Five topics were extracted according to content selection criteria And The Theme of 'The selection and management of clothing' was selected. Researcher developed a integrated thematic instruction Home Economics Education Clothing Life teaching - learning process (hereinafter referred to as "the process") focused on the theme of 'selection and management of clothing'. The Process was composed of 5 basic classes [basic inquiry - content 1 - content 2 - depth study - application]. The process considers integration within the curriculum and interdepartmental integration, and aims to improve the personality, creativity, and problem solving ability of consideration and sharing in the course of the integrated class. In detail, the curriculum goals of the home Economics Education curriculum and ITI goals are presented separately in the curriculum developed for each process. At the stage of the class, the element of creativity and the element of personal education were exposed and applied to the class. In Korea, new curriculum has been revised and announced from time to time, making it difficult for the teacher to carry out the class in accordance with the paradigm of change. Home curriculum is closely related to real life, so it is an appropriate subject for an integrated subject. It has the educational significance of the subject in that it allows students to integrate the creative and personal elements that are limited in other subjects. ITI process will be helpful to teachers who need to implement the 2015 revised curriculum in which the theme-centered integrated home Economics education teaching-learning process is newly introduced. It is necessary to follow - up research to verify the effectiveness of how to improve students' problem - solving ability and cultivate creativity.

Factorial analysis on commercial success of the American theatrical CG animation movies : Focused on characters, situations, and images (미국 극장용 CG애니메이션의 흥행 요인 분석: 인물, 상황, 이미지를 중심으로)

  • Chang, Wook-Sang;Han, Boo-Young
    • Cartoon and Animation Studies
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    • s.30
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    • pp.59-86
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    • 2013
  • 'Spectacles' and 'factuality' provided by computer technology are strengths of CG animation to still lure the audience and after commercial success of a number of theatrical CG animations whose typical producing companies are PIXAR and DreamWorks, were produced to be commercially successful and they win massive popularity even now. In Korea as well, several works tried to achieve a box office success including , , etc. but the result was truly miserable. In the past, this failure was often attributed to a lack of 'technical expertise', but it became clear that in the process of continuous trial and error, 'narrative' and 'images of imagination' which are bases and characteristics of animation are key elements of commercial success. Actually, statistics indicate that narrative is what is considered to be the most important by the audience when they select animation and its importance is so absolute that they say the most significant thing in animation is 'story.' In particular, it can be said that 'characters', 'situations', and 'ideas' play a key role in them which become elements of the story. This paper studied with what characteristics each animation aroused pleasure and fun focused on characters, situations and images in relation to , , and which are American theatrical CG animation films which succeeded in gaining popularity home and abroad. We hope that analysis in this paper will be helpful even just a little bit as a reference material, which allows domestic writers and producers to develop familiar and characteristic works based on imagination and creativity expressing each work's unique personality and characteristics.

Elementary School Teacher's Recognition on Establishing the Concept of Software Gifted Persons (소프트웨어 영재상 정립을 위한 초등교사의 인식 조사)

  • Lee, Jaeho;Jang, Junhyung;Shin, Hyunkyung
    • Journal of Gifted/Talented Education
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    • v.27 no.1
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    • pp.97-118
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    • 2017
  • This paper aims to provide reference model for directions and objectives of Software(SW) gifted education. In order to achieve the goals introduced above, we conducted the research in the following steps. First, we selected the concept of ICT-based creative talented person as a base model to establish the concept of SW gifted person. The selected base model composed three core competencies which were 'knowledge and technology competencies', 'synthesizing and creativity competencies', and 'personality competencies'. Second, we developed survey tools, like questionnaires, to investigate participant's recognition of SW gifted person. The survey tools composed three components 'computational thinking', 'entrepreneurship', and 'social responsibility'. Each of the components composed seven elements. Third, after selecting the opinion poll participants as an elementary school teacher, we surveyed opinion polling. By selecting an elementary school teacher as the opinion poll participants, we wanted to identify theirs ' opinions which are thought to be the starting point for gifted education. To survey we developed on-line survey system by using Google functions. Fourth, we analyzed the collected opinion data. To identify we summarized and synthesized participant's opinions that average values and agreement level by using frequency analysis. Also, in order to compare opinions that average values and agreement level based on whether or not participant's various experiences and competencies we computed t-value, F-value, and ${\chi}^2$ verification.

A Study on the fantasy of Disney animation (<겨울왕국>을 통해 본 디즈니 애니메이션의 환상성)

  • Lee, Hye-Won;Kim, Min-Jung
    • Cartoon and Animation Studies
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    • s.35
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    • pp.107-128
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    • 2014
  • Cultural Content industries based on imagination and creativity are attracting attention and the animation high value-added industry is still spotlighted. Among them, Disney Studios make money through using their professional skills. There are the know-how has developed for a long time, and there are timeless strategy. This study is analyzing by fantasy elements for knowing the messages of Disney animation. Fantasy defined as genre of literature by Todorov and Jackson emphasized its social role and significance. Hume expanded the area of fantasy and Tolkein Jahoriski and Boyer classified the fantasy according to the purpose. Through the analyzing Disney animation , Disney's fantasy show the specific expression depending on the target. Disney is based on the three types of fantasy depending on the growth of the journey. The first area is composed of the main character's growth and satisfy the desire and escapism, The second is the word of antagonist who opposed to reality and break the rules of the dominant ideology. The last area is the utopia provided after hero beat the antagonist. Disney characters give the messages by using the fantasy like the transformation or alter ego. That show the subject of the main character's growth and the supporting characters as the expression of the multiple personality of main. These emphasize the hero's growth and give the fun. Also, in the subject of the otherness, the hero always destroy the evil who broke the rules of reality. In this way, the fantasy offered by Disney give the messages of sacrifice and family from true love. Disney has the support of their target audiences continue to be able to convey ideology.