• Title/Summary/Keyword: Media literacy

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A Study on Digital Literacy Education for Adults in US Public Libraries (미국 공공도서관의 성인을 위한 디지털 리터러시 교육에 관한 연구)

  • Jung, Youngmi
    • Journal of the Korean Society for Library and Information Science
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    • v.52 no.1
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    • pp.359-380
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    • 2018
  • In the digital society where ICT technology is highly developed, digital literacy is an essential competence for working and living. Developed countries around the world have been working hard to solve the digital divide and improve digital literacy. In this paper, we investigated and analyzed the case of US public libraries for improvement of digital literacy of adults including the older people. To do this, we analyzed the educational program type of digital literacy, education method, and the contents of the program, focusing on the best practices libraries of the program. Many of the educational programs still related to basic computer and Internet technologies, and training programs on Micro Office, e-mail, social media, and smartphone and tablet computing were also high. The most frequent and daily training method was informal point of use, and the content and level of education appeared to be very diverse. For digital literacy training, the librarians of the public library considered librarians' digital competence and retraining to be the most important, and the library facility and the latest equipment to be suitable for the operation of the digital literacy education program.

An Ethnographic Study on the Digital Literacy Practices of Role-Players in a Massively Multiplayer Online Role-Playing Game (대규모 멀티 플레이어 온라인 롤 플레잉 게임 참여자의 디지털 리터러시 활용 관행에 관한 민족지학적 연구)

  • Hollister, Jonathan M.
    • Journal of Korean Library and Information Science Society
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    • v.50 no.4
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    • pp.429-467
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    • 2019
  • Various digital literacy and critical competencies are crucial for success in the information and media-rich 21st century game of life. This study explores and describes the digital literacy practices of role-players in WildStar, a science fantasy Massively Multiplayer Online Role Playing Game (MMORPG). Active role-players create and participate in group-driven interactive stories while in-character. A hybrid ethnographic method integrating overt participant observation and engagement, collection of community artifacts across multiple sites (such as wikis, discussion boards, and social media), and semi-structured interviews was employed to understand how role-players seek, use, evaluate, and manage information, media, and technology. Role-players used various media and technologies to supplement, simplify, and make role-playing more immersive. The relative digital literacy skill levels of individuals varied, leading role-players to leverage the skills of more proficient or experienced community members. Given the broad appeal of online games and educational benefits of role-playing, implications and applications for digital literacy skills instruction and library programming are also discussed.

A Case Study on Action Learning for the College Course 'Media Education for Children' (대학에서의 '아동미디어교육' 수업을 위한 액션러닝 사례 연구)

  • Hyun, Eunja;Kook, Kyeong-a;Kim, Bo-Gyu;Kim, Min-Jung;Kim, Hye-Min
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.525-538
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    • 2018
  • Action learning is a teaching method that is taught through the process of finding real problems and finding solutions. The purpose of this study was to examine the effectiveness of action learning for the college course 'media education for children' which was offered by the Department of Child Psychology and Education at S university in Seoul. According to the process of action learning suggested by Marquardt(2000), college students developed the problem of children's news literacy education and set the purpose, goal and contents of news literacy and developed teaching and learning method for the 6th grade elementary students and applied it to the education field. The college students' evaluation about the action learning lesson were collected by questionnaire and verbal. They found that active and voluntary problem-solving and field application through action learning helped to achieve the goals of the children's media education class. Finally, the importance of close cooperation with the educational field and of appropriate feedback were discussed as a necessary condition of action learning teaching method.

Education and Ethics in Information Age (정보 시대의 교육과 윤리)

  • Ko, Young-Man
    • Journal of Korean Library and Information Science Society
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    • v.38 no.4
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    • pp.3-17
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    • 2007
  • In Information age, information problems are continuously differentiated either in individual or in social domain. The danger of reality lost is also day by day increased by digital media and the changes happen at too fast pace. Form the dialect point of view, the education of information literacy is a very important cultural media to arbitrate the conflict between the reasonable solution of the individual information problem and the social information problem. This study is an attempt to discuss the macroscopic initiative of educational system and Information ethics on the basis of the dialectic interpretation of the cultural discourse of the information literacy.

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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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Correlation of Jacques Lacan's Mirror Stage and the process of Remediation on Image Media (쟈크 라캉의 거울단계와 영상미디어의 매개과정과의 연관성)

  • Ahn, Sang-Hyuk
    • Archives of design research
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    • v.18 no.4 s.62
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    • pp.147-154
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    • 2005
  • In this paper, I am going to analyze a correlation of Jacques Lacan's Mirror Stage and the process of remediation on image media. It is because the remediation process of various digital media is letting people pass through one time of mirror stage again. Remediation for the Internet of traditional media, conflict with the virtual world and real world, identification that a virtual image changes a practical image is for it to be caused a remediation process by mutual link of various image media. The Narcissism which occurs in the relation a self with a idealized self searches a new own expression and forms a skillful mania culture. Reflexivity of active mania culture same as a Jacques Lacan's Mirror Stage is to be the possibility becoming the feature of media culture of today. However, if digital media culture generation spends extremely wasting time from the image media, these image media generations cannot grow into new future-type man. According to this, it is necessory to have a study on Visual Literacy that it is related to a Jacques Lacan's Mirror Stage.

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Problems with the use of a Neologism in media and ways to improve them (언론미디어의 신어(新語) 사용 문제와 개선 방안)

  • Bang, MeeYoung;Lee, GunWoong
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.191-200
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    • 2022
  • This study analyzes the perception survey of the general public on the problems of a neologism(new words), which are frequently used in media media, and derives improvement measures and implications based on the data. In general, it can be seen that the creed is exposed and used indiscriminately through media, and those in their 20s and 30s are positive for the use of new words and those in their 50s and 60s are relatively negative. The biggest problem is that excessive use of creed can cause conflict and alienation between generations, and the need for correct Korean use is recognized overall as it can enhance Hangeul destruction and inappropriate social awareness. However, media outlets often use new words in a positive way to induce interest and enrich content by using them in the right place for the latest trends, such as small but certain happiness. As an alternative to this problem, self-purification of media workers is the most important, and it is recommended to encourage proper use of Korean through media literacy education and campaigns.

A Study on the Design of Inquiry Instruction Model by Information Literacy Instruction in School Library (학교도서관의 정보활용교육에 의한 탐구수업모형 설계에 관한 연구)

  • Ro, Jin-Young;Byun, Woo-Yeoul;Lee, Byeong-Ki
    • Journal of Korean Library and Information Science Society
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    • v.40 no.1
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    • pp.471-492
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    • 2009
  • Inquiry instruction is a dynamic process that uses questioning and answering to have students actively participate in their own learning. Inquiry instruction is a teaching technique in which teachers do not provide knowledge, but help students discover knowledge by themselves. However, Inquiry instruction currently has problems of lack of connection between inquiry process and school library, lack of collaboration between the media specialist and teacher, and lack of applicable models. Information literacy is the ability to access, evaluate and use information. Information literacy process is closely related to the inquiry process. Thus, this study suggested an elaborative model in inquiry instruction using information literacy process. This research derived the skills, strategies, activities of inquiry instruction model by comparing and analyzing Lippitt's inquiry process with information literacy process(Big6 Skills, Pathways to Knowledge, I-Search, 8Ws, Inquiry Process, Inquiry in the Research Process). Based on the results, this study designed an elaborative model in inquiry instruction using information literacy process.

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A Study on the Web-based Information Literacy Model Development for University Libraries (대학도서관의 웹기반 정보활용교육 모델 개발에 관한 연구)

  • Chung, Jae-Young
    • Journal of Korean Library and Information Science Society
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    • v.39 no.1
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    • pp.195-217
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    • 2008
  • Providing web-based information literacy is a new turning point in the library instruction. After 2005 many university libraries are adopted to web-based information literacy. However as a result of research found out that initial problems of introduction to web-based information literacy are shown such as the lack of interest and motivation causing factor, the simplicity of providing method and so on. In order to maximize the effectiveness of web-based information literacy, working out in the way how to use library, how to search, demand of information, information ethics are the factors which should be constructed in the overall content aspect of web-based information literacy. Also, understanding and analysis of the tendency of users through the provision of diversity, flexibility of IT technology is based on a secure, and the need to pursue a variety of media are the factors which should be needed the way how to provide.

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