• Title/Summary/Keyword: Video Literacy

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Types and Characteristics of Learning Using ICT in the National Curriculum: Focusing on Social Studies in Elementary School (국가교육과정에 나타난 ICT 활용 학습의 유형과 특징: 초등사회과를 중심으로)

  • Heo, Shinhye
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.1
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    • pp.153-161
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    • 2022
  • The current National Curriculum clearly states that students should utilize digital information as a core competency. With ICT-based non-face-to-face learning has become commonplace, that ability has become as basic and essential as the competency to read and write in traditional education. Therefore, this work analyzed the characteristics of ICT utilization learning in the social studies curriculum of elementary school to cultivate basic abilities and skills for learners' future, and these discussed from the perspective of digital literacy. The results are as follows. First, the ICT utilization learning could be found in most units for the subject, but most of them were just the searching material and the watching video. Second, when approached from the perspective of digital literacy, the main activities were the 'access' in the lowest level. Third, the higher levels such as 'understand' and 'create' were few activities. This result gave the task of reflecting on the ICT education so far. Rather than just focusing on increasing the frequency of the ICT using, it is necessary to improve the quality of students' activities in ICT learning for progressing digital literacy. For the students' skills of utilizing digital information could be developed differently depending on the type of ICT learning activity.

Raising Critical Awareness of Watching American TV Cartoons in an ESL Context

  • Suh, Young-Mee;Jung, Yoosun
    • English Language & Literature Teaching
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    • v.18 no.3
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    • pp.223-242
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    • 2012
  • The study focused on exploring the ways that young ESL learners can cultivate media literacy by asking critical questions about the messages embedded in popular American TV cartoons. The participants in the study were five Korean children who came from three different families that had been living in a Midwestern college-town in the U. S. for less than two years. Research methods include analysis of interviews, video-taped sessions and photos of children's drawings. The children were asked about their American cartoon viewing habits as well as critical questions after watching two episodes of their favorite cartoons-Pok$\acute{e}$mon and SpongeBob. The analysis revealed that on one hand popular culture played an important role in helping children to adjust to a new culture and in motivating them to learn English. Further, the children believed that watching American cartoons was helping them improve their English skills. On the other hand, it appeared that they were not accustomed to being asked critical questions and thinking critically while watching American cartoons. Participation in the study increased the children's familiarity with critical questions and critical thinking to varying degrees. Pedagogical implications and suggestions for teachers are discussed.

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An Exploration of the Associations between the Features of Science Performance Assessments and PCK during High School Integrated Science Lessons (고등학교 통합과학 수행평가 사례를 통해 탐색한 교사의 수행평가 실천 특성과 PCK 사이의 관련성)

  • Kang, Nam-Hwa;Kim, Minji
    • Journal of The Korean Association For Science Education
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    • v.40 no.3
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    • pp.291-305
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    • 2020
  • The purpose of this study is to examine whether and how the features of performance assessments implemented during integrated science classes are related to teachers' PCK. We observed and video recorded four high school teachers' performance assessment practices, interviewed them, and surveyed their PCK. An analysis of the data shows that the teachers' performance assessment practices differed in terms of assessment of process, diagnosis of student learning progress, feedback, degree of classroom interactions, and use of assessment criteria. In particular, the opportunities for students to participate in assessment actively and use of assessment for learning varied across teachers. Also, relational patterns among science teaching orientations, PCK and performance assessment practices were found. When a teacher aimed at teaching for both academic learning and scientific literacy, sophisticated PCK was shown and assessment practices were complex accordingly. When scientific literacy was emphasized PCK highlighted experiential learning and assessments were not clearly distinguished from learning activities. In contrast, when academic achievement was emphasized traditional teaching strategies and assessments were highlighted. Based on these findings a number of topics for professional development are suggested including strategies for students' active engagement in assessment, use and development of specific assessment criteria, strategies for assessing performance qualities, and intuitive assessment competency development. Further research topics are also suggested.

A Study on the Roles of Library in the Era of K-MOOC (K-MOOC 시대 도서관의 역할에 관한 연구)

  • Moon, Bang-Hee
    • Journal of Korean Library and Information Science Society
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    • v.49 no.1
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    • pp.193-214
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    • 2018
  • This study aimed to exploratorily investigate the new roles of libraries in the era of K-MOOC. For this, potential roles were derived and categorized from former researches and practices. And to evaluate the appropriacy of those roles, two expert surveys were conducted. Panel A was comprised of 30 professors who had been running K-MOOC classes and Panel B was comprised of 30 librarians of Universities that had adopted K-MOOC. The result shows that they both agree about distinct roles of library as information provider such as licensing and providing digital contents requested from information users, while technological part, for example, recording video and audio, managing website, and providing open access, was considered inappropriate because those roles were already taken by CTLs. Also, professors agree that information literacy education is required for teachers not just for students as the speed of technological development is too swift and librarians agree that they have to equipped with core competence in preparation for upcoming change by creating added value, establishing closer relationship with various educational and technological institutes, and securing organizational flexibility.

A Study on Evaluating Digital Illusion Level of Public Library (공공도서관의 디지털 통합 수준 평가에 관한 연구)

  • Noh, Younghee
    • Journal of the Korean Society for information Management
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    • v.32 no.4
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    • pp.167-203
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    • 2015
  • This study tends to apprehend how much public library contributes to a role of upbuilder of digital integrated local society through a survey. For this, I performed the survey on 935 organization of public library in the whole country registered in national library statistical system. As a result, firstly, it's apprehended that equipment infra, Internet infra, etc like computer, laptop, scanner, tablet PC, etc are in relatively high level. Secondly, service or resource like electronic book, digital and virtual reference service, library service mobile App, etc that users can use are in relatively high level but software supporting cooperation and group task, fusibility of participating space, etc are shown very low level. Thirdly, the rate of literacy training relating to technology were only 22.4%, education subject focused on resource searching subject and somewhat future-oriented technical education like directions of video conference technique, cloud computing application education, etc wasn't conducted. Finally, we should consider expansion of providing technology and equipment and provision of future-oriented service and education according to a flow of the time that needs to seek change in various roles of library as enjoying culture space or creative space.

Program Development of Scientists' Episode: Focusing on Scientists' Joy, Anger, Sorrow, and Pleasure (과학자의 희로애락(喜怒哀樂)이 담긴 과학사 에피소드 활용 교육 프로그램 개발)

  • Lee, Yun-Kyung;Shin, Dong-Hee
    • Journal of The Korean Association For Science Education
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    • v.34 no.5
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    • pp.469-478
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    • 2014
  • To provide students an alternative image of science and scientist, we developed five lesson plans that include scientists' joy, anger, sorrow, and pleasure in their life. Through the 10 hour lessons with the five topics, we investigated the effect of our program on students' image change toward scientists, their science learning, and their career development in science field. Twenty high school students participated in our program and five of them were analyzed. The qualitative data included opinionnaire survey before and after the program, field note, video recording, students' worksheets, and interview. The science episode lessons that reflect the human side of scientists were designed in five steps. The first step is the one about imaging of scientists, the second step is the one about reading scientists' episode in their life, the third step is the one about investigating human side of scientists, the fourth step is the one about feeling sympathy in scientists' context, and the last step is the one about judging human side of scientists. Students participated in this program got to feel familiarity in scientists as well as confidence in science. By obtaining the alternative image of scientists after the class, it is expected that students will play roles of well-prepared supporters with scientific literacy.

Exploring Elementary Students' Positioning in a Context of Socio-scientific Issues (SSI) Education: Focus on an Action-oriented Climate Change Club Activity (과학 관련 사회적 문제 (SSI) 교육 맥락에서 초등학생의 위치짓기 양상 -실천 지향 기후변화 동아리 활동을 중심으로-)

  • Kim, Jong-Uk;Kim, Chan-Jong
    • Journal of The Korean Association For Science Education
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    • v.41 no.6
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    • pp.501-517
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    • 2021
  • In the present age, when the development of science and technology is leading the changes, this study supports the view that students should possess the literacy to participate democratically and critically in socio-scientific issues, and should be positioned as agentic and participatory citizens. Accordingly, we implemented a club activity that emphasize climate social action for elementary students, and explored how students were positioned in relation to climate change. In this study, position is defined as a complex cluster of rights and duties that students have in relation to climate change. The club activity was implemented throughout 46 sessions from March to July, 2019 for 11 sixth graders of 'H elementary School' in Seoul, and transcripts of video and interviews were analyzed by means of a constant comparison method. In the course of the activity consisting of three steps, the students exhibited different positioning and they are as follows: In the global warming modeling activity for Step 1, students were positioned as 'active learners', but at the same time, they showed a contradiction in being positioned as 'apprentice'. In the student-led research activities inherent to Step 2, they were positioned as 'scientists who design and conduct research' and 'bystanders' due to the controversial nature of SSI knowledge. As students participate in the social actions involved in Step 3, the position changed from 'elementary school students facing difficulty in making a change' to 'participatory citizens creating changes.' This study is significant because it shows students' potential to promote participatory and democratic citizenship through action-oriented SSI activities. In addition, pedagogical approaches were discussed dealing with the contradictions and limitations of positioning.

Research on Case Analysis of Library E-learning Platforms: Focusing on Learning Contents and Functions (도서관 이러닝 플랫폼 사례분석 연구 - 학습 내용 및 기능을 중심으로 -)

  • SangEun, Cho;KyungMook, Oh
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.34 no.1
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    • pp.209-238
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    • 2023
  • This study aims to propose the main learning contents, functions and activation plans for building an e-learning platform for libraries through a literature review, case analysis and expert survey. Through the literature review, it was found that libraries must play a role in providing high-quality online education for users in the e-learning ecosystem. Based on the previous studies, a learning function analysis tool was developed for the analysis of the library's e-learning platform. Based on this, the learning contents, learning functions and characteristics of library e-learning platforms were analyzed, and expert surveys and interviews were conducted. As a results, the construction of a platform for effectively applying learning processes and technology is essential for the library's sustainable e-learning services. The contents that should be provided for characteristics of library education, reading guidance, information literacy instruction, library usage instruction, and the latest IT technologies. And The main learning functions include the ability to conduct video lectures and real-time classes among learning types, and learning activity support functions, a cloud platform support function and a personalized environment support function. Additionally, suggested re-education for library staff to improve their technical skills and the formation of an e-learning team.

A Study on the Implementation of a Community-based LIS Capstone Course: Developing the 21st Century Skills of Preservice Librarians through Human Library Projects (지역사회협력 기반 문헌정보학 캡스톤 교과목 개발과 운영에 관한 연구 - 휴먼라이브러리 프로젝트 수행을 통한 21세기 학습 기술 강화를 중심으로 -)

  • Jisue Lee
    • Journal of the Korean Society for Library and Information Science
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    • v.57 no.2
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    • pp.379-408
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    • 2023
  • This case study reports on the redevelopment of a course, Local Culture Information Theory offered by the Department of Library and Information Science at C University, into a capstone design course using a project-based learning approach. In collaboration with a local community youth organization, the redesigned course provided an opportunity for LIS students to develop and implement a digital literacy program that enabled high school students to use a variety of digital multimedia technologies to complete a project of digital Human Library featuring video, audio, and digital are such as webtoons. Through semi-structured interviews with 5 students and 3 staff from partner organizations, this study reports on course development process, the establishment of local partnerships, project outcome, as well as suggestions for improvements. In addition, a qualitative analysis of the participating students' interview responses using the Framework for 21st Century Learning (P21) found they developed and improved 11 skills across three core areas: life and career skills including self-direction, project management, collaboration with diverse teams, flexibility, responsibility, leadership; learning and innovation skills including communication and collaboration, problem-solving, creativity, and critical thinking; and information, media, and technology skills through media creation. Lessons learned and recommendations from this case study may be useful for other LIS programs and faculty interested in implementing project-based learning or developing capstone design courses.

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.