• Title/Summary/Keyword: Visual Literacy

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An Analysis on Statistical Graphs in Elementary Textbooks of Other Subjects to Improve Teaching Graphs in Mathematics Education (타 교과 통계 그래프 분석을 통한 초등학교 수학 수업에서의 그래프 지도 개선 방안 탐색)

  • Lee, Hyeungkeun;Kim, Dong-Won;Tak, Byungjoo
    • Journal of Elementary Mathematics Education in Korea
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    • v.23 no.1
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    • pp.119-141
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    • 2019
  • This study was carried out in order to draw some implications for teaching statistical graph in mathematics education with respect to practical statistics education for promoting students' statistical literacy. We analyze 133 graphs appearing in 99 elementary textbooks of other subjects (subjects except from mathematics) by subjects and types, and identify some cases of graphs addressed by other subjects. As a results, statistical graph was most addressed in social studies, and bar graphs, line graphs, tables, and circle graphs are most used in other subjects. Moreover, there are some issues related to contents-(1) the problem of curricular sequencing between mathematics and other subjects, (2) the level of addressing ratio graph, and (3) the use of wavy lines. In terms of forms, (1) the visual variation of graphical representations, (2) representation combining multiple graphs, and (2) graphs specialized for particular subjects are drawn as other issues. We suggest some implications to be considered when teaching the statistical graph in elementary mathematics classes.

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Audio Generative AI Usage Pattern Analysis by the Exploratory Study on the Participatory Assessment Process

  • Hanjin Lee;Yeeun Lee
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.4
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    • pp.47-54
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    • 2024
  • The importance of cultural arts education utilizing digital tools is increasing in terms of enhancing tech literacy, self-expression, and developing convergent capabilities. The creation process and evaluation of innovative multi-modal AI, provides expanded creative audio-visual experiences in users. In particular, the process of creating music with AI provides innovative experiences in all areas, from musical ideas to improving lyrics, editing and variations. In this study, we attempted to empirically analyze the process of performing tasks using an Audio and Music Generative AI platform and discussing with fellow learners. As a result, 12 services and 10 types of evaluation criteria were collected through voluntary participation, and divided into usage patterns and purposes. The academic, technological, and policy implications were presented for AI-powered liberal arts education with learners' perspectives.

A Study of Image's Function and Utilization for Visual Communication (영상 커뮤니케이션을 위한 이미지의 기능과 활용에 대한 연구)

  • Jeong, Gyoung-Youl
    • The Journal of the Korea Contents Association
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    • v.17 no.10
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    • pp.576-586
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    • 2017
  • This thesis is a result of studying the combination of text and image based on the achievement of LTP (Literacy Through Photography), a communication education program for young people. This paper presents the LTP program that emphasizes communication functions of images and introduces the results of education conducted to improve the ability of visual communication for adolescents. Adolescents's creative images are analyzed on the basis of three categories of anchors, ealais and illustrations. The questionnaire was a quantitative survey of communication conducted before and after the LTP training. As a result, LTP education showed higher achievement in communication with adolescents when using images than text. In conclusion, this study gives meaning to image utilization education for creativity enhancement and present it as a new education by examining the LTP works and questionnaires of adolescents from communication point of LTP.

Development of an Evaluation Criterion for Educational Programming Language Contents (프로그래밍 언어 교육용 콘텐츠의 평가준거 개발)

  • Kim, Yong-Dae;Lee, Jong-Yun
    • The KIPS Transactions:PartA
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    • v.17A no.6
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    • pp.289-296
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    • 2010
  • So far, previous works with respect to evaluating program contents have concentrated on the implementation of general educational content evaluation. In terms of the efforts required to solve problems, however, there are a few evaluation methods on educational programming language contents. Therefore, we propose new evaluation criteria for educational programming language contents. The detailed research contents can be summarized as follows. First, we analyze existing works and propose naval evaluation criteria for educational programming language contents. Second, the new evaluation criteria is verified by teachers who use Visual Basic educational contents via questionaries. Also, a program content is experimented via the evaluation criteria. Finally, it is expected that our proposed evaluation criteria for educational programming language contents can be used to evaluate newly developed educational programming language contents and to design its evaluation plans.

Utilizing Plan for Computer Graphics in Elementary Design Education - Focusing on Poster Expression Lessons - (초등학교 디자인 교육에서 컴퓨터그래픽 활용 방안에 관한 연구 -6학년 포스터 표현지도 내용을 중심으로-)

  • Jung, Woo-Suk;Moon, Hyun-Joo
    • Journal of Science of Art and Design
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    • v.9
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    • pp.117-136
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    • 2006
  • The purpose of the present study is to explore the possibility of computer graphics as a new expression tool for high-grade elementary students' poster making by suggesting specific teaching-learning methods focused on expression using computer graphics to make posters in Unit 9 'Designing Notices' for 6th-grade elementary students. Through this study, we confirmed various possibilities of computer graphics as a new medium for art education and particularly its possibility for children's creative expression activities in expressing images hard to express with paper and brush and applying desired colors to the picture. The use of computer graphics as a new paradigm of art education in the 21st century is expected to contribute to the improvement of diversified visual literacy. Thus, art class in school education needs to take an active attitude in intrdoducing various multimedia.

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Convergence Class for Basic Video Grammar and Communication Ability - Through Interview Video Production - (기초 영상 문법과 소통 능력 향상 융합 수업 -인터뷰 영상 제작을 통해-)

  • Kim, Leo;Huh, Yoon Jung
    • Journal of Digital Convergence
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    • v.17 no.7
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    • pp.341-349
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    • 2019
  • Today, art education needs education of media image production or media in the extended field. The purpose of this study is to develop the basic visual grammar and communication ability. We developed and applied the teaching plan for the interview video production as the fusion lesson. 3 classes were conducted for 30 middle school students. The results obtained through the analysis of the pre & post questions and student works are as follows. First, the students used the shot size and stable composition through the interview video production. As a result, this class was effective for the acquisition of the basic video grammar. Second, students improved their ability to ask and listen, understand and organize through interview. As a result, students were able to apply the basic video grammar through the interview video production lesson, effectively producing the interview image.

A Study on Visual Perception Scalability of AR/QR Picture Book Animation: Focusing on the Design Characteristics of the Picture Book 〈Where is this?〉 (AR·QR 그림책 애니메이션의 시지각 확장성 연구: 그림책 <여기가 어디지?>의 설계적 특징을 중심으로)

  • Sung Won Park;Jae Yun Park
    • Journal of Information Technology Applications and Management
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    • v.30 no.1
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    • pp.21-32
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    • 2023
  • This study presents a way to design picture books that allow children to experience indirectly through realistic media at home and educational institutions for children whose direct experiences and activities are reduced offline in the post-COVID-19 era. The development and popularization of realistic media such as AR continues to be grafted and developed in the picture book field, and the advantage of this picture book is that children at the stage before learning letters can feel the story and character situation of the book through the experience of AR and QR animation in the picture book. In this process, you can get access to imaginary areas that can not be experienced in flat-panel illustrations with spatial animation to help improve the scalability and literacy of the story contained on the page. Children's education through realistic animation can increase the learning effect and needs to continue after COVID-19. Therefore, by presenting the process of viewing and experiencing picture books using AR and QR, the result of the study suggests that the design process of realistic picture books is not just a combination of technology, but a process of expanding children's perception and imagination. This study aims to find out how visual perception is designed differently by analyzing the differences and characteristics of each animation design, focusing on the AR and QR picture book "Where am I?" published by the researcher, and to contribute to the active introduction and development of realistic animation in the field of children's picture books and education.

A Study on the Expansional Aspects and Supporting Schemes of Scenario (시나리오의 확장 양상과 지원 방안에 관한 연구)

  • Lee Chang-Jo;Kim Yong-Do
    • Journal of Game and Entertainment
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    • v.2 no.1
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    • pp.56-63
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    • 2006
  • It is handled here in this paper, the orality and literacy of scenario, as a basic study for the expansional aspects of scenario at first. And next, it is grasped the specialness and potential energy of scenario checking various matter of Gutenberg Galaxy provided as a literal civilization. Further, basing on the former, various peculiarities of scenario have been linked to the digital storytelling of the internet basic and image writing of visual culture, and the various supporting schemes for new scenario format and creative circumstances in order to build the importance and the ranking of scenario have been presented in the era of the digital image contents. After all, the intention of this study particularly is to lay great emphasis on the supporting schemes and Scenario Galaxy such as a specialized graduate school and national story & scenario agency from a national point of view.

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An Overview on the Cultural Festivals of Korean Medicine (한의학 지역문화 활성화를 위한 축제 현황 분석)

  • Park, Sang-Young;Ahn, Sang-Young;Kwon, Oh-Min;Han, Chang-Hyun
    • Korean Journal of Oriental Medicine
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    • v.15 no.1
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    • pp.49-54
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    • 2009
  • Objectives : The study aims at assessing information on cultural festivals of Korean medicine. Method : We investigated data about the National Festival collected from asking the Ministry of Culture, Sports and Tourism, Efestival of YonhapNews, Driving Korea of KBS and JOINS. Result : Since the 1990s, cultural festivals of Korean medicine are increased. The festival of the ginseng was the most. 5 cultural festivals held on The Chungcheongnam-do are the best in cultural festivals of Korean medicine. 65% of cultural festivals was held in the fall. In the budget of the cultural festivals in Korean medicine, the most were 1~5 hundred million won. Conclusions : We wish to propose a model for developing cultural semiology and visual literacy, with the Korean medicine. Subsequently, it is expected that such a model can underpin the importance of developing coherent edutainment content while illustrating the true meaning/value of local festivals.

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Strategic Planning for Initiating Local Cultural Festivals (지역문화축제 활성화를 위한 전략적 기획 방안의 모색)

  • Ahn, Seong-Hye
    • The Journal of the Korea Contents Association
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    • v.8 no.12
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    • pp.168-175
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    • 2008
  • As the travel industry grows and becomes increasingly more competitive, municipal governments have undertaken great efforts to maximize limited resources and develop their local economies by initiating and developing cultural festivals. Such festivals and events have become an efficient mechanism to enhance their image, increase tourism, and ultimately, stimulate their economy. However, marketing efforts to scale globally typically falter due to various factors: lack of originality, poor quality of contents, and a scarcity of competitive power. Hence, I wish to propose a model for developing cultural semiology and visual literacy, with storytelling utilized as a means of strategically illustrating local cultural festival contents. Subsequently, it is expected that such a model can underpin the importance of developing coherent edutainment content while illustrating the true meaning/value of local festivals.