• Title/Summary/Keyword: animation education

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Brain Based Teaching-learning Model Design about Life Drawing - Focusing on Animation Major Drawing (라이프 드로잉(life Drawing)의 두뇌 기반 교수-학습 전략 연구 - 애니메이션 전공 중심으로)

  • Park, Sung-Won
    • Cartoon and Animation Studies
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    • s.38
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    • pp.71-91
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    • 2015
  • This study is a process to study the life drawing teaching method considering professional characteristics in animation and has a study objective to design the model and teaching method which applies the strategies considering the creative mechanism of the brain. Recently, study results about integrated teaching method are being announced which apply brain based learning principles as the alternative arguments about teaching methods in each area based on creativeness. In other words, integrated education based on creative mechanism in the brain is applied not only to fine arts and drawing education, but also to the entire areas of the arts. Life drawing is an area which demands comprehensive teaching method that vivid expressions could be skillfully obtained by understanding the communication methods with the objects through cognitive senses, creativeness and movements beyond the structural knowledge about human body. Therefore in this study, the strategies and methods for the skillfulness of life drawing and consequently arranged education model structure drawing are to be designed based on the creativeness, study materials and content factors which were analyzed in previous stages of this study. In order to combine the content factors based on creativeness and study materials of the brain which are the results of previous studies, the conclusion has been reached that 5 step cognitive strategy stages to wake brain senses, flexibilize the brain, purify the brain, integrate the brain and become the master of the brain. Strategic methods to execute this were designed with brain gym, right brain energization drawing and HSP(high-level cognizance) training. Teaching and learning model structure diagram which is designed based on this is to be continued to teaching and learning guidelines during the relevant semesters after the research.

The analysis of an Animation Effectiveness in the Web (In case of Education portal site) (웹 상에서 애니메이션 효과분석계 (교육 포탈사이트를 중심으로))

  • Shin Soon-Ho
    • Journal of Digital Contents Society
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    • v.2 no.2
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    • pp.199-208
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    • 2001
  • The industries of culture contents is the trend to enforce the power of National competitions in the world economy knowledge foundation which tries to exchange a labor industry to the knowledge business. The spread of internet is the apparently turning point to be devide the world economy into the industrial society and the digital society. Also the communication with internet has been recognized as it is not any more newly means of communication in Korea. Net value which is a multinational internet survey corporation clarified that Korea was the most nation in the world by the result of its research in the rate of using internet. This research look into the characteristic of the media and type of the animation in internet, also analysis a need of user and a degree of convenience of using internet in the web of education site. This study is designed to study the evaluation criteria of web interface with visual perception and to seek its development in relation to the quality of visual perception in case of web animation.

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The Effect of Computer-Assisted Instruction Using Molecular-Level Animation and Worksheet in High School Chemistry Class (고등학교 화학 수업에서 입자수준의 애니메이션과 활동지를 이용한 컴퓨터 보조수업의 효과)

  • Noh, Tae-Hee;Cha, Jeong-Ho;Kim, Chang-Min
    • Journal of The Korean Association For Science Education
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    • v.19 no.1
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    • pp.128-136
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    • 1999
  • The effects of computer-assisted instruction (CAl) using molecular-level animation and worksheet upon students' achievement, conceptual understanding, and learning motivation were investigated. Treatment and control groups (2 classes) were selected from a girls' high school in Seoul, and taught about dissolution for 3 class hours. Before the instructions, the Patterns of Adaptive Learning Survey (PALS) was administered, and the grade for a previous science course was obtained. The PALS score was used as a covariate, and the other as a blocking variable. After the instructions, the achievement test, the conceptions test, and the Instructional Materials Motivation Scale (lMMS) were administered. Two-way ANCOVA results revealed that the scores of the CAl group in the achievement and the conceptions tests were significantly higher than those of the control group. The CAl group also performed better in all subtests of the IMMS except the subtest of relevance.

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A Study on Education and Development of Cartoon & Animation in Korea (한국만화 애니메이션의 발전과 교육에 관한 연구)

  • 노봉호
    • Proceedings of the Korea Society of Design Studies Conference
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    • 1999.05a
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    • pp.24-25
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    • 1999
  • 앞으로는 열심히 공부하는 사람보다 풍부한 아이디어를 가진 사람, 남들이 할 수 없는 엉뚱한 발상을 해내는 사람이 크게 성공하게 된다. 상상력. 공상력이 풍부하다는 것. 만화산업에서 무엇보다 중요한 것은 창조적 고급두뇌의 확보이다. 국민의 정부에서도 1998년 2월 25일 집권 이후에 문화산업을 국가의 기간산업으로 적극 추진하기 위하여 국정과제로 책정하였다.(중략)

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A Study Model of Content Convergence Education for Social Problem Solving through the Analysis of Fishbone (피쉬본분석을 통한 사회문제 해결형 콘텐츠 융합 교육 연구모델 도출)

  • Lee, Jung Mann;Park, Sung Won
    • Journal of Information Technology Applications and Management
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    • v.27 no.4
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    • pp.49-62
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    • 2020
  • In this study, the research model of VR·AR contents convergence education for solving social problems was presented after benchmarking the domestic and foreign realistic educational contents industry and policy trends and Fishbone diagram analysis. The goal was to create VR·AR content convergence talent for co-prosperity in the era of the fourth industrial revolution, and the target of education was students, researchers, and business personnel who are interested in VR AR technology education and contents business such as game animation, etc. The education model is based on understanding about storytelling of the socially disadvantaged, such as children and the elderly, and is technology education for content production including the application of virtual and augmented reality SW, and is a convergence education for content planning and business model strategy development.

Development and Evaluation of Sanitation Education Media for Restaurant Employers and Employees (외식업소 업주 및 조리종사자를 위한 위생교육매체 개발 및 평가)

  • Park, You-Hwa;Kim, Hyun-Hee;Shin, Eun-Kyung;Jun, So-Yun;Lee, Yeon-Kyung
    • Journal of the Korean Dietetic Association
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    • v.14 no.2
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    • pp.139-151
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    • 2008
  • Presently, media for sanitation education consisting of a sanitation manual and a CD-ROM intended for restaurant employers and employees was developed and evaluated. The sanitation manual consisted of five principles: prevention of foodborne illness, personal hygiene, control of food production, instrument and equipment cleaning and sanitation, and management of environmental sanitation. The CD-ROM was composed of animations detailed real-life examples of Salmonella, Staphylococcus aureus, and Norovirus foodborned illness outbreaks; slides summarizing the five principles of the manual; and a poster entitled You can prevent foodborne illness listing and describing the principles. A 15 question evaluation survey was developed to gauge the efficacy of the animations. The survey was divided into five sections on comprehension of the instructions, content organization concerning understanding, content organization concerning the information presented, content organization concerning retention of interest (concentration), and recommendations concerning concentration. Ranked on a 5-point scale the survey produced a mean value of 3.80$\pm$0.39 and individual scores of 3.92$\pm$0.45 (learning instruction), 3.86$\pm$0.48 (understanding), 3.82$\pm$0.52 (information), 3.75$\pm$0.49 (concentration), and 3.67$\pm$0.58 (concentration-recommendation). Overall, evaluation results of the animation were good and easy to understand, with only a few respondents electing to watch the animations more than once. In terms of continuous and recurring education, sanitation training programs should be easy to learn and contain sufficient and specific examples of the importance of sanitation in achieving food safety.

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The Effect of Integrated Instruction for Improving English Ability (Listening & Reading Skills) of Elementary School Students: Using Science Animation (초등학생의 융합수업이 영어 능력(듣기, 읽기) 향상에 미치는 영향: 과학 애니메이션의 활용)

  • Park, Mee-Hwa;Sohng, Hae Sung
    • Journal of the Korea Convergence Society
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    • v.10 no.5
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    • pp.133-140
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    • 2019
  • The purpose of this study is to examine the effects of English integrated instruction on the 6th grade Korean elementary students' English ability using science animation. Twenty-seven students took English integrated instruction before their regular class for 10 minutes while the other students took review activity instead of it. At first, the students were asked to take the sixth grade diagnostic evaluation sponsored by C office of education in 2018 as the pre-test and ten months later, they were asked to take the first grade diagnostic evaluation of middle school sponsored by C office of education in 2017 as the post-test. Results of the study showed that the English ability and the affective attitude of the students taking English integrated instruction were improved. These results suggest that English integrated instruction can contribute to the improvement of Korean elementary students' English ability.

The Role of College for the Education of Culture & Contents Copyright (문화콘텐츠 저작권 교육을 위한 대학의 역할)

  • Park, keong-cheol
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.663-666
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    • 2007
  • We can make the foundation of culture and contents solid with a mental attitude to make out and protect copyright. It'll be the basis of the cultivating student, the next generation in this field who are majoring in animation, comics and characters now, to give them a chance to learn more about copyright. With this kind of education, We can make and protect works better.

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A Program for Statistical Education through Simulation

  • SookHee Choi
    • Communications for Statistical Applications and Methods
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    • v.6 no.1
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    • pp.251-259
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    • 1999
  • The purpose of this study is to develope a program for statistics education. This program deals with simulation which is helpful in understanding some elementary statistical concepts. This program under multimedia environment which includes sound video animation etc. doesn't show only the result but make it possible for students to execute the program by stages. This type of dynamic learning is efficient to overcome the limits of teaching materials or classroom work. Also it can interest students greatly. By executing it the students can understand the method and meaning of simulation and acquire concepts of probability and statistical inference naturally.

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A Study on the Activation of Cartoon for the elderly in Culture and Art Education : Focused on the Case Analyses of Participants (문화예술교육에 있어서의 노인만화 수업 활성화 방안 연구 -참여 노인들의 사례분석을 중심으로-)

  • Kwon, Kyoung-min;Yang, Jung-bin
    • Cartoon and Animation Studies
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    • s.47
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    • pp.171-191
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    • 2017
  • In recent years, artistic programs considering both physical and psychological changes in old age have been implemented in various fields. These programs include participatory activities such as painting, play, singing, photography, dance, cartoon animation and so on. It is known that culture and art education programs lead people to emotional growth and social interaction. In particular, culture and art education for the elderly tends to affect positively on the quality of life. However, there are still lack of teaching methods and curriculums in the filed. It is considered that cartoon has a great potential as a teaching method of culture and art education for elderly. This study aims to discuss ways to vitalize the role of cartoon using the qualitative data of four elderly participants in culture and art education programs. The case study analyses reveled that cartoon program for the elderly not only plays a role to make their daily lives more enthusiastic but also provides a social passage to communicate to world. The Cartoon program designed for the elderly was a tool to reveal their inner world to others, and shed new light on their past memories, and long for the precious moments in life. At the same time, it was a meaningful time to lessen the depth of loneliness in old age, and even to heal their physical disability and emotional conflicts. The hardest part of drawing an cartoon was when it did not turn out as they wished. Based on the study results, the researchers explored the therapeutic usefulness of cartoon for the elderly, and discussed the ways to activate it in the field of elderly welfare.