• Title/Summary/Keyword: animation education

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The Effects of Invention Animation on Invention Attitudes in Elementary School Students (발명 애니메이션이 초등학생의 발명 태도에 미치는 영향)

  • LEE, Eun-Sang
    • Journal of Fisheries and Marine Sciences Education
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    • v.27 no.3
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    • pp.634-643
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    • 2015
  • The purpose of this study was to evaluate the effect of the invention animations on the invention attitudes of elementary school students. This study was conducted with a pre-and-post test experimental design. The participants were 73 students from J elementary school in Daejeon. Among them, 36 students were the experiment group and 37 students were the comparison group. Watching invention animations were conducted in a classroom everyday for 24 times. Assessments of Invention Attitudes were administered to all the participants during the pre-test and post-test. To analyze the data, the analysis of covariance(ANCOVA) was adopted. The result of this study was as follows: The experimental group who watched invention animations showed significantly higher improvement in Invention Attitudes and sub-factors of Invention Attitudes(Attentional Attitude, Emotional Attitude, Cognitional Attitude) than the comparison group. In conclusion, watching invention animations had positive effect on the invention attitudes of elementary school students.

Effects of a Discharge Education Program using Computerized Animation Video for Post-operative Colon Cancer Patients (대장암 수술 후 퇴원 환자에게 적용한 컴퓨터 기반 애니메이션 동영상 교육의 효과)

  • Kim, Young Mee;Kim, Min Young;Kwon, Won Kyoung;Kim, Ho Sook;Park, Seung Hyun;Chun, Myoung Sook;Han, Hye Jung
    • The Korean Journal of Rehabilitation Nursing
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    • v.16 no.1
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    • pp.37-46
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    • 2013
  • Purpose: This study was to identify the effects of a nurse-led education program using computerized animation video for post-operative colon cancer patients. Methods: a total of 163 patients and 51 nurses were participated in this study. With a non-equivalent control group post-test design, patients were divided into three groups (77 got traditional education, 46 were applying brochure, 40 were watching video). Twelve-item animation video and brochure about the management after discharge for post-operative colon cancer patients were developed based on patient survey and the items of Korea Healthcare Accreditation. Results: The computerized video watching group had better satisfaction than the others, but there was no significant difference about comprehension. When video was applied, satisfaction, usefulness, application, and perceived patients' comprehension of nurses were all increased. Conclusion: This video education program was developed by nurses and it had a special thing for patient to access the same program even after discharge using the authorization system. It would be helpful for nurses to be more concentrated on the direct care for hospitalized patients as well as for patients to provide self-care at home. This program would be adjusted into more various diseases and settings.

Consideration for difference of recognition between company and animation specialities : Mainly focused on attempting for indi-animation (애니메이션 전공자와 산업체간의 인식의 차이에 대한 고찰 : 창작 애니메이션 활성화 방안을 중심으로)

  • Choi, Ji-Won
    • Cartoon and Animation Studies
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    • s.14
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    • pp.115-128
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    • 2008
  • The animation is in a boom as the one of rising media content industry of 21st century. So it is very affective to education. For example, in primary or secondary schools, there are extra-animation class after school, and in universities, there are a lot of the department of animation nowadays. In every years, a number of high-educated professionals are coming to the manpower market. This was an affirmative phenomenon for many animation companies to upgrade from OEM(Original Equipment Manufacturing) system to very creative system. They might believed that young, well-educated animators have qualified skills, and creative mind. But, 10 years later, now, there is few professionals who was well-educated in system of Korean animation. Companies still can not hire enough animators. Even if they can find an high-educated person, this person do not have enough skills to do his or her works, so companies need to re-educate this animator for awhile. But, why is very hard to find a skillful new animator? From this question, we will talk about educational condition of animation departments, and condition of employment to markets. And then, we will find the causes of problems which give bad effect to lack of manpower. Finally, we will summarize about policies for supporting animation, so hope to contribute for making better atmosphere for creating animations.

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Art of National cultural in Chinese Animation (중국애니메이션에 나타난 민족문화예술성 연구)

  • Kim, Jin-Young;Kim, Jae-Woong
    • Cartoon and Animation Studies
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    • s.17
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    • pp.83-95
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    • 2009
  • As an exploratory research on China's animation, this study aims to enhance an understanding of the trends and characteristics of China's animation through examining its history and to forecast its future development trajectory. From its founding to recent period, China tried to maintain Communist political system through imbuing national identity to its people through management and supervision of media products under direct government's leadership in combination with ideological education. Such policy was also implemented in animation, major audience of which is children. With regard to the introduction of the policy and its influence, five historical phases could be identified as follows. During the first phase, from the founding of the Republic until the Cultural Revolution, national culture was introduced to China's animation. The second phase, which corresponds with the Cultural Revolution period, marks the decline of national culture. National culture was reemphasized during the third phase that follows the Cultural Revolution, which led to the nomination of the 'China school,' followed by the fourth phase, during which China's animation suffered the second decline due to the spread of TVs and foreign animation imports. Reintroduction of national culture on China's animation in the context of rapid industrialization process before and after 2000 characterizes the recent phase. It can be expected that although there could be some change in methods and forms, China's animation, which introduced national culture from its inception and maintained remarkable resilience following the period of decline, will continuously stress the its own national cultural identity.

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Hypermedia Tools and Digital Media on English Writing (하이퍼미디어 도구와 디지털 미디어 활용 영어 쓰기)

  • Lee, Il Seok
    • Journal of Digital Contents Society
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    • v.15 no.6
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    • pp.729-736
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    • 2014
  • Integrated multimedia education in English language education shifts instructor-orientated education to be more learner-orientated. The goal of this research is to analyze the effects of multimedia such as software, power point, flash animation and video in English language education. Experimental research with student subjects and multimedia in English education were used for this study and divided into the following categories: instructor-focused analysis, student-focused analysis, and response-based analysis. Teacher-focused analysis is comprised of prediction analysis and backward induction methods. This study aims to analyze whether multimedia tools achieves its intended effects, and to describe what sort of effects are achieved by the tools. This research intends to confirm the effectiveness and helpfulness of multimedia tools in school classrooms.

Analysis of Tendency of 3D Computer Graphic Techniques in 2D Animations: Majorly in Japanese Animations (2D 애니메이션 작품에서 활용되고 있는 3D 컴퓨터그래픽스 기술 경향 분석 : 일본 장편애니메이션 중심으로)

  • Park, Sea-Young
    • Cartoon and Animation Studies
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    • s.10
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    • pp.121-135
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    • 2006
  • At present, it is very common to use techniques beyond the 2D (two-dimensional) in animations which are found in motion pictures, OVA and TV series. As you can see, PIXAR and Disney have reduced their 2D departments and recently put more effort into 3D (three-dimensional) animation. There is no doubt that producing 3D animation is the big trend. Along with this trend, the national education institutions and the national support policies are also changing to be supportive of 3D animations. We, however, should ask ourselves, if we are on the right track with this change. Through the analysis of the methods of creating 2D animation which we should keep as it is, but instead we import and incorporate with 3D techniques of Japanese 2D animation, I would like to present the importance and the significance of the 2D animation and also to suggest an effective way to create 2D fused with 3D computer graphics techniques.

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Research on creative property and education of digital authoring tools (디지털저작도구의 창의적 특성과 교육에 관한 연구: 3D 애니메이션 저작도구(3DStudioMax)를 중심으로)

  • Kim, Dae woo
    • Cartoon and Animation Studies
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    • s.31
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    • pp.57-89
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    • 2013
  • Animation tool has been made changes rapid development of animation from analog tool to digital authoring tool. Depending on the change in the status of digital authoring tools, education of digital authoring tool has brought many changes occurred in the institute and university. Digital authoring tool was insufficient for research of authoring tool due to the recognition that authoring tool is a simple tool. I try to resolve the difficulties through the analysis digital authoring tools to students studying at the university. In addition, Suggests social/cultural change of animation practitioners and effective training methods of digital authoring tools in the education of beginners and practitioners. This tool have perceptual knowledge and narrative knowledge. Since the language features and knowledge features is difficult to learn. it must be learned knowledge of computer graphics of professional level properly to learn. Then users should try to be creative within the authoring tool to produce creative results. also formed the community and to exchange information for self-development further it should form job market that authoring tool make formed through medium. So, I think that there is a need to change academically attitude to authoring tool. because this is not only the positive side but it occurs phenomenon to enslave users in authoring tool, and blind faith in the authoring tool or critical stance on software. It was a lot of pre-existing research that investigate engineering and industrial side in the authoring tool. Through this thesis, We will find social/cultural features and academic significance, and investigate that how to approach the method of education.

Satisfaction with Evaluation Method for Fundamental Nursing Practical Skill Education Through Cell Phone Animation Self-Monitoring and Feedback - Focus on Foley Catheterization - (휴대폰 동영상 자기관찰 및 피드백을 통한 기본간호학 실기 교육평가방법에 관한 만족도 - 정체도뇨관 삽입을 중심으로 -)

  • Kim, Yeong-Hie
    • Journal of Korean Academy of Fundamentals of Nursing
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    • v.15 no.2
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    • pp.134-142
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    • 2008
  • Purpose: This study was done to identify satisfaction with the method of evaluating practical skills in fundamental nursing through cellular phone animation self-monitoring and feedback. Method: The participants were 163 first-year student nurses. Data were collected from October 1 to 5 2007 using a structured questionnaire. Results: The average score for satisfaction was 3.65(${\pm}.69$) and the highest score was for the item, "I was pleased to have the opportunity of relearning by looking back at my behaviors through self monitoring" with 4.05(${\pm}.89$). The average score for dissatisfaction was 3.23(${\pm}.90$) and the highest score was "I memorized only orders according to the checklist" with 3.65(${\pm}.97$). The practical tests method showed a significant difference according to motivation for application to college of nursing (F=3.11, p=.047). There was a significant positive correlation between practical education satisfaction and test method (r=.363, p=.000). Conclusion: These findings show that there is a need to develop strategies to improve practical test methods for student nurses.

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English Learning Application by Animation and Multimedia Software (애니메이션과 멀티미디어 소프트웨어의 영어 학습 연구)

  • Lee, Il Seok
    • Journal of Digital Contents Society
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    • v.16 no.5
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    • pp.707-715
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    • 2015
  • With the development of computer technology, the multimedia mediums that allow for animated videos, conversational illustrations are increasingly receiving attention for materials for educational purposes. Accordingly, there is a need to research whether multimedia resources and material is more effective compared to traditional educational material and resources. This study aims to compare traditional English reading and writing learning methods with learning methods using educational multimedia mediums such as illustrations or animation. Students were divided into a experimental group and a control group, and during 6 months the groups were exposed to different educational resources and on the basis of student evaluation feedback and grades, a new approach to English education is offered.

Comparing Learning Outcome of e-Learning with Face-to-Face Lecture of a Food Processing Technology Course in Korean Agricultural High School

  • PARK, Sung Youl;LEE, Hyeon-ah
    • Educational Technology International
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    • v.8 no.2
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    • pp.53-71
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    • 2007
  • This study identified the effectiveness of e-learning by comparing learning outcome in conventional face-to-face lecture with the selected e-learning methods. Two e-learning contents (animation based and video based) were developed based on the rapid prototyping model and loaded onto the learning management system (LMS), which is http://www.enaged.co.kr. Fifty-four Korean agricultural high school students were randomly assigned into three groups (face-to-face lecture, animation based e-learning, and video based e-learning group). The students of the e-learning group logged on the LMS in school computer lab and completed each e-learning. All students were required to take a pretest and posttest before and after learning under the direction of the subject teacher. A one-way analysis of covariance was administered to verify whether there was any difference between face-to-face lecture and e-learning in terms of students' learning outcomes after controlling the covariate variable, pretest score. According to the results, no differences between animation based and video based e-learning as well as between face-to-face learning and e-learning were identified. Findings suggest that the use of well designed e-learning could be worthy even in agricultural education, which stresses hands-on experience and lab activities if e-learning was used appropriately in combination with conventional learning. Further research is also suggested, focusing on a preference of e-learning content type and its relationship with learning outcome.