• Title/Summary/Keyword: animation education

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The Role of Classroom Observation Instruments in Supporting Mathematics Teachers' Instructional Change (수학 교사의 수업실천역량 향상을 위한 수업관찰도구의 역할)

  • Noh, Jihwa
    • East Asian mathematical journal
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    • v.39 no.2
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    • pp.183-198
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    • 2023
  • Classroom observation instruments are often used to evaluate teachers' instructional practices and provide feedback to inform interventions or research studies, or professional development efforts. While designed as research tools, many classroom observation instruments can provide important information to support teachers' learning and instructional change by providing a focus for formative assessment or self-evaluation of practice. In this paper, we review two classroom observation tools and the protocols for their use with an implementation example for one of the tools. These tools are more foreign to the field compared to others but have features that might serve as affordances in relation to the purposes of a specific investigation.

A Study on NCS-based Team Teaching Operation in Animation Related Department (애니메이션 관련학과 NCS기반 팀 티칭 운영방안에 관한 연구)

  • Jung, Dong-hee;An, Dong-kyu;Choi, Jung-woong
    • Cartoon and Animation Studies
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    • s.47
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    • pp.31-52
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    • 2017
  • NCS education was created to realize a society in which skills and abilities are respected, such as transcending specifications, establishing recruitment systems, and developing and disseminating national incompetence standards. At the university level, special lectures and job training are being strengthened to raise industrial experts. Especially, in the field of animation, new technologies are rapidly emerging and demanding convergent talents with various fields. In order to meet these social demands, there is a limit to the existing one-class teaching method. In order to solve this problem, it is necessary to participate in a variety of specialized teachers. In other words, rather than solving problems of students' job training and job creation, It is aimed to solve jointly, Team teaching was suggested as a method for this. The expected effects that can be obtained through this are as follows. First, the field of animation is becoming more diverse and complex. The ability to use NCS job-related skills pools can be matched with professors from other departments to enable a wider range of professional instruction. Second, it is possible to use partial professorships in other departments by actively utilizing professors in the university. This leads to the strengthening of the capacity of teachers in universities. Third, it is possible to build a broader and more integrated educational system through cooperative teaching of professors in other departments. Finally, the advantages of special lectures and mentor support of college professors' pools are broader than those of field specialists. A variety of guidance for students can be made with responsible professors. In other words, time and space constraints can be avoided because the mentor is easily met and guided by the university.

Cytochrome oxidase subunit I (COI) DNA sequence divergence between two cryptic species of Oryzias in South Korea

  • In, Dong-Su;Choi, Eun-Sook;Yoon, Ju-Duk;Kim, Jeong-Hui;Min, Jun-Il;Baek, Seung-Ho;Jang, Min-Ho
    • Journal of Ecology and Environment
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    • v.36 no.3
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    • pp.159-166
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    • 2013
  • Oryzias latipes and Oryzias sinensis are indigenous species found in Japan, China, and other East Asian countries, including Korea. Based on morphological differences, the species have been classified distinctly. However, the range of morphological characters such as the number of gill rakers, vertebrae, and spots on the lateral body overlaps and is too vague for clear identification, so their classification based on their morphological characteristics remains uncertain. In this study, the mitochondrial cytochrome oxidase subunit I (COI) gene, which is used for DNA barcoding, was applied to clarify interspecific variation of O. latipes and O. sinensis. Intraspecific genetic diversity was calculated to identify correlations with geographic distributions. We studied two species collected from 55 locations in Korea. All individuals carried a 679-base pair gene without deletion or insertion. Between species, 525 base pairs of the gene were shared. The Kimura two parameter (K2P) distance of O. latipes and O. sinensis was 0.41% and 1.39%, respectively. Mean divergence within genera was 23.5%. Therefore, the species were clearly different. The distance between O. latipes and O. sinensis was 14.0%, which is the closest within genera. Interestingly O. latipes from the Japanese and Korean group represented 16.5% distant. These results were derived from geohistorical and anthropogenic environmental factors. The O. latipes haplotypes were joined in only one group, but O. sinensis was divided into two groups, one is found in the Han River and upper Geum River watershed; the other is found in the remaining South Korean watersheds. Further studies will address the causes for geographic speciation of O. sinensis haplotypes.

A Study on the effective computer usage in design education (디자인 교육에 있어서 컴퓨터의 효율적 활용방안 연구)

  • 김진용
    • Archives of design research
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    • v.13 no.1
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    • pp.219-225
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    • 2000
  • Most of designers use applied software of computer programs instead of traditional tools such as brushes, poster colors, etc. for drawing and designing. For example applied software programs for design are applied the workings printing, presentation, movie, animation, character design as well as industrial design. Especially, quality of applied software programs in the field of visual communication design influence on the design results in future. Therefore, many college attempt to invest budget to inhrence the quality of software program in design education. However, effectiveness of investment is lowered due to the professional lack of software knowledge. This study tries to explore how the investment for software program in visual communication design becomes more effective, and to suggest how the order of software program, design curriculum through the affective computer usage in design education will be more useful than now. By comparing and contrasting the different cases in the computer environments of the colleges, this study was processing, the result of this study will contribute to the design education of visual communication.

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Development and Evaluation of Food Safety Training Program for Employees in Foodservice Operations (단체급식소 조리종사자를 위한 위생교육매체(CD-ROM) 개발 및 평가)

  • Nam, Eun-Jeong;Kim, Hyun-Hee;Park, You-Hwa;Shin, Eun-Kyung;Lee, Yeon-Kyung
    • Journal of the Korean Society of Food Culture
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    • v.20 no.5
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    • pp.615-620
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    • 2005
  • This study was conducted to develop and evaluate food safety training program for employees in foodservice operations. The developed CD-ROM was consisted of 5 parts: foodbome illness, personal hygiene, food handling in food production steps, HACCP system, and sanitary facilities. It has made slides for all contents, the animation and movie to raise interests and concentrations, and illustrations and pictures to understand. The evaluation checklists were developed 15 questionnaires including understanding(5), information(3), concentration(4), recommendation(2), and the most important factor(1) and measured by Likert 5-point scale. Fifty-four dietitians in Daegu and Gyeongbuk schools, hospitals, and industries foodservice operations responded to the surveys. The results are as follows; The most important part in the CD-ROM was personal hygiene(33.3%). The total mean was $3.95{\pm}0.41,\;3.91{\pm}0.46$ on understanding, $3.89{\pm}0.50$ on information, $3.87{\pm}0.55$ on concentration and $4.29{\pm}0.49$ on recommendation. The score was significantly higher in the recommendation part than others. Overall, as the developed CD-ROM has achieved fine score, a study on the effect of education needs to be followed. Moreover, consistent and organized education by developing a variety of sanitation education methods should be conducted.

A Study on the Effectiveness of Media Based Cultural Studies - Center of creativity education of university students (미디어 기반 교양교과 효과 검증 연구 - 대학생의 창의성 교육 중심으로)

  • Kim, Seong-Won;Youn, Jeong-Jin
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.7
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    • pp.193-201
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    • 2017
  • The purpose of this study is to examine the effect of creativity education on creativity of college students through educational medium such as film, animation, documentary, cartoon, advertisement, etc. Therefore, D university in Busan Metropolitan City held a 15-week creativity program for team college students in the second semester of 2016 "creative convergence". In this study, the data collected by the pre - test and post - test using the creativity questionnaire were analyzed by SPSS 18.0 program. The results of this study are as follows. First, the creativity of college students showed a significant difference in problem solving ability scores in the curriculum for media literacy. Second, the creativity of university students showed a significant difference in creative tendency score in media literacy curriculum. The fact that various media such as movies, animations, documentaries, cartoons, advertisements, etc. are educational media that can be easily accessed in everyday life, suggests that the improvement of creativity suggests educational effects to college students and future students.

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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The Case Study of the Content of Comics Museum Websites: Comparative Analysis on "Korea Manhwa Museum" and "Kyoto International Manga Museum" (만화콘텐츠 웹사이트의 콘텐츠 구성에 관한 사례연구: 한·일 만화박물관 사이트 비교분석)

  • Kwon, Jae-Woong
    • Cartoon and Animation Studies
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    • s.34
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    • pp.263-292
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    • 2014
  • This research explores websites of comics museum provided by the Korean Manhwa Museum and the Kyoto International Manga Museum and is supposed to analyze the type of content and finding out features. Since both museums specialize in comics and provide diverse information related to comics and their museums, this research analyze them on the basis of three types of categories, which are public relations content, professional content, and exhibition/education content The result shows that both museums generally provide similar type of information and content even though there are small differences. Especially, they have common points in the way that both offer detailed information of museum facilities and about exhibition schedules and education programs. However, the goal they are aiming at shows a difference. Korea Manhwa Museum tries to have interactive communication with its site visitors using the bulletin board system and to update newly published comics and events frequently managing separate websites. Kyoto International Manga Museum seems to focus on promoting itself in order to have more museum visitors. It provides detailed information such as history of the museum building, the object of setting up the museum and so on. Also, it provides four different foreign language websites.

The Effect of Computer-Assisted Instruction Using Molecular-Level Animation in Middle School Science Class (중학교 과학수업에서 입자수준의 애니메이션을 이용한 컴퓨터 보조수업의 효과)

  • Noh, Tae-Hee;Cha, Jeong-Ho;Kim, Chang-Min;Choi, Yong-Nam
    • Journal of The Korean Association For Science Education
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    • v.18 no.2
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    • pp.161-171
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    • 1998
  • The effects of computer-assisted instruction (CAl) using molecular-level animation upon students' conceptions, attitudes toward science instruction, and learning motivation were investigated. Treatment and control groups (2 classes) were selected from a girls middle school in Seoul, and taught about the motion of molecule for 5 class hours. Before instruction, the short-version Group Assessment of Logical Thinking (GALT) and the Patterns of Adaptive Survey were administered, and the grade for the previous science course was obtained. The GALT score was used as a blocking variable, and the others as covariates. After the instructions, the researcher-made conceptions test, the test of attitudes toward science instruction, and the motivation questionnaire were administered. The perception questionnaire of CAl was also administered to the treatment group. Although more students in the CAl group had sound understanding about the motion of molecule, the scores of the conceptions test for the two groups were not significantly different at .05 level of significance. The students in the CAl group, however, were found to have more positive attitudes toward science instruction and learning motivation. In the perception questionnaire of CAl, most students in the treatment group exhibited positive attitudes toward the CAl. However, some students mentioned that they were disturbed by noisy environments, and that they could not understand some content presented. Educational implications are discussed.

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A Study on the educational method of the conceptual approach of 3D animation (3D Animation 교육에 대한 개념적 접근 방식에 대한 연구)

  • 최성원
    • Archives of design research
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    • v.12 no.4
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    • pp.53-60
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    • 1999
  • Nowdays many people using and learning 3D Software. However, like artists drawing by brush, that most of designers misunderstood that 3D Software is cover everything as a tool. This sort of situation, change of 3D Software will come to the front very seriously. It can be result about lack of understanding 3D in general and some kind of illusion about 3D Software. These were changing like training school that was teaching only function for technique. Therefore, to prevent above things, this research paper will be based on a conception, that compare with 3D which called cyber space and the real world. That is explanation of construction about 3D Software generally, that will basis how does people think about the world. It function of 3D Software will take concrete shape gradually, which is after general description and understanding and the users will be quick to understand, no need to difficult of access for beginners. In addition, higher education ay university is no longer training center. Lastly, it will be able to capability as an essentially figure. Nowdays many people using and learning 3D Software. However, like artists drawing by brush, that most of designers misunderstood that 3D Software is cover everything as a tool. This sort of situation, change of 3D Software will come to the front very seriously. It can be result about lack of understanding 3D in general and some kind of illusion about 3D Software. These were changing like training school that was teaching only function for technique. Therefore, to prevent above things, this research paper will be based on a conception, that compare with 3D which called cyber space and the real world. That is explanation of construction about 3D Software generally, that will basis how does people think about the world. If function of 3D Software will take concrete shape gradually, which if after general description and understanding and the users will be quick to understand, no need to difficult of access for beginners. In addition, higher education ay university is no longer training center. Lastly, it will be able to capability as an essentially figure.

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