• Title/Summary/Keyword: education animation

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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.

Design and Implementation of a Web Courseware Based on Simulation for Learning the Computer Network (컴퓨터 네트워크 학습을 위한 시뮬레이션형 웹 코스웨어 설계 및 구현)

  • Jeong, Sang-Wook;Song, Tae-Ok;Kim, Tae-Young
    • The Journal of Korean Association of Computer Education
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    • v.3 no.2
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    • pp.39-46
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    • 2000
  • This courseware includes multimedia elements such as graphic, voice and provides simulation learning and animation learning environment. Therefore, a learner can have various learning opportunities, be encouraged learning motivation, and be improved learning outcome. The content of the implemented program in this thesis provides voice and text basically. In addition to simulation learning and animation learning are provided appropriately by the type of content. Specially by using simulation implemented from simple subjects to more complicate subjects, a learner can select the most appropriate learning course and learn the simulation step by step. Through this courseware, a learner can learn more easily and excitedly.

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A Comparison of the effects of Static Graphic and Animation in CAI by visual learning preference (시각적 학습 선호도에 따른 정화상 CAI와 애니메이션 CAI의 효과 비교)

  • Cha, Jeongho;Kim, Kyungsun;Noh, Taehee
    • The Journal of Korean Association of Computer Education
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    • v.7 no.5
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    • pp.1-8
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    • 2004
  • This study investigated the effect of visual learning preference levels in computer assisted instruction (CAI) using static graphics and animations on students' conceptual understandings, application abilities and learning motivations. Fifty-nine seventh graders were selected from a middle school in seoul, and they were taught about the motion of molecule for 4 class hours. Two-way ANCOVA results revealed that the scores of the conception test of the animations group, regardless of student's visual learning preference levels, were significantly higher than those of the static graphics group. However, there were no differences between the two groups in the scores of application test and learning motivation test.

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A Study on the Development of a Modular Multimedia Instruction Materials for the 1.earning of Molecular Unit in Nature Instruction of Elementary School (초등학교 자연과의 분자 단원 학습을 위한 모듈식 멀티미디어 교수학습 자료 개발 연구)

  • 박종욱;김도욱
    • Journal of Korean Elementary Science Education
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    • v.19 no.1
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    • pp.101-112
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    • 2000
  • The purpose of this study was to develop the modular multimedia instructional materials emphasizing the particulate nature on the realm of matter in elementary science classes. Features of the material are as follows: 1 To be in focus on particulate model named 'phenomenal magnifying glasses' in order to change the student's belief system of continuous matter into the belief system of particulate matter . The 'phenomenal magnifying glasses' is a new instructional strategy designed to change into the view of particulate matter through facilitating the reflective thinking resulted from the simultaneous consideration of experimental phenomena(macroscopic world) and particulate model(microscopic world). 2. To introduce modular system into the instructional materials, which was consisted of 14 subunits according to the sequential instruction unit of 'molecule and molecular motion'. Each subunit was composed of 5 types of modules(module 1: motivation, module 2: experimental result, module 3: discussion, module 4: phenomenal magnifying glasses, module 5: related experiment) 3. The multimedia program was composed of 36 kinds of experimental animation and 59 kinds of computer animation materials combined with text resources, photographic materials and sounds.

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Class Design Applying Flipped Learning Combined with Project-Based Learning: Focusing on Digital Painting Tool for Class (플립러닝형 프로젝트 기반학습을 적용한 수업 설계: Digital Painting Tool 수업을 중심으로)

  • Sung, Rea;Kong, Hyunhee
    • Journal of Information Technology Applications and Management
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    • v.29 no.1
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    • pp.29-45
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    • 2022
  • The Fourth Industrial Revolution era requires people to have the ability of integrated thinking, critics, sensitivity, and creativity in an integrated manner. Therefore, teaching methods are expected to become more suitable for the trend. In this belief, current teacher-leading education method should move to students' self motivating one and consist of programs in which students voluntarily involve. In this reason, this study suggests FPBL educational method model that is combines project-based learning with flipped learning by analysing preceding research and digital painting tool class was designed by applying it. As a result of applying the designed class model to the class, all of the class satisfaction, effectiveness, and interaction were evaluated positively. Problems such as limitations of project classes due to non-face-to-face classes, large amount of learning before class, and reduced concentration during class were found. Therefore, when the FPBL class model is conducted non-face-to-face, it will be necessary to further strengthen the role of the instructor, provide lecture videos summarizing the core contents, and improve concentration by providing active participation and fun using various digital tools. The result of the study looks significant by confirming the possibility of applying FPBL model not only in design education but also other educational settings.

Webtoon era, current status of and development measures for cartoon education - Focusing on college comics education - (웹툰 시대, 만화교육의 현황과 발전 방안 연구 - 대학만화교육을 중심으로 -)

  • Kim, Byoung-soo
    • Cartoon and Animation Studies
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    • s.51
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    • pp.255-291
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    • 2018
  • The domestic cartoon industry has went through rapid reformation since 2010 incurred by the emergence of webtoon. Most of the students in cartoon schools long to become webtoonists rather than published cartoonists. Cartoon education in middle and high schools rather focuses on webtoons. The growth of webtoons in private education, excluding college entrance examination, is even more promising. In the same train of thought, the number of webtoon private education institution has surged exponentially. Despite provincial colleges experiencing difficulty due to the lack of the student population, the competition for cartoon admission is intensifying. However, college education often maintains curriculums that do not relate to the on-site demands. Cartoon education in the past was mostly carried out through apprenticeship programs. However such programs began to disappear as college education became more common and as people embraced the emergence of webtoons. Instead collective education and author debut programs replaced the old system. Individualization of education is exacerbating as digital writing tools allow individual webtoonists to publish their works on a weekly basis. The background of the growth of webtoon education can obviously be explained by the growth of the market but there are aspects that can't be explained in such a simple manner. This study examines the current webtoon education status and discusses possible methodological and formation development measures for the future. The introduction examines the change in education and market. The main subject examines the current secondary schools and universities cartoon education and conducts a comprehensive study on the various education related changes. This study proposes future directions for universities by looking at the webtoon era and education changes in the conclusion. It also researched how the units of college cartoon education will fuse and deduct practical results via government policies.

A study on the analysis of relationship between a blood-type and a personality in casting character of animation (애니메이션 캐릭터 캐스팅에 있어 혈액형과 성격의 상관성 분석 연구)

  • Kim Nam-Hoon;Oh Ok-Jun
    • Proceedings of the Korea Contents Association Conference
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    • 2005.05a
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    • pp.183-190
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    • 2005
  • In recent, the blood type waken the reader's interest in the field of movie, music, and education. Now, the blood type is far better than was anticipated in every aspects of life than a personal taste and appear as a familiar topic of story telling in modem life-style. Long time ago in Japan, the blood type was used to a casting of character and a consistent personality. In this study, the types of personality is combined with a blood type and devided with a frame of types. Also, personalities of character are observed and compared in a general animation which not applied a blood type. In particular, a personalities of family in animation are analized through a blood type and applied by character. Also, the blood types based on character of families get an appeal of audience. From now on, it will expect a variable analysis of animation, and needs for a continuous study not only blood type between families but relationship between blood types.

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Topic-centered English Learning Method Using Animated Movie with Reference to Awareness of Social Issues (애니메이션을 활용한 주제 중심의 영어 학습 방안: 사회문제 인식을 중심으로)

  • Kim, Hye-Jeong
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.217-225
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    • 2024
  • This study explores the use of animation as a tool for both English learning and recognizing social problems. In addition, this study examines how topic-centered learning paired with animation affects the acquisition of English vocabulary and expressions specific to discussing social problems. To achieve these goals, the study used two animations, Zootopia and Luca, and focused specifically on discrimination and prejudice. Conversation analysis, discussion activities, and learning of vocabulary and expressions in context were conducted. To evaluate the research, pre-tests, post-tests, a questionnaire, and thinking notes containing learners' opinions were used. Pre- and post-tests were administered to determine the extent of improvement in students' vocabulary and expression learning, and they reveal a statistically significant difference between the two tests. A questionnaire and thinking notes were analyzed in order to understand learners' responses and attitudes toward the class, and the results demonstrate an overall satisfaction with this class using animation topics (81.8%). The data highlights three reasons for this satisfaction: developing an in-depth understanding of movies, enhanced awareness of social problems, and increased engagement through the use of animations. These findings highlight the importance of conducting an in-depth analysis of the targeted topic when using animation.

Development and Effect of the Cancer Prevention Education Program Using Different Media

  • Lee, Young Sung;Choi, Seong Woo;Jeon, Mi Yang
    • International Journal of Contents
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    • v.9 no.4
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    • pp.60-66
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    • 2013
  • Purpose: This study was intended to develop and evaluate the cancer prevention education for general population with different educational media such as booklets, cartoons, web frame comic strips, web flash animation and flash animations on personal digital assistants (PDA). Methods: A total of 125 subjects were divided into 5 groups, each group having 25 members and assigned a different educational media. An educational media was assigned to each group to evaluate the effect of education in the first intervention. In the second intervention, 4 other media, excluding the previously used one, were used to educate the subjects and find out the preferences of educational media. Results: Knowledge about cancer increased significantly after cancer prevention education. They preferred animations on the internet to other media, the highest. Conclusion: Educational programs with various media should be developed for subjects to choose based on their preferences.

In the system of virtual studying, A consolidative scheme for learner's self-centered studying -for 4th grade mathematics in elementary school- (가상학습시스템에서 학습자의 자기주도적 학습을 위한 집중도 강화 방안 -초등학교 수학과 4학년을 중심으로-)

  • Kwon, Jae-Seong;Gyu, Seol-Moon
    • Journal of The Korean Association of Information Education
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    • v.3 no.1
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    • pp.125-133
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    • 1999
  • This paper is to provide a provision, in the system of virtual studying on the base of web, that can be used when learners(student) don't feel interesting anymore in the situation of unit studying and wanders in virtual space. No doubt, It's possible to provoke learner's interesting with providing such as fine multi-media, graph, and animation. But This study propose a method for learner who is apt to tired of studying although activity program is developing.

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