자기표현과 또래관계를 위한 앱기반 미술프로그램
Art Program Based on App for Self-expression and Peer Relationships
0
조회
0
다운로드
4
인용
0
참고문헌
키워드
초록
This study was intended to present new teaching-learning program for fine art class involving the use of smart devices. Particularly, this study aim to improve communication and comprehension of peer relationship based on self-expression and continuous recording by using smart devices. The class continued in 4 sessions with 5 Middle School students. The subjects selected the app-icon expressive of themselves and drew interpretation based on their experience, and shared the results with peers to accept the ideas and opinions of others. The results show that the class involving the use of apps helped alleviate students' fear towards expression in connection with existing fine art expression, promoting students' expressivity, and the class helped develop clear self-expression and communication ability by allowing students to draw on their unique experience for interpretation of app-icon.
Abstract
This study was intended to present new teaching-learning program for fine art class involving the use of smart devices. Particularly, this study aim to improve communication and comprehension of peer relationship based on self-expression and continuous recording by using smart devices. The class continued in 4 sessions with 5 Middle School students. The subjects selected the app-icon expressive of themselves and drew interpretation based on their experience, and shared the results with peers to accept the ideas and opinions of others. The results show that the class involving the use of apps helped alleviate students' fear towards expression in connection with existing fine art expression, promoting students' expressivity, and the class helped develop clear self-expression and communication ability by allowing students to draw on their unique experience for interpretation of app-icon.
참고문헌 (7)
- 백철호, "MMORPG 게임유저의 가상공간에서 외모 표현 욕구에 대한 사용성평가 -아이온 게임의 아바타 커스터마이징-", 디자인지식저널, (17), pp.11~20 (2011), 한국디자인지식학회
- Su-Jin Yun, "Study on the realities of self-expression, using avatars, in the cyber space", pp.2003
- 허윤정, "매체로서 게임의 재매개 자아 분석", 한국컴퓨터게임학회논문지, 28(3), pp.59~64 (2015), (사)한국컴퓨터게임학회
- 허윤정, "미디어로서 게임에 나타나는 구술성", 한국컴퓨터게임학회논문지, 27(1), pp.119~124 (2014), (사)한국컴퓨터게임학회
- 김희중, "디지로그 프로그램의 게임화 - 초충도를 중심으로 -", 한국컴퓨터게임학회논문지, 28(1), pp.149~156 (2015), (사)한국컴퓨터게임학회
- Characteristics of Cyberspace and Personal Relations, "Anyang City Youth Counselling Center", ~ (2000)
- Kyung-Gab Chun, "Cultural Human·Humane Culture: Semiotics and Culture Theory" (2003), Purunsasangsa
