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자료유형
학술저널
저자정보
저널정보
한국영화학회 영화연구 영화연구 31호
발행연도
2007.4
수록면
27 - 52 (26page)

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Today, we are living in a knowledge information society due to the advance of communication and computer technology. The information revolution archives the axis where environmental changes and globalization intercept. The Internet is a significant tool of the information society. In this article, we analyze e-learning as an educational tool, present the study problem and research efficient e-learning instruction methods using the Internet.
The e-learning system is based on constructive learning principles. Based on the analysis of traditional learning systems, it is designed and developed to complement weak points and provide the tools for inducing realistic context and activities, by referring to the advice of professionals and the opinions of other learners, adopting cooperative activities, and using knowledge configuration. The purpose of this study is to teach students to make film or digital project effectively in an e-learning environment.
Regarding the procedure of this study, specific article questions addressed to accomplish these goals are as follows:
1. How to use e-learning in traditional classes by supporting them via ICT(Information Communication Technology).
2. How to use e-learning as itself in a film or digital making class.
3. How to integrate online and traditional learning for blended learning
4. How to find out whether self-directed study practices throughout e-learning enable film school students, or people who want to study film or digital making, to enhance their creative skills effectively.
Throughout the various e-learning methods, learners maybe stimulated to develop their own projects. Which is the most effective way? It can be assumed that blended learning is probably the appropriate way. Whereas e-learning (only online classes) includes only technology-enabled training, blended learning combines technology-enabled training along with human interaction to help produce a more effective solution. It utilizes technology-enabled courses to reduce costs while including human interaction to increase the overall effectiveness of the training.
Furthermore, it moves individual learning activities to a self-directed format, allowing the classroom instructor to focus on those activities that require collaboration, observation or mentoring. This article may help educational staff or experts in the filmmaking field in corporate or educational organizations better understand the performance activities of instructional designers.

목차

1. 들어가는 말
2. e-러닝의 개념
3. 수업의 일부로써 e-러닝을 활용
4. e-러닝 영상제작교육
5. 온라인과 오프라인을 통합한 블렌디드 러닝(Blended Learning)
6. 효과적인 자기 주도적 학습(Self-Directed Learning)
7. 나가는 말
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Abstract

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