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This article examines the case of the operation of digital literacy in the class of liberal arts projects related to mythology conducted between 2020 and 2022. The class of “Myth and Play Culture,” is a course for the first semester that combines the entire Korean folk mythology with Korea’s unique play world. “Myth and Women’s Culture” started with recognizing women in myths by comparing similar Eastern and Western female myths with Korean folk myths and women in <Samgukyusa>. This study discussed three aspects of how students develop ideas while digitally understanding nature and human interaction through the flower imagination of Korean mythology, which has been steadily a project theme among students for three years. First, we looked at the meta-cognition of flowers as various tools for reviving life. We looked at the meta-cognitive process of understanding the imagination of various flowers appearing in Korean folk myths, thinking critically, planning creatively, and leading to learning-linked activities. Second, we looked at the creative activities of the naming of flowers and the ludic imagination of character composition. Flowers in Korean mythology are not unique abstract nouns, but are referred to as common nouns. In this process, we looked at how students’ creative ludic imagination was exercised. Third, we looked at the remix creative expression of modern problems and the possibility of collaboration. Myth has its meaning when modern problems can be reconstructed. Through these project classes, we looked at fragmentary examples of the use of digital literacy.
키워드
- 제목
- 코로나 시대 한국 신화 속 꽃 상상력을 통한 디지털 리터러시 교육 사례 연구 -신화 교양 프로젝트 수업을 중심으로-
- 제목 (타언어)
- The study of Digital Literacy Education through the Imagination of Flowers in Korean Mythology during the COVID-19 Era -Focusing on the Myth Liberal Arts Project Class-
- 저자
- 표정옥
- DOI
- 10.47142/GEC.7.3
- 발행일
- 2023-01
- 저널명
- 교양교육과 시민
- 호
- 7
- 페이지
- 63 ~ 86