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초등학생들이 수업시간에 스크래치 프로그래밍과 센서 보드를 활용한 STEAM교육 모형 개발과 적용

Development and Application of STEAM Education Model using Scratch Programming and Sensor Board in Class of Elementary School Students

  • 문외식 (진주교육대학교 컴퓨터교육과)
  • Moon, Waeshik (Dept. of Computer Education, Chinju National University of Education)
  • 투고 : 2014.04.18
  • 심사 : 2014.06.06
  • 발행 : 2014.06.30

초록

소프트웨어와 하드웨어를 연계한 STEAM 학습은 알고리즘 향상, 문제해결 능력, 융합적 사고력 등을 크게 신장할 수 있으며, 궁극적으로 학습태도 및 학업 성취력을 높일 수 있다. 본 연구에서는 프로그래밍의 기본 개념을 이해할 수 있는 초등학교 6학년들이 스크래치와 6개의 센서가 부착된 센서 보드를 결합한 프로그래밍 활용으로 국정교과서(5종) 교과내용을 학습 할 수 있도록 학습 모형을 개발하였으며, 6학년 수업현장에서 적용하고 결과를 분석하였다. 결과로서, 평가대상인 초등학생들 대부분이 스크래치와 센서 보드를 결합한 STEAM 학습도구가 적합한 것으로 분석되었다. STEAM 학습에서의 성취도 평가에서 5개 교과 평균성취 수준이 10점 만점에 7점 이상의 평가를 받은 학생들이 39.5%를 얻었으며, 평가대상 대부분의 학생들이 만족할 만한 성취수준을 얻은 것으로 분석되었다. 따라서, 스크래치와 하드웨어인 스크래치 센서 보드를 활용한 학습은 단순히 소프트웨어만 활용하는 기존 소프트웨어 중심의 학습보다 효과적인 것으로 판단된다.

STEAM learning, which combined software with hardware, can greatly increase algorithm improvement, problem-solving skills, integrated thinking ability etc. and can ultimately improve learning attitude and academic achievement. In this study, we developed STEAM learning model so that 6th graders who can fully understand the basic concept of programming can learn subject contents of national textbooks (5 kinds) with programming that combined six sensors attached Sensor_board with Scratch and applied it to 6th grade class and analyzed the results. As a result, the STEAM learning tool that combined Scratch with Sensor_board was analyzed to be suitable for most elementary school students to be evaluated. In the achievement evaluation of learning, 39.5% of students obtained more than 7 points out of perfect 10 in the average achievement level of 5 subjects so most students evaluated were analyzed to obtain satisfactory achievement. Therefore, STEAM learning using Scratch and Sensor_board, hardware is considered to be more effective than existing software-centered ${\times}$learning using only software.

키워드

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피인용 문헌

  1. 스크래치와 센서보드를 활용한 융합적 프로그래밍 학습이 초등학생들에게 미치는 효과 vol.21, pp.1, 2014, https://doi.org/10.14352/jkaie.2017.21.1.23
  2. 학습동기 향상을 위한 플립러닝 기반 SW 융합 교육 vol.22, pp.3, 2014, https://doi.org/10.14352/jkaie.2018.22.3.325
  3. 수행시간 중심의 초등 EPL 교육이 초등학생 컴퓨팅 사고력에 미치는 효과 vol.24, pp.3, 2020, https://doi.org/10.14352/jkaie.2020.24.3.233
  4. 아두이노를 활용한 STEAM 프로그램이 예비 과학교사의 융합인재 핵심역량에 미치는 영향 vol.44, pp.2, 2020, https://doi.org/10.21796/jse.2020.44.2.183
  5. 스크래치 전자 블록을 활용한 프로그래밍 교육 vol.24, pp.6, 2014, https://doi.org/10.14352/jkaie.2020.24.6.529