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가상현실장비(VR)를 활용한 융합인재교육 프로그램 개발 및 만족도와 학습자의 태도 분석

An Instructional Design of STEAM Programs using Virtual Reality Equipment and Analysis of its Effectiveness and Attitude of Learners

  • 배영권 (대구교육대학교 컴퓨터교육과) ;
  • 박판우 (대구교육대학교 컴퓨터교육과) ;
  • 문교식 (대구교육대학교 컴퓨터교육과) ;
  • 유인환 (대구교육대학교 컴퓨터교육과) ;
  • 김우열 (대구교육대학교 컴퓨터교육과) ;
  • 이효녕 (경북대학교 지구과학교육과) ;
  • 신승기 (대구교육대학교 글로벌교육혁신연구소)
  • Bae, Youngkwon (Dept. of Computer Education, Daegu National University of Education) ;
  • Park, Phanwoo (Dept. of Computer Education, Daegu National University of Education) ;
  • Moon, Gyo Sik (Dept. of Computer Education, Daegu National University of Education) ;
  • Yoo, Inhwan (Dept. of Computer Education, Daegu National University of Education) ;
  • Kim, Wooyeol (Dept. of Computer Education, Daegu National University of Education) ;
  • Lee, Hyonyong (Dept. of Earth Science Education, Kyungpook National University) ;
  • Shin, Seungki (Institute of Global Education for the Advancement fo Innovative Learning, Daegu National University of Education)
  • 투고 : 2018.10.26
  • 심사 : 2018.10.30
  • 발행 : 2018.10.31

초록

본 연구에서는 창의융합형 인재를 길러내기 위해 가상현실장비를 활용한 STEAM기반의 융합프로그램을 개발하고 학습자의 만족도를 살펴보고자 하였다. 사전검사 및 사후검사를 통해 평가구인 및 하위 영역별 평균을 비교하였고 통계적으로 유의미한 영역을 살펴보았다. 대체로 평가 구인 및 하위 영역에서 사후 평가 결과가 사전평가 결과보다 높게 나타났다. 통계적으로 유의미한 평균의 신장을 보이는 영역은 '배려와 소통' 구인의 하위 영역인 '과학'에 대한 '자아개념' 영역으로 도출되었다.

In this study, we tried to develop STEAM integrated program using virtual reality(VR) equipment and to evaluate the learners' satisfaction in order to cultivate the convergent talent. The pre-test and the post-test were used to compare the mean scores of the assessed candidates and sub-areas. The post-test results were higher than pre-test results. The area with statistically significant mean height was derived as the 'self-concept' area of 'science' which is a sub-area of 'care and communication'.

키워드

참고문헌

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피인용 문헌

  1. 가상현실 기술을 활용한 학습이 학습 동기에 미치는 영향 vol.43, pp.3, 2019, https://doi.org/10.21796/jse.2019.43.3.271