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딥페이크 앱 활용 윤리교육 융합 프로젝트의 개발 및 적용

Development and Application of Ethics Education STEAM Projects using DeepFake Apps

  • 황정 (서울 오현초등학교) ;
  • 최은정 (고양 풍산초등학교) ;
  • 한정혜 (청주교육대학교 컴퓨터교육과)
  • 투고 : 2021.03.12
  • 심사 : 2021.04.23
  • 발행 : 2021.04.30

초록

본 논문은 초상권·저작권 및 사이버 폭력 등의 문제를 예방하고 대응하기 위하여 인공지능 기술을 활용한 딥페이크 앱 활용 윤리 교육 융합 프로젝트를 개발, 적용하였다. 상용 딥페이크 앱을 분석하고, 이를 활용한 초등교육과정에 적용 가능한 교과와 단원 내용을 프로젝트기반 융합·재구성하였다. 창의적 체험활동 중심의 융합 프로젝트는 UCC 제작 과정을 중점으로, 계획된 행동이론 기반의 정보통신 윤리 의식 측정 검사로 효과를 비교하였다. 사회 교과 중심의 융합 프로젝트에서는 화폐(금융)교육의 주제로 재구성하여 질적 분석하였다. 분석 결과, 인공지능 기술 앱 활용 융합수업은 정보통신 윤리 의식을 유의미하게 증진시키는 것을 확인하였다.

To prevent problems such as portrait rights, copyright, and cyber violence, an ethics education STEAM projects using deepfake apps using AI technology were developed and applied. The Deepfake apps were screened, and the contents of the elementary school curriculum were reconstructed. The STEAM project as creative experiential activities was mainly operated by the UCC activities, and applied the info-ethics awareness measurement test based on the planned behavior theory. The social STEAM project as money (financial) education was qualitatively analyzed. It was found that this STEAM classes using AI technology app significantly enhances the ethical awareness of information communication.

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과제정보

이 논문은 2020년도 청주교육대학교 학술연구조성비(CJE2020D034)에 의하여 연구된 것임. 4절의 창의적 체험활동 프로젝트는 황정 석사학위 논문 결과의 일부임.

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