DOI QR코드

DOI QR Code

Validation of Differences in Creativity and Core Competencies according to the Application of Creative Information Programs for Elementary and Secondary Students

초·중등 창의 정보교육 프로그램 적용에 따른 창의성 및 핵심역량 차이검증

  • Eunsun Choi (Jeju National University) ;
  • Namje Park (Department of Computer Education, Teachers College, Jeju National University)
  • 최은선 (제주대학교) ;
  • 박남제 (제주대학교 교육대학 초등컴퓨터교육전공)
  • Received : 2023.04.03
  • Accepted : 2023.04.25
  • Published : 2023.06.30

Abstract

This paper aims to analyze whether creative information education programs developed for elementary and secondary students differ in creativity and core competence by program and to present improvement measures for future information education program development through analysis results. To this end, artificial intelligence humanities, forensic science, and digital therapeutics education programs were applied to 188 elementary school students and 192 secondary school students nationwide. According to the program, technical statistics, t-tests, one-way ANOVA, and Scheffe methodologies were used to analyze differences in creativity and core competence. As a result, it was analyzed that the core competencies of elementary school students differed significantly by program. Still, the creativity of elementary school students, the creativity and core competencies of secondary school students did not differ significantly by program. Future follow-up research is required through program redesign considering competence factors and appropriate distribution of research participants.

본 논문은 초·중등학생을 대상으로 개발된 창의 정보교육 프로그램이 프로그램별로 창의성과 핵심역량에 차이가 있는지를 분석하였고 분석 결과를 통해 향후 정보교육 프로그램 개발에 개선방안을 제시하는 데 그 목적이 있다. 이를 위해 전국 초등학생 188명, 중등학생 192명을 대상으로 인공지능 인문학, 포렌식 사이언스, 디지털 치료제 교육 프로그램을 적용했고 기술통계, t-test, One-way ANOVA, Scheffe 방법론을 사용하여 프로그램에 따른 창의성과 핵심역량의 차이를 분석했다. 그 결과, 초등학생의 핵심역량은 프로그램별로 유의한 차이가 나타난 것으로 분석되었으나 초등학생의 창의성, 중등학생의 창의성과 핵심역량은 프로그램별로 유의한 차이가 나타나지 않아 개발된 프로그램들이 이를 계발하는 데 고루 영향을 미쳤다고 분석되었다. 향후 역량 요인을 고려한 프로그램 재설계와 연구 대상자의 적정한 분배를 통한 후속 연구가 요구된다.

Keywords

Acknowledgement

This work was supported by the Ministry of Education of the Republic of Korea and the National Research Foundation of Korea (NRF-2022S1A5C2A04092269). And, this work was supported by the Korea Foundation for the Advancement of Science and Creativity(KOFAC) grant funded by the Korea government(MOE).

References

  1. Priemer, B., Eilerts, K., Filler, A., Pinkwart, N., Rosken-Winter, B., Tiemann, R., & Belzen, A. U. Z. (2020), A framework to foster problem-solving in STEM and computing education, Research in Science & Technological Education, 38(1), 105-130. https://doi.org/10.1080/02635143.2019.1600490
  2. Kim, Y., & Park, N. (2012), The effect of STEAM education on elementary school student's creativity improvement, Computer Applications for Security, Control and System Engineering (Vol. 339), Berlin; Springer. https://doi.org/10.1007/978-3-642-35264-5_16
  3. Choi, E., Choi, Y., & Park, N. (2022), Blockchain-centered educational program embodies and advances 2030 sustainable development goals, Sustainability, 14(7), 3761. https://doi.org/10.3390/su14073761
  4. Choi, E., Choi, Y., & Park, N. (2022), Development of blockchain learning game-themed education program targeting elementary students based on ASSURE model, Sustainability, 14(7), 3771. https://doi.org/10.3390/su14073771
  5. Kim, S., Kim, S., & Kim, H. (2019), Analysis of international educational trends and learning tools for artificial intelligence education, Journal of The Korean Association of Computer Education, 23(2), 25-28.
  6. Sung, D. -N. (2021), Comparative analysis of domestic and international computer and information curricula and suggestion of the advanced curriculum for Korean educational system. Master's Thesis, The Graduate School of Jeonbuk National University.
  7. Ministry of Education of the People's Republic of China. (2022), Information technology curriculum standards for compulsory education (2022 Edition). Beijing; Beijing Normal University Publishing Group.
  8. Sung, J. S. (2022), Informatics(SW.AI) education policy and best practice in Korea. Proceedings of The Korean Association of Computer Education, Republic of Korea, 26(2), 4.
  9. Choi, M., & Shin, S. (2022), A case study on necessity of universal computer science education in elementary schools to nurture digital talents, Journal of The Korean Association of Information Education, 26(3), 209-218. http://dx.doi.org/10.14352/jkaie.2022.26.3.209
  10. Lee, K., & Kim, H. -B. (2007), The effect of problem-based learning education on the dysfunction of information in elementary school, Journal of The Korean Association of Information Education, 11(4), 407-416.
  11. Park, N. (2016), Development and application of elementary information security education STEAM program through simulation hacking play activities, Journal of The Korean Association of Information Education, 20(3), 273-282. https://doi.org/10.14352/jkaie.2016.20.3.273
  12. Kim, S. -W., & Lee, Y. (2021), Effects of science, mathematics, and informatics convergence education program on middle school student's computational thinking, The Journal of Korean Association of Computer Education, 24(3), 1-10. https://doi.org/10.32431/kace.2021.24.3.001
  13. Kim, H. J., Seo, J. H., & Kim, Y. (2016), The effect of scratch programming education using Arduino on middle school students' creative problem solving ability, Journal of Learner-Centered Curriculum and Instruction, 16(12), 707-724. http://dx.doi.org/10.22251/jlcci.2016.16.12.707
  14. Yoon, S., Kang, W., & Lee, M. (2017), Analysis on affective and cognitive effects of application development education using authoring tool for high-school students, Journal of The Korean Association of Information Education, 21(4), 415-424. http://dx.doi.org/10.14352/jkaie.2017.21.4.415
  15. Choi, E., & Park, N. (2022), Application methods and development assessment tools for creative convergence education program for elementary and secondary schools based on hyper blended practical model, The journal of Convergence on Culture Technology (JCCT), 8(2), 117-129. https://doi.org/10.17703/JCCT.2022.8.2.117
  16. Kaufman, J. C. (2012), Counting the muses: Development of the Kaufman Domains of Creativity Scale (K-DOCS), Psychology of Aesthetics Creativity and the Arts, 6(4), 298-308. https://doi.org/10.1037/a0029751
  17. Baek, S. G., Yoon, S., Shin, A., Son, J., & Kim, Y. K. (2017), The development and the validation of six core competencies measurement scale for high school students in Korea, Journal of Educational Evaluation, 30(3), 363-395.
  18. Choi, E., & Park, N. (2021), A study on the elementary informatics curriculum design through future competency analysis, Journal of The Korean Association of Information Education, 25(2), 249-264. http://dx.doi.org/10.14352/jkaie.2021.25.2.249
  19. Shin, S. -B., Kim, C., Park, N., Kim, K. -S., Sung, Y. -H., & Jeong, Y. -S. (2017), Development of digital literacy curriculum framework connected computational thinking in the information education, Journal of The Korean Association of Information Education, 21(1), 115-126. https://doi.org/10.14352/jkaie.2017.21.1.115
  20. Kim, J. (2023), International comparative study of curriculum in information education in elementary schools, The Journal of Korean Practical Arts Education, 29(1), 55-77. https://doi.org/10.29113/skpaer.2023.29.1.04
  21. Song, U. -S., & Rim, H. -K. (2021), The necessity of an elementary school information curriculum based on the analysis of overseas SW and AI education, Journal of The Korean Association of Information Education, 25(2), 301-308. https://doi.org/10.14352/jkaie.2021.25.2.301