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A Study on the EPL Education Platform Based on Embodied Cognition

  • Jihye Kim (Dept. of Computer Education, Gyeongin National University of Education) ;
  • SeungYeop Han (Rewond Corporation) ;
  • SunKwan Han (Dept. of Computer Education, Gyeongin National University of Education)
  • Received : 2024.06.17
  • Accepted : 2024.07.26
  • Published : 2024.08.30

Abstract

This study aimed to improve the EPL education platform, Rewond (rewond.com), which was built as a prototype, into an EPL educational tool based on Embodied Cognition. In the first phase, the heuristic evaluation, five experts were selected to evaluate the subject using evaluation items that included learning principles of Embodied Cognition. Based on the evaluation results, debriefing session analysis, and consultations with co-researchers, three improvement points were identified and specific modification plans were proposed. During the beta version development phase, the co-researchers implemented an increase in coding content, provided help for each content, and added a feature that allows progression to the next learning stage upon completion of the previous one. In the final usability testing phase, the usability of the beta version was tested with ten fourth-grade elementary school students.

본 연구는 체화인지 이론을 기반으로 개발된 코딩 교육 도구의 프로토타입에 관한 연구이다. 먼저 프로토타입의 휴리스틱 평가 단계에서는 전문가 5인을 선정하여 휴리스틱 평가 문항에 체화인지의 학습 원리를 포함한 평가 문항을 통하여 연구 대상을 평가하였다. 평가 결과와 디브리핑 세션 분석, 공동 연구자와의 협의를 통해 세 가지 개선 사항을 도출하였고 구체적인 수정 방안도 함께 제시하였다. 베타버전 구축 단계에서 코딩 콘텐츠의 양 증가, 콘텐츠별 도움말 제공, 이전 단계 학습 완료 후 다음 단계 학습으로 넘어갈 수 있는 기능의 요구사항을 발견하고 이를 구현하였다. 마지막 사용성 테스트 단계에서는 코딩 경험이 적은 초등학교 4학년 학생 10명을 대상으로 베타버전에 대한 사용성을 테스트하고 만족도와 난이도에 대한 설문 조사를 실시한 후 결과를 분석하여 최종 사용성 개선점을 도출하였다.

Keywords

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