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An Instructional Design of STEAM Programs using 3D Printer and Analysis of its Effectiveness and Satisfaction

3D 프린터를 활용한 융합인재교육 프로그램 개발 및 효과성과 만족도 분석

  • 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 (Gumrak Elementary School)
  • 배영권 (대구교육대학교 컴퓨터교육과) ;
  • 박판우 (대구교육대학교 컴퓨터교육과) ;
  • 문교식 (대구교육대학교 컴퓨터교육과) ;
  • 유인환 (대구교육대학교 컴퓨터교육과) ;
  • 김우열 (대구교육대학교 컴퓨터교육과) ;
  • 이효녕 (경북대학교 지구과학교육과) ;
  • 신승기 (금락초등학교)
  • Received : 2017.08.22
  • Accepted : 2017.08.28
  • Published : 2017.08.31

Abstract

The purpose of this study is to develop the STEAM program using 3D printer and to verify its effectiveness and students' satisfaction in order to draw implications and suggest the future directions. To design the alternative instructional framework utilizing the 3D printer, we used the learning standards of 'presenting the situation', 'creative design', and 'emotional experience' for the 3rd to 4th grade and 5th and 6th graders in elementary school. As a result of the experiment, statistically significant results were obtained about 'interest', 'care and communication', 'self-directed learning', 'career choice for science and engineering'. According to the students' satisfaction survey, students responded that they are interested in general, they can learn various subjects in relation to existing the regular classes, and that they have lots of making and experiencing activities.

본 연구의 목적은 3D 프린터를 활용한 융합인재교육 프로그램을 개발하고 효과성과 만족도를 검증하여 시사점을 도출하고 향후 발전방향을 제시하는 것이다. 3D 프린터를 활용한 차시대체형 융합인재교육 프로그램을 개발하기 위하여 '상황 제시', '창의적 설계', '감성적 체험'의 학습준거틀을 활용하였고, 초등학교 3~4학년군 및 5~6학년군으로 구분하여 STEAM 프로그램을 개발하였다. 실험 적용 결과를 살펴보면 효과성에 대해 '흥미', '배려와 소통', '자기주도적 학습', '이공계 진로 선택'과 관련하여 통계적으로 유의미한 결과를 얻을 수 있었다. 학습자의 만족도를 설문 및 분석한 결과 학생들은 대체로 흥미있다는 응답을 제시하였으며, 기존 수업과 비교하였을 때 여러 과목을 관련지어 배울 수 있고, 만들기와 체험 활동이 많다는 점을 응답하였다.

Keywords

References

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