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

가상현실장비(VR)를 활용한 융합인재교육 프로그램 개발 및 만족도와 학습자의 태도 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 (Institute of Global Education for the Advancement fo Innovative Learning, Daegu National University of Education)
  • 배영권 (대구교육대학교 컴퓨터교육과) ;
  • 박판우 (대구교육대학교 컴퓨터교육과) ;
  • 문교식 (대구교육대학교 컴퓨터교육과) ;
  • 유인환 (대구교육대학교 컴퓨터교육과) ;
  • 김우열 (대구교육대학교 컴퓨터교육과) ;
  • 이효녕 (경북대학교 지구과학교육과) ;
  • 신승기 (대구교육대학교 글로벌교육혁신연구소)
  • Received : 2018.10.26
  • Accepted : 2018.10.30
  • Published : 2018.10.31

Abstract

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'.

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.

Keywords

References

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