DOI QR코드

DOI QR Code

Development of a Maker Education Program Using Cement and Mold for Middle School Students and Effect on Convergence Ability for Creativity

시멘트와 거푸집을 이용한 중학교 메이커 교육 프로그램이 창의융합 역량에 미치는 효과

  • Received : 2019.03.28
  • Accepted : 2019.06.20
  • Published : 2019.06.28

Abstract

The trend of maker education has been mainly focused on program using digital devices, but maker education programs that can make students' creative ideas instantly in various shapes and make them by hand is insufficient. Therefore, in this study, we developed a maker education program using cement and molds and analyzed Effect on the convergence ability for creativity of students. In the preparation stage, educational use cases about cement and molds and the study objects and contents were extracted through the literature review. In the development stage, teaching-learning materials were developed and validity and evaluation tools to measure convergence ability for creativity were selected. In the implementation stage, the expert validity test on the teaching-learning materials and convergence ability test for creativity was evaluated, In the evaluation stage, the effects of the whole area and sub-area of the convergence ability for creativity was analysed. As a result of the t-test for the whole area of convergence ability for creativity, the students who took the maker education program showed a significant change. The test results on the teaching-learning materials showed a positive response to the communication, cooperation ability, knowledge and humanism.

최근까지 메이커 교육의 흐름은 3D 스캐너, 3D 프린터, 피지컬 컴퓨팅 도구 등과 같은 디지털 기기를 활용한 메이커 프로그램 연구들이 주류를 이룬 반면, 학생들의 창의적인 아이디어를 즉시 다양한 형상으로 구현하여 직접 손으로 만들 수 있는 메이커 교육 프로그램 개발은 다소 미흡한 실정이었다. 이 연구에서는 중학교 기술 교과를 학습하는 학생들을 위해 시멘트와 거푸집을 이용한 메이커 교육 프로그램을 개발하고 학생들의 창의융합 역량에 미치는 효과를 분석하였다. 이 연구의 준비 단계에서는 문헌분석을 통해 학습단원과 내용요소를 추출하였으며, 개발 단계에서는 교수-학습 자료를 개발하고 교수-학습 자료 타당도 및 창의융합 역량을 측정할 수 있는 평가도구를 선정하였다. 실행 단계에서는 교수-학습 자료와 창의융합 역량 평가도구에 대한 전문가 타당도 검증을 실시한 후 수업을 실시하였으며, 평가단계에서는 창의융합 역량을 분석하였다. 이 연구에서 개발한 프로그램을 바탕으로 t-검증을 실시한 결과 학생들에게 창의융합 역량에서 유의미한 변화가 있는 것으로 나타났으며, 하위요인으로는 소통과 협업능력, 타 분야에 대한 지식, 인본주의 요인이 향상된 것으로 나타났다.

Keywords

OHHGBW_2019_v10n6_129_f0001.png 이미지

Fig. 1. Research Process

OHHGBW_2019_v10n6_129_f0002.png 이미지

Fig. 2. Test design of research

OHHGBW_2019_v10n6_129_f0003.png 이미지

Fig. 3. Ready made examples of cement household goods

OHHGBW_2019_v10n6_129_f0004.png 이미지

Fig. 4. Examples of instructional process

OHHGBW_2019_v10n6_129_f0005.png 이미지

Fig. 5. Examples of teaching material

OHHGBW_2019_v10n6_129_f0006.png 이미지

Fig. 6. Example of students worksheet

OHHGBW_2019_v10n6_129_f0007.png 이미지

Fig. 7. Photos in class and on-line community

Table 1. Research subjects

OHHGBW_2019_v10n6_129_t0001.png 이미지

Table 2. Selection of the subsection for maker program

OHHGBW_2019_v10n6_129_t0002.png 이미지

Table 3. Activity topics of maker education program

OHHGBW_2019_v10n6_129_t0003.png 이미지

Table 4. Detail activity of maker education program

OHHGBW_2019_v10n6_129_t0004.png 이미지

Table 5. Extracting maker competency for technology subjects

OHHGBW_2019_v10n6_129_t0005.png 이미지

Table 6. Selection of maker competency evaluation tool

OHHGBW_2019_v10n6_129_t0006.png 이미지

Table 7. Result of expert validity test

OHHGBW_2019_v10n6_129_t0007.png 이미지

Table 8. Result of contents validity test

OHHGBW_2019_v10n6_129_t0008.png 이미지

Table 9. Result of paired t-test

OHHGBW_2019_v10n6_129_t0009.png 이미지

References

  1. J. H. Ham, S. Y. Lee & H. J. Kim. (2015). ICT DIY Policy and Standardization for Building Maker Ecosystem. Information & Communications Magazine, 33(1), 5-10.
  2. Ministry of Education. (2015). Curriculum of Technology and Information Subject. Notice No. 2015-74 [Appendix 10]. Sejong : Ministry of Education.
  3. J. W. Hwang, I. Kang & H. S. Kim. (2016), Possibility Analysis of TMSI model as Maker Pedagogy, 2016 Fall conference of Korean Society for Educational Technology, 1, 169-170.
  4. M. Eisenberg. (2013). 3D printing for children: What to build next?. International Journal of Child-Computer Interaction, 1(1), 7-13. https://doi.org/10.1016/j.ijcci.2012.08.004
  5. A. Brown. (2015). 3D Printing in instructional set-things: Identifying a curricular hierarchy of activities. Tech-Trends, 59(5), 16-24. https://doi.org/10.1007/s11528-015-0887-1
  6. I. S. Choi. et al. (2018). 4th Industrial Revolution : with STEAM Education & Maker Education. Seoul : Da Vinci Publishers.
  7. Y. H. Lee & D. H. Gu. (2018). Development of imitation learning-based teaching and learning model for maker education. Journal of The Korean Association of Information Education, 9(1), 11-15.
  8. D. S. Ryu. (2018). Development and Validation of the Diagnostic Test for Convergence Ability for Creativity. Doctoral dissertation. Korea National University of Education, Cheongju.
  9. P. Blikstein. (2013). Digital fabrication and 'Making'in education: The democratization of invention. In J. Walter-Herrmann & C. Buching (Eds.), FabLabs: Of Machines, Makers and Inventors. Bielefeld: Transcript Publishers.
  10. P. Blikstein. & M. Worsley. (2016), Children Are Not Hackers: Building a Culture of Powerful Ideas, Deep Learning, and Equity in the Maker Movement, Makeology, 1(1), 64-79. https://doi.org/10.4324/9781315726519-5
  11. S. L. Martinez & G. Stager. (2013). Invent to learn: Making, tinkering, and engineering in the classroom. CA : Constructing modern knowledge press.
  12. D. V. Loertscher, L. Preddy & B. Derry. (2013). Maker spaces in the school library learning commons and the uTec maker model. Teacher Librarian, 48-51.
  13. E. S. Kang. (2017). A study on the educational effects of the maker education outreach program : a case study focused on free semester activity. Doctoral dissertation. Kyung Hee University, Seoul.
  14. J. W. Lee. (2017). A Case Study on Space Building of Middle School Technology Education Facility for Maker Education. Master's Thesis. Gwangju National University of Education, Gwangju.
  15. I. Kang & H. S. Kim. (2017). Exploring the Value of the Maker Mind Set at Maker Education . Journal of the Korea Contents Society, 17(10), 250-267.
  16. J. S. Lee. (2017). A Study of Design Thinking Adaptation for Maker Education Process. Korea Design Forum, 54, 225-234.
  17. S. H. Jun. (2018). A study on Development Maker Education Program for Software Education. Master's Thesis. Seoul National University of Education, Seoul.
  18. J. M. Eom. (2014). Development of Hands-on Activity Tasks for Eco-Construction Material in Technology Education of Middle School. Master's Thesis. Korea National University of Education, Cheongju.
  19. H. J. Kim. (2015). Development of an Eco-Friendly House Construction Hands-on Activity Task for the Unit 'Construction Technology and Environment' in Technology Education of Middle Schools. Master's Thesis. Korea National University of Education, Cheongju.
  20. Y. D. Lim. (2010). Making of the Type-letter based Teaching Materials for Understanding of Industrial Technology, Home Economics, and Traditional Technology. Master's Thesis. Korea National University of Education, Cheongju.
  21. J. S. Kim. (2011). Development of PDIE Model for Teaching Materials of STEAM Integrated Education, 2011 Conference of Korean Institute of Industrial Educators. 386-392.
  22. Y. H. Choi, J. A. Noh, Y. J. Lim, D. W. Lee, E. S. Lee & J. H. Noh. (2013). The Development of the STEAM Literacy Measurement Instrument for elementary, junior-high, and high school students. The Korean Journal of Technology Education. 13(2), 177-198.
  23. S. J. Hwang. (2015). Effect of Programming Education using App Inventor on Informatics Gifted Elementary Students' Creative Problem Solving Ability and Learning Flow. Master's Thesis. Korea National University of Education, Cheongju.
  24. I. Kang & H. J. Yun. (2017). Exploring the Evaluation Framework of Maker Education. The Journal of the Korea Contents Association, 17(11), 541-553. https://doi.org/10.5392/JKCA.2017.17.11.541