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dc.contributor.author현은령-
dc.date.accessioned2017-09-26T02:13:45Z-
dc.date.available2017-09-26T02:13:45Z-
dc.date.issued2015-12-
dc.identifier.citation한국디자인문화학회지, v. 21, NO 4, Page. 671-683en_US
dc.identifier.issn1598-6497-
dc.identifier.urihttp://www.dbpia.co.kr/Journal/ArticleDetail/NODE06577732-
dc.identifier.urihttp://hdl.handle.net/20.500.11754/29400-
dc.description.abstract본 연구에서는 뉴미디어디자인을 활용한 융합인재교육(STEAM) 프로그램을 개발하고 중학생에게 적용하여 과학기술에 대한 학습태도에 미치는 영향을 살펴보았다. 교육과정과 연계하여 개발된 융합인재교육(STEAM) 프로그램은 효과성 검증의 일환으로 서울특별시 광진구에 위치한 G중학교 1학년 학생 60명을대상으로 총 10차시에 걸쳐 준 실험설계로 적용한 후교육에 대한 학습태도 변화를 과학기술에 대한 ‘가치, 흥미, 자기개념’ 영역으로 나누어 분석하였다. 사용된효과성 검사 도구는 ‘TIMSS 2011 과학에 대한 학습태도 검사’를 수정 보완한 것으로, 사전 및 사후검사를 통해 측정 후 대응표본 t-검증을 실시하여 그 변화를 살펴보았다. 그 결과 학생들의 과학기술에 대한 학습태도 중 과학기술의 가치에 대한 인식과 과학기술에 대한 자기개념에 긍정적인 영향을 미친 것으로 나타났다. 따라서 본 연구에서 개발된 뉴미디어디자인을 활용한 융합인재교육(STEAM) 프로그램은 신기술, 통합과학, 사회적 탐구과정이 모두 섞인 융합형 사고를 촉진시키는데 효과적이며, 그 과정에서 뉴미디어디자인이 실질적 방법론을 제공할 수 있었던 것으로 확인되었다. 이는 그동안 학교교육과정에서 소외되었던 디자인교육의 활성화에 기여할 수 있을 것으로 기대된다. The purpose of this study was to develop a STEAM program utilizing new media design and to examine its influence on the learning attitude of middle school students toward scientific technology. A STEAM program that was developed in association with the middle school curriculum was provided for 60 seventh-grade students in a middle school located in Gwangjin-gu, Seoul, in 10 sessions by applying quasi-experimental design to test the effectiveness of the program, and whether there were any changes in the following three areas of learning attitude to scientific technology was analyzed: value, interest and self-concept. The instrument used to test effectiveness was a modified version of TIMSS 2011 Science Learning Attitude Test. The pretest and posttest data were analyzed to determine the effectiveness of the program, and paired-samples t-test was conducted to look for any possible changes. As a result, the STEAM program that utilized new media design was found to have a positive impact on the awareness of the students about the value of scientific technology and their self- concept about it among the sub factors of learning attitude to scientific technology. Therefore it"s ascertained that the STEAM program developed in this study by utilizing new media design was effective at boosting convergence thinking into which new technology, integrated science and social inquiry process are all incorporated, and that it was possible to offer practical methodology through new media design in that course. The findings of the study are expected to raise awareness of the meaning and value of design education.en_US
dc.description.sponsorship이 논문은 2014년도 정부(교육부)의 재원으로 한국과학창의재단의 지원을 받아 수행된 성과물임.en_US
dc.language.isoko_KRen_US
dc.publisher한국디자인문화학회en_US
dc.subjectSTEAMen_US
dc.subjectNew Media Designen_US
dc.subjectLearning Attitude of Scientific Technologyen_US
dc.subject융합인재교육en_US
dc.subject뉴미디어디자인en_US
dc.subject과학기술에 대한 학습태도en_US
dc.title뉴미디어디자인을 활용한 융합인재교육(STEAM) 프로그램이 중학생의 ‘과학기술에 대한 학습태도’에 미치는 효과en_US
dc.title.alternativeThe Effects of STEAM Program Utilizing New Media Design on the Learning Attitude of Middle School Students to Scientific Technologyen_US
dc.typeArticleen_US
dc.relation.no4-
dc.relation.volume21-
dc.relation.page671-683-
dc.relation.journal한국디자인문화학회지-
dc.contributor.googleauthor현은령-
dc.contributor.googleauthorHyun, Eun Ryung-
dc.relation.code2015041239-
dc.sector.campusS-
dc.sector.daehakCOLLEGE OF EDUCATION[S]-
dc.sector.departmentDEPARTMENT OF APPLIED ART EDUCATION-
dc.identifier.pidpariosa-
Appears in Collections:
COLLEGE OF EDUCATION[S](사범대학) > APPLIED ART EDUCATION(응용미술교육과) > Articles
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