원문정보
초록
영어
This study analyzes students' motivation for learning when applying SW-STEAM education using Flipped Learning. Although SW education will be introduced starting from 2019 as it is included for revision curriculum in 2015, preparation of SW teaching, teaching methods, evaluation, and contents is not sufficient at the educational site. As an alternative, it developed a program that combines SW education with existing subjects and utilized flipped Learning as a method. 8 fourth graders at K Elementary School in Gyeonggi Province were given an education program. The data were collected through pre-post-test.. As a result of the learning motivation analysis, the SW-STEAM program using flipped learning has improved attention, relevance and confidence. We expect that the results of the SW-STEAM education program developed in this study and the learning motivation analysis will help in the direction of the SW-STEAM education and be useful as a basic resources for settling in class.
한국어
본 연구는 플립 러닝을 활용하여 SW 융합 교육을 적용하였을 때 학생들의 학습동기를 분석한 것이다. 2015 개정 교육과정에 SW 교육이 필수로 포함되어 2019년부터 도입이 되지만, 교육 현장에 SW 교수·학습 방법, 평가, 내용 등의 준비가 부족한 상태이다. 이에 대안으로 SW 교육을 기존 교과와 융합한 프로그램을 개발하고, 방법적인 측면으로 플립 러닝을 활용하였다. 경기도 K 초등학교의 4학년 18명의 학생들을 대상으로 교육 프로그램을 적용하였으며 학습동기 사전, 사후 검사를 하여 자료를 수집하였다. 학습동기 분석 결과, 플립 러닝을 활용한 SW 융합 프로그램은 학습동기 하위 영역 중 주의 집중, 관련성, 자신감 영역이 향상되었다. 본 연구에서 개발된 SW 융합 교육 프로그램과 학습동기 분석 결과가 SW 융합 교육의 방향에 도움을 주고, 교육 현장에 안착하기 위한 기초 자료로 유용하게 활용되길 기대한다.
목차
ABSTRACT
1. 서론
2. 이론적 고찰
2.1 SW 교육
2.2 플립 러닝과 SW 교육
2.3 선행연구
3. 연구 내용 및 방법
3.1 연구의 내용 및 절차
3.2 연구 대상 및 설계
3.3 플립 러닝 기반 SW 융합 프로그램 개발
4. 연구 결과 및 분석
4.1 학습동기에 미치는 영향
4.2 플립 러닝 사후 설문조사 분석
5. 결론 및 제언
참고문헌
키워드
저자정보
참고문헌
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