미디어스토리텔링디자인 기반 STEAM프로그램의 고등학교 화학교육 적용효과Effects of Steam Program Based on Media Storytelling Design on High School Chemistry Education
- Other Titles
- Effects of Steam Program Based on Media Storytelling Design on High School Chemistry Education
- Authors
- 현은령
- Issue Date
- Sep-2016
- Publisher
- 한국디자인문화학회
- Keywords
- STEAM(융합인재교육); Media Storytelling Design(미디어스토리텔링디자인); Chemistry Education(화학교육)
- Citation
- 한국디자인문화학회지, v.22, no.3, pp 639 - 650
- Pages
- 12
- Indexed
- KCI
- Journal Title
- 한국디자인문화학회지
- Volume
- 22
- Number
- 3
- Start Page
- 639
- End Page
- 650
- URI
- https://scholarworks.bwise.kr/hanyang/handle/2021.sw.hanyang/153981
- ISSN
- 1598-6497
- Abstract
- 본 연구에서는 현장적용을 높인 적시교육으로서의융합인재교육(STEAM)의 방법론적 측면에 기여하기위해 미디어스토리텔링디자인을 고등학교 화학교육과융합하여 프로그램을 개발하고 그 효과성을 검증하였다. 개발 프로그램 적용은 경기도 S시 K고등학교 1학년 2개 반 52명(남 30, 여 22)을 대상으로 2015년 9월에 시행하였다. 프로그램의 주된 내용은 ‘분자구조 특성을 반영한 미디어스토리텔링디자인’으로 원자결합의특성의 과학적 원리를 미디어스토리텔링디자인을 통한 시나리오기획과 영상제작을 통해 자연스럽게 이해하는 내용으로 총 10차시에 걸쳐 개발되었다. 주된 융합 교과는 ‘과학, 기술, 디자인’이다.
효과성 검증을 위해 TIMSS 2011로 사전-사후검사를 통해 대응표본 t 검증을 실시한 결과, 과학에 대한학습태도 중 ‘과학의 가치에 대한 인식 수준(p < .05)’ 과 ‘과학에 대한 자기개념(p < .05)’이 통계적으로 유의미하게 향상된 것으로 나타났다. 또한 인지적 측면에서 과학적 원리 이해가 잘 이루어졌는지 확인한 지필고사 결과 사전(4.35)보다 사후(6.5)점수가 향상됨을알 수 있었다. 이는 미디어스토리텔링디자인을 융합한화학 STEAM교육이 학생들에게 과학의 유용성 및중요성을 보다 긍정적으로 인식하게 하는 효과를 가져왔다는 것을 의미한다.
The purpose of this study was to develop a program through the convergence of media storytelling design and chemistry education and to examine its effectiveness. It's basically meant to make a contribution to the methodology of STEAM as more workable and just-in-time education. The subjects in this study were 52(male30, female22) selected students who were in their first year in an high school in Gyeonggi Province. and the program was conducted in September, 2015. The program primarily dealt with "media story design that reflected the characteristics of molecular structure." That was developed to teach students to naturally understand the scientific principles of atomic combination through media design scenario planning and video production. The major subjects that were converged were "science, technology and design." To test the effectiveness of the program, TIMSS 2011 was utilized, and paired-samples t-test was carried out to analyze the pretest and posttest data. As a result, there were statistically significant improvements in two sub-factors of science learning attitude: "the level of awareness of the value of science(p<.05)," and "self-concept about science." When a paper-and-pencil test was conducted to check their understanding of scientific principles in the cognitive domain, they showed a rise of scores from 4.35 in the pretest to 6.5 in the posttest as well. It implies that the STEAM on which media storytelling design was converged had an effect on teaching the students to look at the usefulness and importance of science in a more positive way.
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