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스마트 디바이스를 활용한 예술 및 과학기술 융복합 창의교육의 효과 - 여고생대상의 실행적용 및 학습 성과 인식 검증을 중심으로-The Effect of Art and Science Technology Integrated Creativity Education Using Smart Devices -Focusing on Implementation, Application, and Verification of the Academic Achievement Perception from the Female High School Students-

Other Titles
The Effect of Art and Science Technology Integrated Creativity Education Using Smart Devices -Focusing on Implementation, Application, and Verification of the Academic Achievement Perception from the Female High School Students-
Authors
현은령
Issue Date
May-2015
Publisher
한국디자인지식학회
Keywords
Art and Science Technology Integrated; Creativity Education; STEAM
Citation
Journal of Korea Design Knowledge, no.34, pp 357 - 365
Pages
9
Indexed
KCI
KCICANDI
Journal Title
Journal of Korea Design Knowledge
Number
34
Start Page
357
End Page
365
URI
https://scholarworks.bwise.kr/hanyang/handle/2021.sw.hanyang/157241
DOI
10.17246/jkdk.2015..34.032
ISSN
2092-7045
Abstract
본 연구는 여자고등학생을 대상으로 여학생의 강점영역인 언어감성지능이 강화된 예술영역(미디어, 사진, 애니메이션, 드라마 등)을 통해 여학생의 약점영역인 신기술에 대한 적응력 및 과학기술에 대한 호감도를 상승시키고자 하는데 그 목적이 있다. 이를 위해 일반적으로 남·여 고등학생 모두에게 활용에 대한 호감도가 있는 스마트 디바이스를 저작도구매체로 활용하였다. 본 연구의 목적을 달성하기 위해 설계된 구체적인 프로그램모형은 STEAM (Science, Technology, Engineering, Arts & Mathematics) 교육유형으로서, 준 실험설계(Quasi- Experimental Design)를 통해 서울의 도봉구소재 D여자고등학교와 마포구소재 S여자고등학교 2개교 2학년 학생(125명)을 대상으로 총 10차시(30h)으로 구성된 프로그램을 실행하고 그 효과성을 PISA 2006을 이용하여 분석하였다. 그 결과 과학기술의 자기효능감 부분에서 유의미한 증가를 나타냈다. 결과적으로 본 연구는 창의적 여성인력 양성의 중요성이 강조되는 우리나라 현 시점에서, 학교교육현장에서 유용한 창의체험 및 진로·진학 교육 프로그램으로 제공되어 결과적으로 예술, 특히 디자인을 통한 여성인력의 다양한 과학기술계로의 사회참여를 촉진하는데 도움을 줄 수 있을 것으로 기대한다.
The purpose of this study is to improve the adjustability of high school girls to new technology and their familiarity with art and scientific technology through the area of the arts(media, photo, animation, drama, etc.) that focuses on linguistic and emotional intelligence. The arts is typically the strength area of girls, and they aren't usually good at new technology. Smart devices with which both high school boys and girls were generally familiar are selected as authoring tools, and the program model designed to serve the purpose is based on STEAM (science, technology, engineering, arts and mathematics). The subjects in this study are 125 juniors in eight different classes in two girls' high schools that are respectively located in Dobong-gu and Mapo-gu, Seoul. A quasi- experimental design is adopted, and the program is conducted in 10 sessions(30 hours) to analyze its effectiveness. PISA 2006 is utilized with some modifications to analyze learning outcome scores before and after the program is provided. This study is expected to be used as a useful program of hands-on creative education and career education to facilitate the social participation of female human resources to make a contribution to the development of our country in which the importance of nurturing creative female manpower is increasingly stressed.
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