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학술저널

컴퓨터 원리를 소재로 한 창의적 놀이 개발

The Creativity Teaching Material Development Which Applies Playing - Based On Computer Principled Learning

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창의적 문제 해결 능력을 컴퓨터 교육을 통해 이루려면 기존 컴퓨터 교육에 창의성과 문제해결력의 요소가 첨가되어야 한다. 또한, 학생들의 수준과 흥미를 고려하기 위해 어려운 컴퓨터에 관한 개념이나 원리를 다양한 교수학습 방법을 개발·활용하여 학생들이 쉽게 접근할 수 있는 노력이 필요하다. 아무리 좋은 교육이라 해도 학생들이 흥미와 관심을 갖고 학습을 하지 못하면 원하는 효과를 얻지 못할 것이다. 그러므로 컴퓨터 원리를 학생들이 이해하기 쉽도록 학생들이 좋아하는 게임 형식으로 개발하여 학생들이 직접 활동을 통해 자연스럽게 원리를 이해하고, 창의적인 사고력과 문제해결력을 증진시킬 수 있는 ‘컴퓨터 원리를 소재로 한 놀이’를 개발하고자 한다.

In this modern world with the flood of information, the value of information can be measured differently depending on how it is treated. In the information-oriented society, a competent person must be self-motivated and must have the creative mind in order to receive and utilize the relevant information. In this context, educating the importance of information and creativity is becoming more and more important. However, the schools are now giving passive education that concentrates only on software education. Besides, there are difficulties in the education field not having proper education programs other than managerial guides on information technology education. This study, therefore analyzes the education system in schools with the intention to develop the text books that build up problem solving skills in regards to managerial guides on information technology education stated by the authority, Ministry of Education, Science and Technology. In order to acquire creative problem solving skills through information education, creativity and problem solving skills must be taught in addition to existing information related education. Moreover, considering the students level and their interests, difficult computer concepts and theories must be converted to easily accessible ideas. This can be achieved by developing and utilizing various study methods. Good education can t be effective unless students are not concerned or interested in it. Thus, this study aims at developing A play with computer fundamentals , which can enhance students creativity and problem solving skills by naturally participating in the play. Another objective is to prove that studying with this text book has an positive effect in cultivating their creativeness. As to obtain the above mentioned objectives, below study problems have been set based on the theocratical context and prior studies. <Problem 1> - Is the newly developed computer study text book helpful in cultivating creativeness? <Problem 2> - Is the newly developed computer study text book effective in improving fluency, flexibility, originality, and elaboration? In order to prove the above matters, experiment has been carried out with students of two 6th grade classes (35 students) in H Elementary School by organizing experiment group(18 students) and comparative group(17 students). Total 5 subjects have been taught to the experimental group in 10 special activity classes by utilizing newly developed text book. For the comparative group, the classes had been remained as normal. The summary of experiment is as follows. The experimental group that studied with the newly developed text book showed improvements in their creativeness. In addition, students had reached higher level in relation with fluency, flexibility, originality and elaboration. In contrary, the comparative group showed no significant improvement in creativeness or any other elements. The effectiveness of Text book for creativity based on computer fundamentals has been proved by conducting this experiment. However, the study objects and the applied subject were limited. Therefore, continuous researches on developing computer study text books that cultivates creativeness must be carried out with wider range of study objects and subjects.

국문초록

Ⅰ. 서론

Ⅱ. 이론적 배경

Ⅲ. 교재 개발 연구

Ⅳ. 교재의 현장 적용 및 분석

Ⅴ. 결론

참고문헌

ABSTRACT

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