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KCI등재 학술저널

중학교 제도수업에서 퍼즐(somacube)활용수업방법이 학생의 기술적 창의력 계발에 미치는 효과

Effects of Using Puzzle Method in Technology Drawing Instruction

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This research was to find out the effectiveness of using puzzle(somacube) method in developing technological creativity in drafting instruction. The subject for experiment was first grade middle school students. The post test only control design was used in this study because the subjects were purposive sampled. The experimental group was taught by the using puzzle(somacube) method and the control group was taught by the traditional method. The content for the experimental treatment was Basic of Drafting , learning unit in the Technology textbook for first grade. The experiment was conducted from April 19, 2004 to May 1, 2004. The independent variable were industrial strategies(the using puzzle(somacube) method and traditional method as an instructional strategies) and scholastic attainment(high, middle and low) The dependent variable was the ability in use of technical creativity composed of sensitivity, fluency, flexibility, originality and elaborateness. The statistical techniques used for data analysis were t test, two way ANOVA. An alpha level of .05 was established prior to data treatment. The major findings of this study were as follow : 1. There was statistically significant difference (P <0.05) between post test scores of students in the using puzzle(somacube) method(adjusted means 11.58) and those of students in traditional method(adjusted means 8.89) 2. The variables verified statistically significant differences between the experimental group and the control group were high level students(t 2.927, p<0.05) of the scholastic attainment. 3. There was no interaction effect between variables of instructional strategies and variables of the scholastic attainment(p<0.05)

Ⅰ. 서론

Ⅱ. 연구의 방법

Ⅲ. 연구 결과 및 해석

Ⅳ. 결론 및 제언

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