실생활의 융합 인재 소양 함양을 위한 리빙랩 기반 초등 소프트웨어 수업 설계 및 적용
The Design and Application of a Living Lab-based Elementary Software Class to Cultivate Real-World Convergence Talent Literacy
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정보·과학 기술의 발전에 따른 다양한 국가·사회적 요구에 의하여 2015 및 2022 개정 교육과정에서는 인공지 능 교육까지 포함한 소프트웨어 교육이 확대되었다. 같은 맥락으로 지역사회와 기업, 대학 등에서 실생활의 다양 한 사회 문제를 해결하는 방법론으로 리빙랩이 제시되었다. 본 연구에서는 리빙랩의 핵심 개념을 초등 소프트웨 어 교육에 적용하여 학생들의 실생활의 융합 인재 소양을 기르고자 하였다. 선행 연구를 분석한 결과를 토대로 10차시의 리빙랩 프로세스를 적용한 소프트웨어 수업을 설계하였고 이를 적용하여 융합 인재 소양 함양에 관한 효과성을 검증하였다. 특별히 블렌디드 교육 수요의 확대와 부족한 소프트웨어 교육 시수를 감안하여 블렌디드 수업 방식을 확장 적용하였고, 실험 결과 학생들의 과제 참여 정도에 따라 부분적인 효과성을 보였다. 본 연구는 초등학교에서 리빙랩을 교육적으로 적용할 수 있는 가능성을 보였다는 점과 함께, 블렌디드 수업 상황에서 융합 인재 소양 함양 중심의 소프트웨어 교육의 사례를 제시한 점에 그 의의가 있다.
Abstract
In response to demands for technology to address social issues, the 2015 and 2022 curricula expanded software education to include AI. Living labs have been promoted to solve real-world problems through community, business, and university collaboration. This study integrated living lab principles into elementary software education to cultivate convergence talent literacy. A 10-session curriculum was implemented and evaluated for effectiveness. With the rise of blended learning and limited instructional hours, this study extended blended approaches. Results showed partial effectiveness based on student participation. This study demonstrates the feasibility of applying living lab concepts in elementary education, focusing on convergence talent literacy.
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