초등학교 저학년 대상 코딩 학습 도구의 효과 분석
An Analysis of the effectiveness of coding learning tools for lower elementary school students
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초록
최근 우리 생활 속에서 인공지능에 대한 개념이 익숙해지고 필요성이 증가하면서 유아부터의 코딩 교육에 대한 수요도 함께 증가하고 있으나 어떤 코딩 도구로 학습해야 하는지에 대한 정보와 연구는 매우 적었다. 본 연구에서는 초등 1학년을 대상으로 코딩 학습의 가능성을 확인하고 코딩 학습 도구를 2D기반으로 학습하는 경우와 3D기반으로 학습하는 경우의 효과를 분석하고자 하였다. 이를 위해 10차시의 코딩 학습 프로그램을 설계하고 전문가 검증을 통해 보완한 후 적용하였다. 프로그램에 참여한 2D기반 학습반은 코딩에 대한 흥미도에서는 3D기반 학습반보다 상승 폭이 높았으며 자기 효능감에서는 자신감, 과제 난이도에 따른 대응 영역에서 2D기반 학습반의 상승 폭이 높았으나 대인관계 영역에서는 3D기반 학습반의 상승 폭이 더 높았다. 이 결과는 초등 저학년에서도 코딩 교육의 긍정적 효과를 얻을 수 있으며 코딩 도구 선택시에 참고할 수 있는 자료로 가치가 있으리라 여겨진다.
Abstract
Recently, as the concept of artificial intelligence has become more familiar and the need for it has increased in our lives, the demand for coding education from early childhood has also increased, but there has been very little information and research on what coding tools to use for learning. In this study, we attempted to confirm the possibility of coding learning for first grade elementary school students and analyze the effects of learning coding learning tools on a 2D basis and on a 3D basis. To this end, a coding learning program for the 10th session was designed, supplemented through expert verification, and then applied. The 2D-based learning class that participated in the program showed a higher increase in interest in coding than the 3D-based learning class. In terms of self-efficacy, the 2D-based learning class showed a higher increase in the areas of confidence and response to task difficulty, but the 3D-based learning class showed a higher increase in the interpersonal relationship area. These results show that even lower elementary school students can obtain positive effects from coding education and are believed to be valuable as reference data when selecting coding tools.
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