Kinect게임 활용 수업에서 학습자의 참여적 학습 경험에 대한 사례 연구
Case Study on the Learner's Engaged Learning Experience in Kinect Game Based Learning
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참고문헌
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초록
최근 디지털 네이티브 학습자를 위한 교수방법으로 게임활용학습을 통한 참여적 학습에 대한 관심이 증가하고 있다. 본 연구에서는 Kinect게임 활용 수업에서 참여적 학습을 이끌어 내는 요소를 경쟁과 협력 놀이(목표 달성, 상호작용), 디지털 놀이(다감각적 자극, 환상과 호기심, 우연, 정확한 피드백), 신체활동 놀이(체감된 인지, 실재감)으로 설정하였다. 초등학교 역사수업에 맞춰 개발된 Kinect게임을 활용하여 수업을 실시한 후 성공적으로 학습에 참여한 것으로 관찰된 학생 14명을 대상으로 인터뷰를 실시하였다. 그 결과 선행 연구를 통해 설정한 참여적 학습 요소들을 학습자들이 경험한 것을 확인할 수 있었다다. 이 결과를 바탕으로 최근 활발히 연구되고 있는 체감형 게임 활용 학습(AR, VR 게임 활용 학습 등) 연구자들에게 도움이 되기를 기대한다.
Abstract
Recently, there is an increasing interest in engaged learning through game‐based learning as a teaching method for digital native learners. This study set kinect game contributes to engaged learning as the competition and cooperation play (goal achievement, interaction), the digital game play (multisensory stimulation, fantasy and curiosity, chance, accurate feedback), and the body movement play (embodied cognition, presence). After performing classes using the motion recognition game developed for th e elementary school history class, this study conducted semi‐structured interviews based on engaged learning elements of kinect game based learning for students who were successfully participating in learning. In the result, each element appeared to a successful learner. Based on these results, this study hopes to assist researchers in various embodied learning (VR, AR game-based learning, etc.) that has recently received the spotlight.
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