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디지털 매체 활용 수업 프로그램이 생물 예비교사의 디지털 소양에 미치는 영향과 인식

The Impact and Perception of Digital Media Utilization Teaching Programs on the Digital Literacy of Pre-Service Biology Teachers

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주제분류교육학

초록

This study aims to investigate the effects of applying a digital media class program to pre-service biology teachers for one semester on their digital literacy and to find out their thoughts on the pros and cons of using digital media in classes. 18 3rd graders from the Department of Biology Education at a teacher’s college in the central region participated in this study. The results are as follows; First, the results of analyzing the difference in digital literacy before and after conducting classes using digital media showed that there was a significant change overall (p=.008). Among the sub-items, except for ‘collecting information,’ ‘utilization and management of information,’ ‘media utilization and evaluation,’ ‘use of smart devices,’ and ‘copyright and internet ethics’ showed significant changes before and after conducting classes using digital media in life science classes. Second, pre-service biology teachers showed positive thoughts about the use of digital media after experiencing classes using digital media. This can be seen as an increase in their understanding of media through actual class experience. Third, it was determined that classes utilizing digital media were very helpful in achieving class objectives in the cognitive and affective domains, but activities for the inquiry domain remained at a basic level. Fourth, it was said that classes utilizing digital media were interesting because they presented a fresh approach and a process in which students could directly participate, but it was suggested that simply presenting a situation did not arouse interest. It was suggested that such interest generation had the effect of naturally leading to student participation. Fifth, there were also negative responses that while classes utilizing digital media may convey content well, there was a risk of students becoming immersed in the game if game elements were utilized, and there could be difficulties in conveying content due to the characteristics of the media not being well reflected or the limitations of the media utilized.

Abstract

This study aims to investigate the effects of applying a digital media class program to pre-service biology teachers for one semester on their digital literacy and to find out their thoughts on the pros and cons of using digital media in classes. 18 3rd graders from the Department of Biology Education at a teacher’s college in the central region participated in this study. The results are as follows; First, the results of analyzing the difference in digital literacy before and after conducting classes using digital media showed that there was a significant change overall (p=.008). Among the sub-items, except for ‘collecting information,’ ‘utilization and management of information,’ ‘media utilization and evaluation,’ ‘use of smart devices,’ and ‘copyright and internet ethics’ showed significant changes before and after conducting classes using digital media in life science classes. Second, pre-service biology teachers showed positive thoughts about the use of digital media after experiencing classes using digital media. This can be seen as an increase in their understanding of media through actual class experience. Third, it was determined that classes utilizing digital media were very helpful in achieving class objectives in the cognitive and affective domains, but activities for the inquiry domain remained at a basic level. Fourth, it was said that classes utilizing digital media were interesting because they presented a fresh approach and a process in which students could directly participate, but it was suggested that simply presenting a situation did not arouse interest. It was suggested that such interest generation had the effect of naturally leading to student participation. Fifth, there were also negative responses that while classes utilizing digital media may convey content well, there was a risk of students becoming immersed in the game if game elements were utilized, and there could be difficulties in conveying content due to the characteristics of the media not being well reflected or the limitations of the media utilized.

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