G러닝(온라인게임 기반 학습) 콘텐츠의 학습효과 분석: 초등학생의 학업성취도에 미치는 영향
Academic effectiveness of G-learning: The effect on the academic achievement of elementary school students
0
조회
0
다운로드
13
인용
0
참고문헌
키워드
초록
The purpose of this study is to find out the effectiveness of G-learning program (game based learning program) in elementary school. The subjects were 701 elementary school students in the same school. They were divided into two groups, control group and experimental group. Control group students took regular mathematics classes with traditional teaching system, while experimental group took the class mixed present system with G-learning program. Written tests for academic achievement were enforced before and after the semester to evaluate the effect of G-learning program. Collected data were analyzed statistically using frequency, mean, standard deviation, independent sample T-test and pared sample T-test. Findings through the study were as follows. First, Children’s participation in G-learning program improved their academic achievements of mathematics. Children who participated in G-learning program showed statistically significant improvement in post- paper test. Second, Children’s participation in G-learning program showed significant differences compared to the students in present teaching system. Third, there was gender difference in improvements. Girls in G learning group showed higher achievement than boys in the same group.
Abstract
The purpose of this study is to find out the effectiveness of G-learning program (game based learning program) in elementary school. The subjects were 701 elementary school students in the same school. They were divided into two groups, control group and experimental group. Control group students took regular mathematics classes with traditional teaching system, while experimental group took the class mixed present system with G-learning program. Written tests for academic achievement were enforced before and after the semester to evaluate the effect of G-learning program. Collected data were analyzed statistically using frequency, mean, standard deviation, independent sample T-test and pared sample T-test. Findings through the study were as follows. First, Children’s participation in G-learning program improved their academic achievements of mathematics. Children who participated in G-learning program showed statistically significant improvement in post- paper test. Second, Children’s participation in G-learning program showed significant differences compared to the students in present teaching system. Third, there was gender difference in improvements. Girls in G learning group showed higher achievement than boys in the same group.
참고문헌 (20)
- 김응태, "수학교육학개론(제3증보판)" (2007), 서울대학교 출판부
- 김태연, "아동청소년의 인터넷 게임을 통한 성취, 자기효능감, 학교적응과 삶의 만족도", 석사, pp.2008
- 어기준, "청소년의 컴퓨터 중독 유형과 제반 문제점", 제 19회 특수상담사례 연구발표회 발표논문 (2000), 한국청소년상담원
- 이소영, "인터넷 게임의 중독적 이용이 청소년의 문제해결 능력 및 의사소통에 미치는 영향", 한국심리학회지 : 임상, 20(1), pp.67~80 (2001)
- 이해경, "청소년들의 음란물, 음란채팅, 폭력게임 중독 경험에 대한 비교분석", 청소년학연구, 9(1), pp.91~114 (2002), 한국청소년학회
- 양철진, "온라인 게임에 나타난 청소년의 공동체 문화에 관한 연구", 청소년학연구, 13(6), pp.385~408 (2006), 한국청소년학회
- 오나라, "온라인 게임에서의 삶의 질에 대한 토착 문화심리학적 연구 : 사회적 지원과 사회적 효능감 및 생활 만족도를 중심으로", 박사, pp.2006
- 위정현, "온라인 게임 교육과 손잡다" (2008), 한경사
- 위정현, "온라인 게임을 활용한 전략경영 교육의 효과 분석 -경영의사결정 효능감을 중심으로-", 전략경영연구, 12(2), pp.135~149 (2009), 한국전략경영학회
- 위정현, "온라인 게임을 통한 아동 경제 학습 효과 분석", 한국게임학회논문지, 5(4), pp.13~22 (2005)
- 위정현, "온라인게임 ‘군주’를 활용한 초등학교 정치수업 수행 및 효과", 한국게임학회 논문지, 9(5), pp.83~93 (2009), 한국게임학회
- 위정현, "MMORPG를 활용한 고등학교 영어 교수학습의 효과", 현대영어교육, 10(3), pp.194~216 (2009), 현대영어교육학회
- Colwell, J., "Negative correlates of computer game play in adolescents", British Journal of Psychology, 91(3), pp.295~313 (2000)
- Lo, S., "Physical interpersonal relationships and social anxiety among online game players", Cyberpsychology & Behavior, 8(1), pp.15~20 (2005)
- Rebello, K., "She's smart, she's successful, she's outta there", Business Week, 3501, pp.40~ (1996)
- Schatz, A. J., "Sweeping sickness: Tryin to win internet games is a full-time job", Wall Street Journal - Eastern Edition, 228(21), pp.A1~ (1996)
- Wi, Jong H., "Innovation and Strategy of Online Games" (2009), Imperial College Press
- 한국게임산업개발원 산업정책팀, "대한민국 게임백서" (2009), 한국게임산업개발원
- National Council of Teachers of Mathematics, "Principles and standards for school mathematics" (2000), National Council of Teachers of Mathematics
- Eng, P. M., "I can't wait to go online and blow something up(cover story)", Business Week, 3507, pp.70~71 (1996)
