로봇활용수업의 에듀테인먼트적 특성 탐색
Exploring the features of edutainment for Robot Assisted Instruction
0
조회
0
다운로드
17
인용
0
참고문헌
키워드
초록
본 연구는 에듀테인먼트의 특성요소가 로봇활용수업에서 나타나는지 탐색하는 것을 목적으로 하였다. 이를 위해 ‘참여의 직접성’, ‘인지적 참여’, ‘상호작용’, ‘활동의 재미’의 네 가지 특성요소를 토대로 초등학교 방과후 수업에 실시한 로봇활용수업을 녹화한 동영상자료를 수집하여 전사하였으며, 교육공학 전문가와 함께 수업장면별로 어떤 에듀테인먼트의 특성요소가 나타나는 지를 확인하는 절차를 거쳐 에듀테인먼트 특성을 파악하였다. 그 결과, 초등학생 대상 로봇활용수업에서는 에듀테인먼트의 네 가지 특성요소가 모두 나타나는 것으로 탐색되었다. 즉, 학생들이 직접적 참여를 보였고, 인지적으로 정보를 처리하였음을 나타냈으며, 양방향 상호작용을 하였으며, 나아가 로봇 그 자체와 함께하는 것을 좋아하면서 친구와 동일시하는 재미와 놀이를 하는 재미의 가능성을 나타냈다. 특히 로봇활용수업은 학생들에게 심리적부담감을 줄여줌으로써 켈러의 ARCS이론에 따른 동기유발 요소 중 모티브일치에 긍정적 영향을 줄 수 있는 가능성이 논의되었으며 로봇의 움직임과 이동성 등도 긍정적 영향과 관계있을 것으로 판단되었다.
Abstract
This study is to explore the edutainment features of robot assisted instruction. The research question is whether a robot assisted instruction can be an edutainment for motivational enhancement. To answer this research question, first, four general feature-elements of edutainment were chosen from literature review: direct participation, level of cognitive information processing, two-way communication, and fun-type from each activity. Second, two cases of robot assisted instruction were selected and their videos were analyzed: A case was for 3rd grade, and B case was for 1st grade elementary students. Third, participants in each instruction were interviewed. The results showed that robot assisted instruction provide opportunities of direct involvement, help learners process information cognitively, allow two-way communiction/transaction, and have learners enjoy their learning activities in four ways. It was concluded that robot assisted instruction can be an edutainment and suggestions were provided for further research regarding the use of robots for instruction.
참고문헌 (30)
- 강성중, "게임의 몰입이론에 기반한 Edutaiment 디자인요소 연구", 한국디자인문화학회지, 13(3), pp.39~48 (2007), 한국디자인문화학회
- 교구로봇활용수업의 효과분석 연구, "김경현", 한국교육학술정보원, ~, pp.KERIS 연구보고 CR 2009-27 (2009)
- 창의성 증진을위한 로봇활용 교육 방안 연구, "김미량", 한국교육학술정보원, ~, pp.KERIS 연구보고 KR 2008-14 (2008)
- 김영환, "교수", 학습용 로봇 시스템의 활용과 그 효과, 1996, pp.12(2), 211~228
- 송상호, "디지털 에듀테인먼트 콘텐츠 설계를 위한 기초 연구: 개념과 발전방향", 교육정보미디어연구, 14(2), pp.159~188 (2008), 한국교육정보미디어학회
- 이경희, "로봇 교육활동을 통한 초등학생의 주의집중력 향상 모색", 한국실과교육학회지, 23(1), pp.185~204 (2010), 한국실과교육학회
- 현은자, "유아교육기관에서의 교사보조 서비스 로봇의 콘텐츠 개발", 어린이미디어연구, 8(1), pp.119~142 (2009), 한국어린이미디어학회
- "Thinning line between interactivity and interaction" (2012)[URL]
- Asada, M., "Robotics in edutainment", Proceeding of the International Conference on Robotics and Automation (2000)
- Cai, Y., "Bio-edutainment : Learning life science through X gaming", Computers & Graphics, 30, pp.3~9 (2006)
- Charsky, D., "Games are made for fun : lessons on the effects of concept maps in the classroom use of computer games", Computers & Education, 56, pp.604~615 (2011)
- Connolly, T. M., "A systematic literature review of empirical evidence on computer games and serious games", Computers & Education, 59(2), pp.661~686 (2012)
- Corona, F., "The new frontiers of edutainment : the development of an educational and socio-cultural phenomenon over time of globalization", Journal of Social Sciences, 7, pp.408~411 (2011)
- Eastin, M. S., "Video game violence and the female game player : Self-and opponent gender effects on presence and aggressive thoughts", Human Communication Research, 32(3), pp.351~372 (2006)
- Garret, M., "Edutainment : the challenge", Journal of Interactive Instruction Development, 8(3), pp.3~7 (1996)
- Gentile, D. A., "Violent video games as exemplary teachers : A conceptual analysis", Journal of Youth and Adolescence, 9, pp.127~141 (2008)
- Han, J. H., "The educational use of home robots for children", Proceeding of the 14th IEEE International Workshop on Robot and Human Interactive Communication (2005)
- Jegers, K., "Pervasive gaming in the everyday world", IEEE Pervasive Computing, 5(1), pp.78~85 (2006)
- Kanda, T., "Interactive robot as social partners and peer tours for childre : a field trial", Human-Computer Interaction, 19(1), pp.61~84 (2004)
- Karjalainen, A., "Give me time to think: determining student workload in higher education" (2006), University of OULU
- Keller, J. M, "Motivational design of instruction, In Instructional design theories and models: An overview of their current status", pp.386~434 (1983), Lawrence Erlbaum Associates
- Kiili, K., "Reflective thinking in games: triggers and constrains", In proceedings of European Conference on Game Based Learning, pp.169~176 (2007)
- Lavender, T. J., "Homeless: it's no game-measuring the effectiveness of a persuasive videogame" (2008), Master of Science dissertation
- Malaka, R., "Stage-based augmented edutainment", ~ (2004)
- Sauer, S., "Dinohunter: game based learn experience in museums", In Proceedings of ICHIM'03, Ecole du Louvre, Paris (2003), Archives & Museums Informatics.
- Svanaes, D., "Understanding interactivity - steps to a phenomenology of human-computer interaction", 박사, pp.2000
- Edutainment, technotainment and culture, "Veltman, K. H.", Giunti., ~ (2004)
- Wallden, S., "Edutainment: from television and computers to digital TV", ~ (2004)
- Watson, W. R., "A case study of the in-class use of a video game for teaching high school history", Computers & Education, 56(2), pp.466~474 (2011)
- Yip, F. W. M., "Online vocabulary games as a tool for teaching and learning English vocabulary", Educational Media International, 43(3), pp.233~249 (2006)
