자유학기제의 진로탐색 및 창의적 체험활동 교육과정 운영을 위한 실증연구
An Empirical Study for the Operation of the Curriculum for Career Exploration and Creative Experience Activities in the Free Semester System
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본 연구의 목적은 충남지역 중학교의 자유학기제에 창의적 체험활동을 통해 진로를 탐색하는 콘텐츠 크리에이터 진로 체험스쿨을 운영하고자 교육과정을 설계하고, 실제로 3년간 교육을 실시함으로써 교육과정 운영의 실효성을 검증하고자 하는 것이다. 디지털콘텐츠는 4차 산업혁명 시대에 지속적으로 필요한 핵심범주이며, 디지털콘텐츠 창작 분야는 청소년들이 흥미를 느끼는 관심분야라는 측면에서 중학교에서 진로를 탐색하는 과정인 자유학기제에 콘텐츠 크리에이터 진로 체험스쿨의 도입을 활성화할 필요성이 있다. 본 연구는 2017년부터 2019년까지 3년 동안 직무체험형의 디지털콘텐츠 창작 프로젝트로 진행되었으며, 자유학기제에서 운영된 교육과정은 코딩보드게임, 웹툰, 게임그래픽, 영상&애니메이션, 키네틱아트, 앱콘텐츠 등 6개 분야로 충남지역 8개 중학교에서 총 537명의 학생을 대상으로 하였다. 연구결과로는 각각의 교육과정별로 표준 강의안과 함께 교육교재가 개발되었고, 일선 중학교 교사에게 자유학기제 교육을 위한 교재로 제공되었다. 또한 프로젝트식 교육프로그램의 결과물을 온라인 및 오프라인 전시회를 통해 전시함으로써 프로젝트로 도출되어야 하는 결과물을 널리 공유할 수 있도록 하였다. 수강 학생들의 교육 만족도 조사 결과, 1차년도에는 88.5점, 2차년도에는 93.8점, 3차년도에는 96.9점으로 점점 높아짐으로써 교육 효과의 실효성도 검증할 수 있었다. 본 교육과정은 한국콘텐츠진흥원의 지원을 받아 3년간 운영되었으며, 이를 통해 충남지역의 미래 디지털콘텐츠 창작인력을 양성하고자 하는 진로체험 교육모델을 제시하고자 하였다.
Abstract
The purpose of this study is to design a curriculum to operate a career experience school for content creators that explore careers through creative experience activities in the free semester system of middle schools in Chungcheongnam-do. And it is intended to verify the effectiveness of curriculum operation by actually conducting education for three years. Digital content is a key category needed in the era of the 4th industrial revolution, and it is necessary to revitalize the introduction of a content creator career experience school in the free semester system, which is a process of exploring careers in middle school. This study was conducted as a job experience-type digital content creation project for three years from 2017 to 2019. The curriculum operated under the free semester system is in six fields, including coding board games, webtoons, game graphics, video & animation, kinetic art, and app contents, and a total of 537 students from eight middle schools in Chungcheongnam-do. As a result of the study, educational textbooks were developed along with standard lecture plans for each curriculum, and were provided as textbooks for free semester education to middle school teachers. In addition, by displaying the results of the project-style education program through online and offline exhibitions, it was possible to widely share the results that should be derived from the project. As a result of the survey of students’ educational satisfaction, the effectiveness of the educational effect could be verified by gradually increasing to 88.5 points in the first year, 93.8 points in the second year, and 96.9 points in the third year. This curriculum was operated for three years with the support of the Korea Creative Content Agency, and through this, it was intended to present a career experience education model to cultivate future digital content creative personnel in Chungcheongnam-do.
참고문헌 (13)
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