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가상현실 특성을 반영한 VR 프로그램 기반 수업 적용 및 효과

Application and Effects of VR-Based Biology Class Reflecting Characteristics of Virtual Reality

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참고문헌

키워드

주제분류교육학

초록

본 연구에서는 초등학교 교과 단원 ‘우리 몸의 소화와 순환’을 주제로 한 가상현실 기반 수업 프로그램의 개발과 적용을 통해 학생들의 인지적⋅정의적 측면의 향상 효과를 검증하고자 하였다. 이 연구를 위해 서울 소재 초등학교 6학년 105명의 학생을 대상으로 3차시에 걸쳐 가상현실 프로그램을 투입하고 사전 사후 모형 수행 수준 평가 지를 수집하였으며, 21명의 학생들의 인터뷰 자료를 통해서 인지적⋅ 정의적 효과에 대한 학생들의 인식을 알아보았다. 이에 대한 결과는 다음과 같다. 첫째, 가상현실의 특성을 반영한 VR 프로그램을 개발함 으로써 VR 콘텐츠의 학교 수업 적용 가능성을 보였다. 투입된 가상현실 프로그램 자료는 선행연구에 기반을 둔 가상현실 특성인 ‘조작’, ‘감각화’, ‘상호작용’을 반영하여 개발되었으며, 수업 시간에 프로그 램의 이러한 특성들을 반영한 수업 활동을 하였다. 둘째, 가상현실 기반 생물 수업이 학생들의 ‘공간적 사고’, ‘추상적 사고’, 반영적 사고’와 같은 인지적 측면에 효과가 있음을 검증하였다. 인지적인 측면의 효과를 측정하기 위한 분석틀로 ‘구조’, ‘기능’, ‘시스템 표상화’, ‘시각화’, ‘표지’ 요인으로 구성된 과학적 모형 수행 수준 분석틀을 사용하였으며, 모형 수행 수준의 변화를 비교한 결과 모든 영역에서 실험집단과 통제집단의 유의미한 차이가 있었다. 또한 학생들의 인터 뷰를 통해서 어떤 가상현실의 특성이 반영되어 인지적 효과에 영향을 주었는지에 대한 학생들의 인식을 알아보았다. 셋째, 가상현실 기반 생물 수업이 ‘행위유발성’, ‘현존감’, ‘몰입감’을 높임으로써 정의적 측면에 효과가 있음을 인터뷰 자료를 통해서 확인하였다. 본 연구는 향후 가상현실 기반 생물 수업이 교실에 효과적으로 적용될 방향을 제시하는 데 기여할 것으로 기대된다.

Abstract

The purpose of this study is to explore the effects of a VR(virtual reality)-based biology class on both the cognitive and affective domains by developing and applying a VR-based biology program for 6th-grade elementary school students. For this research, we developed a VR teaching material about ‘digestion’ reflecting virtual reality characteristics and one hundred five students in an elementary school in an urban area participated in this study and took three VR-based lessons. To examine the cognitive effects of a VR-based biology class, the study subjects were divided into two groups. The experimental group was composed of 50 individuals who participated in VR-based biology lessons, while 55 students of a control group learned through general lessons. We collected data using drawing tasks for measuring students’ modeling performance level from these groups and analyzed the cognitive effect of VR-based instruction. We also recorded 21 interviews of students after the intervention, which were transcribed to verify the students’ perception of cognitive and affective effects. The key results are as follows: First, we demonstrated the possibility of applying a VR program reflecting VR characteristics (manipulation, multi-sensory, and interaction). Second, we found out that a VR-based biology class significantly enhances higher levels of thinking (spatial, abstract, and reflective thinking). Third, we examined students’ perceptions on this program and came to the conclusion that VR characteristics positively affected cognitive and affective domains. This study may be able to contribute to offering guidelines on how to apply VR-programs to future science education effectively.

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