교육용 3D 게임에 활용된 판타지 유형과 학습자들의 판타지경향성이 과학 학습과 학습 도구 사용에 미치는 효과
Effects of fantasy type and fantasy proneness on science learning and learning tool use in an educational 3D game
0
조회
0
다운로드
1
인용
0
참고문헌
키워드
초록
본 논문은 교육용 게임과 3D 멀티미디어 기반 학습에 적용한 판타지 유형과 판타지경향성이 과학학습에 미치는 효과를 검증하는 데 목적을 두고 있다. 본 연구에서 교육용 게임에 적용된 판타지의유형은 묘사적 판타지와 창의적 판타지이며, 판타지경향성은 개인이 상상적 사고에 깊이 빠져드는 성향으로 정의되었다. 연구를 위해 활용된 교육용 3D 게임은 ‘Alien Rescue’이며, 실험은 미국 남서부 지역의 한 공립학교에 재학 중인 중학교 1학년생 70명을 대상으로, 과학 시간에 약 2주간 실시되었다. 통계 분석을 위해 사용된 독립변인은 판타지 유형과 판타지경향성이며, 공변인은 과학 사전지식, 종속변인은 과학 학습 향상으로 설정하여 이원공변량(Two-way ANCOVA) 분석을 실시하였다. 또한, Alien Rescue 게임을 통한 학습자들의 게임 도구 사용 빈도와 지속 시간을 분석하기 위해 데이터 시각화 기법을 활용하여 통계 분석 결과를 보완하였다. 연구 결과는 다음과 같다. 첫째, 판타지 유형 중 묘사적판타지를 받은 집단이 창의적 판타지를 받은 집단에 비해 과학 학습 점수가 높게 나타났다. 둘째, 판타지경향성은 과학 학습에 통계적으로 유의미한 변화에 영향을 주지 못하였으며, 판타지 유형과 판타지경향성은 과학 학습에 대해 상호작용 효과를 보여주지 않았다. 게임 로그 자료에 대한 데이터 시각화 분석 결과에서는 전반적인 문제해결 도구 활용의 지속 시간이 묘사적 판타지를 받은 집단에서 높게 나타났으며, 창의적 판타지 집단에서는 게임 활용 초기에 사용 빈도가 높은 반면 지속 시간은 낮았다. 통계 분석 결과와 데이터 시각화 기법을 종합하면, 묘사적 판타지를 제공받은 학습자들이 문제해결과정에 보다 더 집중하고 관련 정보를 습득하기 위해 게임 속 학습 도구를 활용하는 시간이 더긴 것으로 나타났다.
Abstract
The purpose of the study is to examine the effects of fantasy type and fantasy proneness on science learning and tool use patterns in an educational 3D game. Fantasy type was divided into portrayal and creative fantasy in the game, and fantasy proneness was defined as one’s propensity to be deeply involved in imaginative thinking. The research was conducted through an educational 3D game, ‘Alien Rescue’. Research participants were 70 students enrolled in a public middle school located in south-western area of the US. Data was analyzed with Two-way ANCOVA, with fantasy type and fantasy proneness as independent variables and science learning improvement as the dependent variable. In addition, the frequency and duration of game tool use were analyzed with data visualization in order to support the statistical research finding. The research results are as follows. Firstly, portrayal fantasy design was more effective for enhancing science learning compared with creative fantasy design. Secondly, fantasy proneness did not show any statistically significant impact on science learning. Fantasy type and fantasy proneness did not show any interaction effect on science learning, either. In the data visualization analysis using game log data, learners who were given portrayal fantasy design showed longer duration of tool usage in overall problem solving, while those given creative fantasy design showed more frequency in the beginning of game utilization, but shorter duration of tool usage. As a result, learners who were given portrayal fantasy design showed more concentration in learning process and spent longer time in utilizing learning tools in the game in order to acquire relevant information. In discussion, the researcher extended the research findings on fantasy design issues and suggested further research directions for the educational game and multimedia design research.
참고문헌 (54)
- 김인수, "교육적 맥락에서 환상의 구성요소와 구현원리에 관한 연구", 박사, 교육공학, pp.2009
- Aleman, A., "Fantasy proneness, mental imagery and reality monitoring", Personality and Individual Differences, 36(8), pp.1747~1754 (2004)
- Aleman, A., "Disposition towards hallucination and subjectiveversus objective vividness of imagery in normal subjects", Personality and Individual Differences, 27(4), pp.707~714 (1999)
- Asgari, M., "Educational gameplay and simulation environments: Case studies and lessons learned", pp.84~95 (2010), IGI Global
- Baranauskas, C. C., "Learning at work through a multi-user synchronous simulation game", International Journal of Continuing Engineering Education and Life Long Learning, 11(3), pp.251~260 (2001)
- Barlowe, W. D., "Barlowe’s guide to fastasy" (1996), HarperPrism
- Barrett, D., "Hypnosis and hypnotherapy", pp.2010, Praeger
- Bialik, M., "Skills for the 21st centry: What should students learn?" (2015), Center for Curriculum Redesign
- Choi, B., "Development of a scale for fantasy state in digital games", Computers in Human Behavior, 29(5), pp.1980~1986 (2013)
- Cohen, J., "Statistical power analysis for the behavioral sciences" (2013), Routledge Academic
- Cook, L. M., "What happened to the daydream Believer?: A Study of imagination and problem-solving", doctor, pp.2002
- Cooper, H., "Research synthesis and meta-analysis" (2009), SAGE Publications
- Cordova, D. I., "Intrinsic motivation and the process of learning : Beneficial effects of contextualization, personalization, and choice", Journal of Educational Psychology, 88(4), pp.715~ (1996)
- Dalgarno, B., "What are the learning affordances of 3-D virtual environments?", British Journal of Educational Technology, 41(1), pp.10~32 (2010)
- Dickey, M. D., "Aesthetics and design for game-based learning" (2015), Routledge
- Dillon, R., "On the Way to Fun: an emotion-based approach to successful game design" (2010), CRC Press
- Person, E. S., "On" (2018), Routledge
- Freud, S., "The standard edition of the complete psychological works of Sigmund Freud (Vol. 9)", pp.143~153 (1908), Macmillan
- Garris, R., "A game-based training model development, application, and evaluation (Vol. 2001)", Presented at the The Interservice, ITSEC), pp.2001[DOI]
- Garris, R., "Games, motivation, and learning: A research and practice model", Simulation & Gaming, 33(4), pp.441~467 (2002)
- Gollwitzer, A., "Mental contrasting facilitates academic performance in school children", Motivation and Emotion, 35(4), pp.403~412 (2011)
- Gregor, J., "Masks of the world with 255 photographs" (2001), Dovr Publications
- Haber, K., "Masters of science fiction and fantasy art" (2011), Rockport Publishers
- Habgood, M. P. J., "Endogenous fantasy and learning in digital games", Simulation & Gaming, 36(4), pp.483~498 (2005)
- Hunicke, R., "MDA: A formal approach to game design and game research", Proceedings of the AAAI Workshop on Challenges in Game AI, 4(1), pp.1722~ (2004)
- Johnson, M. K., "Reality monitoring", Psychological Review, 88(1), pp.67~85 (1981)
- Lepper, M. R., "Microcomputers in education : Motivational and social issues", American Psychologist, 40(1), pp.1~18 (1985)
- Liu, M, "An Analysis of Cognitive Tool Use Patterns in a Hypermedia Learning Environment", Educational Technology Research & Development, 53(1), pp.5~21 (2005)
- Liu, M., "Using a ludic simulation to make learning of middle school space science fun", The International Journal of Gaming and Computer-Mediated Simulations, 5(1), pp.66~86 (2013)
- Liu, M., "A study of learning and motivation in a new media enriched environment for middle school science", Educational Technology Research and Development, 59(2), pp.249~265 (2011)
- Lukacs, C., "Fantasy genesis: A creativity game for fantasy artists" (2010), IMPACT Books
- Lynn, S. J., "Fantasy proneness: Hypnosis, developmental antecedents, and psychopathology", American Psychologist, 43(1), pp.35~44 (1988)
- Malone, T. W., "What makes things fun to learn? A Study of instrinsically motivating computer games", doctor, pp.1980
- Malone, T. W., "Aptitude, learning, and instruction: III. Conative and affective process analyses", pp.223~253 (1987), Erlbaum
- "Rules of thumb on magnitudes of effect sizes" (2009)[URL]
- Merckelbach, H., "The Creative Experiences Questionnaire (CEQ): A brief self-report measure of fantasy proneness", Personality and Individual differences, 31(6), pp.987~995 (2001)
- Myers, S. A., "The Wilson-Barbar Inventory of Childhood Memories and Imaginings: Children’s Form and norms for 1337 children and adolescents", Journal of Mental Imagery, 7(1), pp.83~94 (1983)
- Oettingen, G., "The motivating function of thinking about the future: Expectations versus fantasies", Journal of Personality and Social Psychology, 83(5), pp.1198~1212 (2002)
- Ortoleva, P., "Homo ludicus. The ubiquity of play and its roles in present society", GAME The Italian Journal of Game Studies, 1 (2012)
- Parker, L. E., "Effects of fantasy contexts on children’s learning and motivation: Making learning more fun", Journal of Personality and Social Psychology, 62(4), pp.625~ (1992)
- Plante, C. N., "The fantasy engagement scale: A flexible measure of positive and negative fantasy engagement", Basic and Applied Social Psychology, 39(3), pp.127~152 (2017)
- Richert, R. A., "Solving analogies in a fantastical context: Preschoolers’ ability to transfer solutions from fantasy to reality", doctor, pp.2003
- Richert, R. A., "Learning from fantasy and real characters in preschool and kindergarten", Journal of Cognition and Development, 10(1-2), pp.41~66 (2009)
- Richert, R. A., "Preschoolers’ Quarantining of Fantasy Stories", Child Development, 82(4), pp.1106~1119 (2011)
- Robertson, B., "Techniques of fantasy art" (1992), Macdonald and Co (Publishers) Ltd
- Sharon, T., "Do monsters dream? Young children’s understanding of the fantasy", reality distinction, 2004, pp.22(2), 293~310
- Sheeran, P., "Gone exercising: Mental contrasting promotes physical activity among overweight, middle-aged, low-SES fishermen", Health Psychology, 32(7), pp.802~809 (2013)
- Shi, Y. R., "Game factors and game-based learning design model", International Journal of Computer Games Technology (2015)
- Thornton, G. C., "Developing managerial talent through simulation", American Psychologist, 45(2), pp.190~ (1990)
- Vygotsky, L. S., "Imagination and creativity in childhood", Journal of Russian and East European Psychology, 42(1), pp.7~97 (2004)
- Wadsworth, B. J., "Piaget’s theory of cognitive and affective development" (2004), Allyn & Bacon
- Weibel, D., "The fantasy questionnaire: A measure to assess creative and imaginative fantasy", Journal of personality assessment, 100(4), pp.431~443 (2018)
- Wiest, L. R., "The role of fantasy contexts in word problems", Mathematics Education Research Journal, 13(2), pp.74~90 (2001)
- Wilson, K. A., "Relationships between game attributes and learning outcomes", Simulation & Gaming, 40(2), pp.217~266 (2009)
