소프트웨어 코딩기반 메이킹 역량 연구
Study of Software Coding-based Making Competencies
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초록
우리는 소비자가 곧 생산자가 되는 ‘프로슈머’ 형태로 제조업 변화가 가속화되고 기술혁신에 의해 지식이 곧 자본이 되는 시대에 살게 되었다. 21세기 이후 급격히 발전해온 디지털 혁명은 과거의 ‘메이킹’ 활동을 소수의 발명가나 기업 연구진에 의한 것이 아닌 누구나 가능한 ‘메이킹’으로 변화시켰다. 메이커 운동은 국가주도, 민간주도에 의해 전세계적으로 확산되고 있으며, 이를 수용할 메이커스페이스 등의 건립이 진행되고 있다. 확산되는 메이커 운동에 ‘메이킹’ 교육에 대한 수요는 늘고 있으나 메이킹 교육프로그램 개발을 위한 메이킹 역량에 대한 논의는 부족한 실정이다. 이에 본 연구에서는 SW코딩기반 메이킹 역량 척도를 개발하였다. 메이킹 역량을 ‘분석역량’, ‘설계역량’, ‘구현역량’의 3대 핵심영역으로 구분하고, 핵심영역별 4개의 역량 요인으로 나누어 제안하였으며. 역량요인별 3개의 메이킹 역량 요소를 구분하여 총 36개의 역량요소를 제안하였다. 본 역량 척도는 ‘메이킹’이 단순한 ‘만들기’에 그치는 기능 중심 교육이 아닌, 진정한 메이커를 양성하기 위한 메이커 프로그램의 개발과 메이커 교육 효과성 검증작업 등에 활용될 수 있을 것이다.
Abstract
Manufacturing is rapidly changing into a 'Prosumer' form where consumers are soon becoming producers. By technological innovation, we have lived in an era when knowledge becomes capital. The digital revolution, which has developed rapidly since the 21st century, transformed the existing 'making' activities into 'making', not by a small number of inventors or corporate development teams, but by everyone. The makers' movement is spreading around the world by state-led and private-led initiatives, and construction of maker space for makers is proceeding. Demand for 'making' education is increasing in the maker movement that is spreading but there is a lack of discussion on making capacity for developing make-up education programs. So, in this study, the making ability competence scale was developed. Making competency is divided into three core areas: 'analytical competency', 'design competency' and 'implementation competency'. And there are four competency factors for each core area. The three making ability competency factors for each competency factor were identified and a total of 36 competency factors were presented. This competency scale can be widely used not only in functional education, but also in the development of a student education making program that cultivates a truly anti-maker and teacher education.
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