구조화된 디브리핑을 적용한 기업경영 시뮬레이션 프로그램의 효과성 및 학습경험 분석: G대학 사례를 기반으로
Effectiveness and learning experience analysis of a corporate management simulation program using structured debriefing: a case study of G University
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초록
이 연구는 구조화된 디브리핑을 설계 및 적용한 기업경영 시뮬레이션 프로그램에서 G대학 참여자들의 학업성취도, 기업가정신역량, 학습만족도로 측정한 효과성을 확인하고, 디브리핑 과정에서 작성된 성찰 내용을 바탕으로 학습경험을 분석하였다. 선행 연구된 디브리핑 모델을 검토한 후, 3D 모델과 Gibbs(1988)가 제안한 성찰 주기를 기반으로 해당 프로그램을 위한 디브리핑 단계를 설계하였다. 연구대상은 G대학 창업진흥센터의 창업캠프로 운영된 기업경영 시뮬레이션 교육 프로그램에 참여한 19명의 학습자이다. 이 프로그램의 목표는 온라인 시뮬레이션 게임을 통해 기업을 경영하며 연구개발(R&D), 마케팅, 생산, 재무 관련 의사결정을 내리고 실시간으로 그 결과를 확인하면서 경영에 대한 실전 감각을 익히는 것이다. 무작위로 3~4명씩 구성된 총 5개의 팀이 각각 기업을 운영하는 시뮬레이션에 참여한 후 프로그램의 마지막에는 시뮬레이션 경험에 대한 구조화된 디브리핑이 이루어졌다. 프로그램 효과를 측정하기 위해 기업경영 기초지식에 대한 학업성취도, 기업가정신역량을 사전, 사후, 2주 후에 총 3회 측정한 후, 반복측정 일원변량분석으로 분석하였다. 학습만족도는 2주 후에 측정 및 분석하였고, 구체적인 학습경험을 살피기 위해 성찰 주기별로 작성된 개별성찰내용을 성찰적 사고 수준의 틀로 분석하였다. 주요 결과로는 첫째, 구조화된 디브리핑을 활용한 기업경영 시뮬레이션 교육은 학습자의 학업성취도와 기업가정신역량 향상에 긍정적인 영향을 미쳤다. 둘째, 구조화된 디브리핑 과정에서 학습자들은 서술 및 정서 표현, 평가 및 분석, 대안 탐색 및 계획의 단계에서 성찰을 수행하였으며, 고차원의 성찰 단계로 갈수록 원인 분석과 대안 제시, 기존 가정의 전환까지 깊이 있는 성찰이 나타났다. 연구의 시사점은 시뮬레이션 게임의 특성상 학습자가 경쟁과 보상에만 집중할 경우 학습효과를 담보하기 어려울 수 있으므로 구조화된 디브리핑 설계를 통해 이를 보완하고, 깊이 있는 성찰을 유도하여 학습경험의 질 제고를 촉진할 수 있다는 점이다. 이 연구 결과는 시뮬레이션 게임 기반 수업 설계 시, 학습효과를 높일 수 있는 구조화된 디브리핑 설계를 위한 기초로 활용될 수 있을 것으로 기대한다.
Abstract
This study examined the effectiveness of a corporate management simulation program in which a structured debriefing was designed and applied, measured by participants' academic achievement, entrepreneurship competence, and learning satisfaction, and analyzed their learning experiences based on the reflections written during the debriefing process. After reviewing previously studied debriefing models, we designed a debriefing for the program based on the reflection cycle proposed by Gibbs (1988). The subjects of the study were 19 learners who participated in a corporate management simulation training program operated as a startup camp at the Entrepreneurship Promotion Center of G University. The goal of the program is to acquire a practical sense of management by managing a company through an online simulation game, making decisions related to R&D, marketing, production, and finance, and seeing the results in real time. A total of five randomized teams of 3-4 people each participated in the simulation of running a company, followed by a structured debriefing of the simulation experience at the end of the program. To measure the effectiveness of the program, academic achievement in basic knowledge of corporate management and entrepreneurship competencies were measured three times: pre, post, and two weeks later, and then analyzed using repeated measures ANOVA. To examine the learning experience, individual reflections written during each reflection period were analyzed using the framework of reflective thinking levels. The main findings were that, first, corporate management simulation education using structured debriefing had a positive impact on learners' academic performance and entrepreneurship competence. Second, during the structured debriefing process, learners engaged in reflection at the stages of description, emotion, evaluation, analysis, and action planning, and as they progressed to higher levels of reflection, they analyzed causes, proposed alternatives, and changed their beliefs. The implication of the study is that due to the nature of simulation games, it can be difficult to ensure learning effectiveness if learners focus only on competition and rewards, so a structured debriefing design can compensate for this and elicit deeper reflection. We expect that the results of this study can be used as a basis for structured debriefing design to enhance learning when designing simulation game-based classes.
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