3 research outputs found

    Playful approaches to news engagement

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    From crossword puzzles and quizzes to more complex gamification strategies and serious newsgames, legacy media has long explored ways to deploy playful approaches to deliver their content and engage with the audience. We examine how news and games fit together when news organizations, game creators and news audiences welcome gameful forms of communication and participation. Moreover, we reflect on the theoretical and empirical significance of merging news with games as a way to reformulate normative assumptions, production practices and consumption patterns. As a result, the boundaries between journalism and game’s logics start to erode, and they begin to find new ways of converging

    A waste of time? Or an effective learning tool? - Assessing the effectiveness of a digital games-based learning approach in music education

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    This research is a multiple case study on four participants who had access to the game Rocksmith 2014 remastered for sixty days. Following the sixty-day period, a post-test was conducted. The participants were assessed by two guitar experts and then interviewed by the researcher to understand if Rocksmith was an effective way to learn how to play the guitar. At the time of the interview, these participants were aged between 25 and 28 years and had varying levels of experience playing the guitar and video games. The findings suggested that as a learning tool, Rocksmith can teach certain guitar playing skills. These include (but are not limited to): teaching technical skills (such as knowing how to hold the guitar, correct and efficient left and right-hand technique, tremolo picking, sliding, and moving across the fretboard efficiently). Despite this, the interviews revealed that the participants did learn about other aspects of guitar playing, such as being able to play hammer-ons and pull-offs. In their interviews, the participants expressed a belief that Rocksmith is a useful tool for learning. Still, they also said that it was hard to find the motivation to continue playing. While they described their experience of playing Rocksmith as enjoyable and immersive, they also expressed having little motivation to continue playing. The study further tried to assess whether the skill of being able to read guitar tablature was transferable outside of the game. The findings revealed that this was inconclusive and that further study needed to be conducted

    κ³ λ“±ν•™μƒμ˜ κ³Όν•™κΈ°μˆ μ‹œλ―Όμ„± 탐색을 μ€‘μ‹¬μœΌλ‘œ

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    ν•™μœ„λ…Όλ¬Έ(박사) -- μ„œμšΈλŒ€ν•™κ΅λŒ€ν•™μ› : μ‚¬λ²”λŒ€ν•™ κ³Όν•™κ΅μœ‘κ³Ό(지ꡬ과학전곡), 2023. 2. κΉ€μ°¬μ’….This study considers scientific technological citizenship as one of the educational goals in a risky society due to the development of science and technology. In a modern society in which the global risk of climate change coexists, science and technology citizenship emerged based on the need for a reflective approach to the past and future direction of science and technology, which is identified as the primary culprit of the risk. It can be said that the participating learners possess the qualities and capabilities they should have as citizens. Most climate change education currently being conducted at school sites is a one-off type in class size by unit teachers, and the goals for science and technology citizenship presented above, such as watching videos on climate change, submitting impressions, and solving workbooks, remain at a level that is difficult to achieve. Therefore, this study considers the application of gamification, and as a specific tool for it, attention was paid to the use of educational board games. Therefore, based on the recognition that many students of various ages should be able to participate in climate change education in an easy and fun manner and approach the goal of climate change education, a board game for climate change education applied with gamification was created. In addition, by further developing a climate change education program through this board game, the goal was to enable a new form of learner-led climate change education to be achieved, breaking away from the existing uniform method. In addition, this study sought to explore the science and technology citizenship of students who participated in climate change education. To this end, this study was conducted as follows. First, for the development of climate change educational board games and the educational programs using them, previous studies were analyzed to extract the key elements of climate change education goals and contents, and a new board game was added to the analysis results of the seven existing board games. Then, the development direction was established. Based on this, a draft prototype of the board game was designed and developed, and a final prototype was completed by repeating the test play, modification, and supplementation by a group of experts in various fields. Afterward, to develop an educational program using the final prototype of the board game for climate change education, the content, format, and goal were determined via a literature analysis, and the method of using the board game was determined. Then, a final program was developed that could reflect the contents, format, and goals established here. Second, an educational program using board games was applied through a special after-school class for a total of 6 hours, once or twice per week at M High School in Seoul, targeting 24 first-year high-school students who participated in the study to explore science and technology citizenship. As research data for this purpose, data recorded during classes, observation diaries, student activity results, and in-depth post-interview results were collected. Using the data analysis strategy of the qualitative case study methodology, this data was collected as sub-categories of science and technology citizenship as defined in this study. It was described according to the elements "recognition of the interaction between science and technology and society," "value judgment and decision-making," and "social and individual participation and practice and efficacy of science and technology issues." The results of this study are summarized as follows. First, to incorporate game elements into the context of climate change education, an educational board game using gamification was developed. The board game, which involves rebuilding the Earth threatened by climate change, consists of a game board, country, climate action, three types of disaster game cards, cubes, tokens, coins, and dice. The development process of the ADDIE model followed the procedures of analysis, design, development, implementation, and evaluation. In addition, a 6-hour climate change education program was created using the board game developed in this way. The educational program consisted of three stages, with the goal of allowing elements such as interest in, immersion in, and motivation for board games to result in natural learning. Step 1 aims to immediately understand the cause and effect of climate change and the problem situation. Next, step 2 aims to cultivate attitudes toward climate change issues through playing the board game. Finally, step 3 aims to respond to climate change. Ultimately, the goal was to develop the will to participate and practice. Second, as a result of using board games to explore the science and technology citizenship of students who participated in educational programs, the development of science and technology resulted in social problems, such as climate change, in the perception of the interaction between science and technology and society; however, in this regard, I was able to confirm that this could work as a means of solving the problem. In contrast, there was a perception of negative future prospects in which science and technology cause social conflict, in turn deepening the inequality between countries and individuals. The students recognized that the development of science and technology should follow a direction within the range that does not oppose the state of nature or providence and does not harm mankind. While some students felt sympathy and responsibility for those who were alienated or harmed due to the development of science and technology, such as climate refugees, in value judgment and decision-making, such alienation or damage was an unavoidable result of the development of science and technology. However, some students believed that problems should be solved with appropriate compensation. Here, students who felt social sympathy and responsibility generally conceived practical strategies considering their personal circumstances based on the belief that international cooperation and practice are important. Moreover, they demonstrated a positive sense of efficacy that they could successfully respond to problems if small practices were to gradually spread to society in the elements of social and personal participation and practice as well as science and technology issue efficacy. However, in the case of students who negatively perceived the problems of those around them or the attitude of politicians, it was found that this perception led to a negative sense of efficacy that no matter how hard an individual tried, their efforts would not be effective. Briefly presenting the conclusion based on these results, this study aimed to develop and apply a climate change education program using board games and explore the science and technology citizenship of students. To this end, it was possible to develop a climate change education program by using a board game, which differs from existing climate change education and includes understanding of the problem, uncertainty, response behavior, the results, introspection, and practical elements. In addition, by exploring science and technology citizenship through case data collected after applying this in a high school, it was confirmed that cases in which this led to positive efficacy were based on positive viewpoints while cases in which negative efficacy was demonstrated were due to negative viewpoints. In particular, students recognize social issues caused by science and technology, such as climate change, judge values based on this, and consider all international, social, and individual aspects throughout the process of designing strategies for practices with consideration for the future. On the other hand, in reality, it was reduced to the context of an individual student, demonstrating the characteristics of mentioning the importance of individual small practice. In this study, by synthesizing these conclusions, it was possible to present an explanation for the relationship between the characteristics of climate change education programs using board games and science and technology citizenship explored in the actual context. This study raises the issue that "climate change education for all" should be realized by expanding current climate change education, which is primarily being implemented for some students, such as through clubs in elementary school, in terms of target age and size. This effort is expected to serve as a new opportunity to spread climate change education, which can be considered a task of the times. In addition, we considered science and technology citizenship as a citizen's capacity to respond to the crisis of climate change resulting from the development of science and technology. Ultimately, this study will be able to provide suggestions on what direction it should take.λ³Έ μ—°κ΅¬μ—μ„œλŠ” κ³Όν•™κΈ°μˆ μ˜ λ°œμ „μœΌλ‘œ μΈν•œ μœ„ν—˜μ‚¬νšŒμ—μ„œ ꡐ윑의 지ν–₯점 쀑 ν•˜λ‚˜λ‘œ κ³Όν•™κΈ°μˆ μ‹œλ―Όμ„±(Scientific Technological Citizenship)에 μ£Όλͺ©ν•œλ‹€. κΈ°ν›„λ³€ν™”λΌλŠ” μ „ 지ꡬ적 μœ„ν—˜μ΄ κ³΅μ‘΄ν•˜λŠ” ν˜„λŒ€μ‚¬νšŒμ—μ„œ κ³Όν•™κΈ°μˆ μ‹œλ―Όμ„±μ€ μœ„ν—˜μ„ λ„λž˜ν•˜κ²Œ ν•œ μ£Όλ²”μœΌλ‘œ 지λͺ©λ˜λŠ” κ³Όν•™κΈ°μˆ μ˜ 과거와 미래 λ°©ν–₯에 λŒ€ν•œ 성찰적 μ ‘κ·Όμ˜ ν•„μš”μ„±μ„ 기반으둜 λ“±μž₯ν•˜μ˜€μœΌλ©°, μ΄λŠ” κΈ°ν›„λ³€ν™” κ΅μœ‘μ— μ°Έμ—¬ν•œ ν•™μŠ΅μžκ°€ μ‹œλ―ΌμœΌλ‘œμ„œ κ°€μ Έμ•Ό ν•  자질과 μ—­λŸ‰μ΄λΌκ³  ν•  수 μžˆλ‹€. ν˜„μž¬ 학ꡐ ν˜„μž₯μ—μ„œ 이루어지고 μžˆλŠ” κΈ°ν›„λ³€ν™” κ΅μœ‘μ€ λ‹¨μœ„ ꡐ사에 μ˜ν•΄ ν•™κΈ‰ 규λͺ¨μ—μ„œμ˜ μΌνšŒμ„± ν˜•νƒœκ°€ λŒ€λΆ€λΆ„μ΄λ©°, 기후변화에 λŒ€ν•œ μ˜μƒ μ‹œμ²­κ³Ό μ†Œκ°λ¬Έ 제좜, ν•™μŠ΅μ§€ 풀이와 같이 μ•žμ„œ μ œμ‹œν•œ κ³Όν•™κΈ°μˆ μ‹œλ―Όμ„±μ„ μœ„ν•œ λͺ©ν‘œμ—λŠ” λ„λ‹¬ν•˜κΈ° μ–΄λ €μš΄ μˆ˜μ€€μ— 머물러 μžˆλŠ” ν˜„μ‹€μ΄λ‹€. λ”°λΌμ„œ λ³Έ μ—°κ΅¬μ—μ„œλŠ” ν•™μŠ΅μžκ°€ κΈ°ν›„λ³€ν™” κ΅μœ‘μ—μ„œμ˜ ν₯λ―Έλ₯Ό λŠλ‚ŒμœΌλ‘œμ¨ ν•™μŠ΅μ˜ 효과λ₯Ό 얻을 수 있고, λ‚˜μ•„κ°€ κ³Όν•™κΈ°μˆ μ‹œλ―Όμ„± λͺ©ν‘œμ—λ„ 도달할 수 μžˆλ„λ‘ ν•  ꡐ윑 ν”„λ‘œκ·Έλž¨μ˜ ν˜•νƒœλ‘œ, κ²Œμ΄λ―Έν”ΌμΌ€μ΄μ…˜(gamification)의 적용과 κ·Έκ²ƒμ˜ ꡬ체적인 λ„κ΅¬λ‘œ ꡐ윑용 λ³΄λ“œκ²Œμž„μ˜ ν™œμš©μ— μ£Όλͺ©ν•˜μ˜€λ‹€. 이에 λ‹€μ–‘ν•œ μ—°λ ΉλŒ€μ—μ„œ λ§Žμ€ 학생이 쉽고 μž¬λ―ΈμžˆλŠ” κΈ°ν›„λ³€ν™” κ΅μœ‘μ— μ°Έμ—¬ν•  수 μžˆμœΌλ©΄μ„œλ„ κΈ°ν›„λ³€ν™” ꡐ윑의 λͺ©ν‘œμ— μ ‘κ·Όν•  수 μžˆλ„λ‘ ν•΄μ•Ό ν•œλ‹€λŠ” 문제 인식을 λ°”νƒ•μœΌλ‘œ κ²Œμ΄λ―Έν”ΌμΌ€μ΄μ…˜μ„ μ μš©ν•œ κΈ°ν›„λ³€ν™” ꡐ윑용 λ³΄λ“œκ²Œμž„μ„ κ°œλ°œν•˜μ˜€λ‹€. λ˜ν•œ, 더 λ‚˜μ•„κ°€ 이 λ³΄λ“œκ²Œμž„μ„ ν™œμš©ν•œ κΈ°ν›„λ³€ν™” ꡐ윑 ν”„λ‘œκ·Έλž¨μ„ κ°œλ°œν•˜μ—¬, 기쑴에 획일적으둜 이루어져 μ™”λ˜ λ°©μ‹μ—μ„œ λ²—μ–΄λ‚˜, ν•™μŠ΅μžκ°€ μ£Όλ„ν•˜λŠ” μƒˆλ‘œμš΄ κΈ°ν›„λ³€ν™” ꡐ윑이 μ΄λ£¨μ–΄μ§ˆ 수 μžˆλ„λ‘ ν•˜λŠ” 데에 λͺ©μ μ„ λ‘μ—ˆλ‹€. 그리고 μ΄λŸ¬ν•œ κΈ°ν›„λ³€ν™” κ΅μœ‘μ— μ°Έμ—¬ν•œ ν•™μƒλ“€μ˜ κ³Όν•™κΈ°μˆ μ‹œλ―Όμ„±μ„ νƒμƒ‰ν•˜κ³ μž ν•˜μ˜€λ‹€. 이λ₯Ό μœ„ν•˜μ—¬ λ‹€μŒκ³Ό 같은 λ°©λ²•μœΌλ‘œ 연ꡬλ₯Ό μˆ˜ν–‰ν•˜μ˜€λ‹€. 첫째, κΈ°ν›„λ³€ν™” ꡐ윑용 λ³΄λ“œκ²Œμž„κ³Ό κ·Έλ₯Ό ν™œμš©ν•œ ꡐ윑 ν”„λ‘œκ·Έλž¨ κ°œλ°œμ„ μœ„ν•΄ μ„ ν–‰ 연ꡬλ₯Ό λΆ„μ„ν•˜μ—¬ κΈ°ν›„λ³€ν™” ꡐ윑 λͺ©ν‘œμ™€ λ‚΄μš©μ˜ μ£Όμš” μš”μ†Œλ₯Ό μΆ”μΆœν•˜κ³ , 여기에 κΈ°μ‘΄ λ³΄λ“œκ²Œμž„ 7μ’…μ˜ 뢄석 κ²°κ³Όλ₯Ό λ”ν•˜μ—¬, μƒˆλ‘œμš΄ λ³΄λ“œκ²Œμž„μ˜ 개발 λ°©ν–₯을 μ„€μ •ν•˜μ˜€λ‹€. 이λ₯Ό λ°”νƒ•μœΌλ‘œ λ³΄λ“œκ²Œμž„μ˜ ν”„λ‘œν† νƒ€μž… μ΄ˆμ•ˆμ„ μ„€κ³„Β·κ°œλ°œν•˜κ³ , λ‹€μ–‘ν•œ λΆ„μ•Όμ˜ μ „λ¬Έκ°€ μ§‘λ‹¨μ—μ„œ ν…ŒμŠ€νŠΈ ν”Œλ ˆμ΄μ™€ μˆ˜μ •Β·λ³΄μ™„μ„ λ°˜λ³΅ν•˜μ—¬ μ΅œμ’… ν”„λ‘œν† νƒ€μž…μ„ μ™„μ„±ν•˜μ˜€λ‹€. 이후 κΈ°ν›„λ³€ν™” ꡐ윑용 λ³΄λ“œκ²Œμž„μ˜ μ΅œμ’… ν”„λ‘œν† νƒ€μž…μ„ ν™œμš©ν•œ ꡐ윑 ν”„λ‘œκ·Έλž¨μ„ κ°œλ°œν•˜κΈ° μœ„ν•΄ λ¬Έν—Œ 뢄석을 ν†΅ν•˜μ—¬ λ‚΄μš©κ³Ό ν˜•μ‹ 및 λͺ©ν‘œλ₯Ό κ²°μ •ν•˜κ³ , λ³΄λ“œκ²Œμž„μ˜ ν™œμš© 방식을 κ²°μ •ν•˜μ˜€λ‹€. 그리고 μ—¬κΈ°μ—μ„œ μ„€μ •ν•œ λ‚΄μš©κ³Ό ν˜•μ‹, λͺ©ν‘œκ°€ 반영될 수 μžˆλŠ” μ΅œμ’… ν”„λ‘œκ·Έλž¨μ„ κ°œλ°œν•˜μ˜€λ‹€. λ‘˜μ§Έ, λ³΄λ“œκ²Œμž„μ„ ν™œμš©ν•œ ꡐ윑 ν”„λ‘œκ·Έλž¨μ„ μ„œμšΈμ‹œ μ†Œμž¬ M κ³ λ“±ν•™κ΅μ—μ„œ μ£Ό 1~2회, 총 6μ°¨μ‹œ λΆ„λŸ‰μ˜ λ°©κ³Ό ν›„ νŠΉλ³„κ°•μ’Œλ‘œ κ°œμ„€ν•œ μˆ˜μ—…μ„ 톡해 μ μš©ν•˜κ³ , 여기에 μ°Έμ—¬ν•œ 고등학ꡐ 1ν•™λ…„ 학생 24λͺ…을 λŒ€μƒμœΌλ‘œ κ³Όν•™κΈ°μˆ μ‹œλ―Όμ„±μ„ νƒμƒ‰ν•˜μ˜€λ‹€. 이λ₯Ό μœ„ν•œ 연ꡬ μžλ£Œλ‘œμ„œ μˆ˜μ—… 쀑 λ…Ήν™” 및 λ…ΉμŒ μžλ£Œμ™€ 관찰일지, 학생 ν™œλ™ κ²°κ³Όλ¬Ό, 그리고 사후 심측 인터뷰 κ²°κ³Όλ₯Ό μˆ˜μ§‘ν•˜μ˜€μœΌλ©°, 이λ₯Ό 질적 사둀연ꡬ λ°©λ²•λ‘ μ˜ 자료 λΆ„μ„μ „λž΅μ„ μ‚¬μš©ν•˜μ—¬, λ³Έ μ—°κ΅¬μ—μ„œ μ •μ˜ν•œ κ³Όν•™κΈ°μˆ μ‹œλ―Όμ„±μ˜ ν•˜μœ„ μš”μ†ŒμΈ κ³Όν•™κΈ°μˆ κ³Ό μ‚¬νšŒμ˜ μƒν˜Έμž‘μš©μ— λŒ€ν•œ 인식, κ°€μΉ˜νŒλ‹¨κ³Ό μ˜μ‚¬κ²°μ •, μ‚¬νšŒμ Β·κ°œμΈμ  μ°Έμ—¬ 및 μ‹€μ²œκ³Ό κ³Όν•™κΈ°μˆ μŸμ  효λŠ₯감에 따라 κΈ°μˆ ν•˜μ˜€λ‹€. 이λ₯Ό ν†΅ν•œ 연ꡬ κ²°κ³Όλ₯Ό μ •λ¦¬ν•˜λ©΄ λ‹€μŒκ³Ό κ°™λ‹€. 첫째, κΈ°ν›„λ³€ν™” ꡐ윑의 λ§₯락에 κ²Œμž„μ  μš”μ†Œλ₯Ό μ ‘λͺ©ν•˜κΈ° μœ„ν•΄ κ²Œμ΄λ―Έν”ΌμΌ€μ΄μ…˜μ„ μ μš©ν•œ ꡐ윑용 λ³΄λ“œκ²Œμž„μ„ κ°œλ°œν•˜μ˜€λ‹€. κΈ°ν›„λ³€ν™”λ‘œλΆ€ν„° μœ„ν˜‘λ°›κ³  μžˆλŠ” 지ꡬλ₯Ό μž¬κ±΄ν•œλ‹€λŠ” 의미의 λ³΄λ“œκ²Œμž„ λŠ” κ²Œμž„ λ³΄λ“œμ™€ κ΅­κ°€, κΈ°ν›„ 행동, μž¬λ‚œμ˜ κ²Œμž„μΉ΄λ“œ 3μ’…, 큐브, 토큰, 코인 및 μ£Όμ‚¬μœ„λ₯Ό κ΅¬μ„±ν’ˆμœΌλ‘œ ν•˜μ˜€μœΌλ©°, 개발 과정은 뢄석, 섀계, 개발, μ‹€ν–‰ 및 ν‰κ°€μ˜ 절차λ₯Ό λ”°λ₯΄λŠ” ADDIE λͺ¨ν˜•μ„ μ μš©ν•˜μ˜€λ‹€. λ˜ν•œ μ΄λ ‡κ²Œ 개발된 λ³΄λ“œκ²Œμž„μ„ ν™œμš©ν•˜μ—¬ 6μ°¨μ‹œ λΆ„λŸ‰μ˜ κΈ°ν›„λ³€ν™” ꡐ윑 ν”„λ‘œκ·Έλž¨μ„ κ°œλ°œν•˜μ˜€λ‹€. 이 ꡐ윑 ν”„λ‘œκ·Έλž¨μ€ λ³΄λ“œκ²Œμž„μ΄ κ°€μ§€λŠ” ν₯미와 λͺ°μž…, 동기 유발 λ“±μ˜ μš”μ†Œκ°€ μžμ—°μŠ€λŸ¬μš΄ ν•™μŠ΅μ„ μ΄λŒμ–΄λ‚Ό 수 μžˆλ„λ‘ ν•˜λŠ” 데에 λͺ©μ μ„ 두고, 3λ‹¨κ³„λ‘œ κ΅¬μ„±ν•˜μ˜€λ‹€. 1λ‹¨κ³„λŠ” κΈ°ν›„λ³€ν™”μ˜ 원인과 영ν–₯, 그리고 문제 상황에 λŒ€ν•΄ λ°”λ‘œ μ•„λŠ” 것을 λͺ©ν‘œλ‘œ, 2λ‹¨κ³„λŠ” λ³΄λ“œκ²Œμž„ ν”Œλ ˆμ΄λ₯Ό 톡해 κΈ°ν›„λ³€ν™” 문제λ₯Ό λ°”λΌλ³΄λŠ” νƒœλ„ 함양을 λͺ©ν‘œλ‘œ ν•˜μ˜€μœΌλ©°, λ§ˆμ§€λ§‰ 3λ‹¨κ³„λŠ” 기후변화에 λŒ€μ‘ν•˜κΈ° μœ„ν•œ μ°Έμ—¬ 및 μ‹€μ²œμ—μ˜ μ˜μ§€ 함양을 λͺ©ν‘œλ‘œ ν•˜μ˜€λ‹€. λ‘˜μ§Έ, λ³΄λ“œκ²Œμž„μ„ ν™œμš©ν•œ ꡐ윑 ν”„λ‘œκ·Έλž¨μ— μ°Έμ—¬ν•œ ν•™μƒλ“€μ˜ κ³Όν•™κΈ°μˆ μ‹œλ―Όμ„±μ„ νƒμƒ‰ν•œ κ²°κ³Ό, λ¨Όμ € κ³Όν•™κΈ°μˆ κ³Ό μ‚¬νšŒμ˜ μƒν˜Έμž‘μš©μ— λŒ€ν•œ μΈμ‹μ—μ„œ κ³Όν•™κΈ°μˆ μ˜ λ°œμ „μ΄ 기후변화와 같은 μ‚¬νšŒ 문제λ₯Ό λΆˆλŸ¬μ™”μ§€λ§Œ, 이것이 문제λ₯Ό ν•΄κ²°ν•  수 μžˆλŠ” μˆ˜λ‹¨μœΌλ‘œμ¨ μž‘μš©ν•  수 μžˆλ‹€λŠ” 인식을 확인할 수 μžˆμ—ˆλ‹€. μ΄μ™€λŠ” λŒ€μ‘°μ μœΌλ‘œ κ³Όν•™κΈ°μˆ μ΄ μ‚¬νšŒμ  κ°ˆλ“±μ„ μœ λ°œν•˜λ©°, 그둜 인해 κ΅­κ°€ κ°„ λ˜λŠ” 개인 κ°„μ˜ λΆˆν‰λ“±μ΄ μ‹¬ν™”λ˜λŠ” 뢀정적 미래 μ „λ§μ˜ 인식도 μžˆμ—ˆλ‹€. 학생듀은 μ΄λŸ¬ν•œ κ³Όν•™κΈ°μˆ μ˜ λ°œμ „μ΄ μžμ—°μ˜ μƒνƒœλ‚˜ 섭리λ₯Ό 거슀λ₯΄μ§€ μ•Šκ³  인λ₯˜μ—κ²Œ 뢈이읡이 λ˜μ§€ μ•ŠλŠ” λ²”μœ„ λ‚΄μ—μ„œμ˜ λ°©ν–₯성을 κ°€μ Έμ•Ό ν•œλ‹€κ³  μΈμ‹ν–ˆλ‹€. κ°€μΉ˜νŒλ‹¨κ³Ό μ˜μ‚¬κ²°μ •μ—μ„œ κΈ°ν›„λ‚œλ―Όκ³Ό 같이 κ³Όν•™κΈ°μˆ μ˜ λ°œμ „μœΌλ‘œλΆ€ν„° μ†Œμ™Έλ˜κ±°λ‚˜ ν”Όν•΄λ₯Ό μž…λŠ” 이듀에 λŒ€ν•΄ 곡감과 μ±…μž„κ°μ„ λŠλΌλŠ” 학생듀이 μžˆμ—ˆλ˜ λ°˜λ©΄μ—, κ·ΈλŸ¬ν•œ μ†Œμ™Έ ν˜Ήμ€ ν”Όν•΄λŠ” κ³Όν•™κΈ°μˆ μ˜ λ°œμ „ κ³Όμ •μ—μ„œ μ–΄μ©” 수 μ—†λŠ” κ²°κ³Όμ΄λ―€λ‘œ, μ μ ˆν•œ λ³΄μƒμœΌλ‘œ 문제λ₯Ό ν•΄κ²°ν•΄μ•Ό ν•œλ‹€κ³  λ³΄λŠ” 학생듀이 μžˆμ—ˆλ‹€. μ—¬κΈ°μ—μ„œ μ‚¬νšŒμ  곡감과 μ±…μž„κ°μ„ λŠλΌλŠ” 학생듀은 λŒ€μ²΄λ‘œ ꡭ제적 ν˜‘λ ₯κ³Ό μ‹€μ²œμ΄ μ€‘μš”ν•˜λ‹€λŠ” νŒλ‹¨ ν•˜μ—, 개인적 상황을 κ³ λ €ν•œ μ‹€μ²œ μ „λž΅μ„ κ΅¬μƒν•˜κΈ°λ„ ν•˜μ˜€λ‹€. 이듀은 λ˜ν•œ μ‚¬νšŒμ Β·κ°œμΈμ  μ°Έμ—¬ 및 μ‹€μ²œκ³Ό κ³Όν•™κΈ°μˆ μŸμ  효λŠ₯감 μš”μ†Œμ—μ„œ μž‘μ€ μ‹€μ²œμ΄ 점차 μ‚¬νšŒλ‘œ 퍼져 λ‚˜κ°€λ©΄ λ¬Έμ œμ— λŒ€μ‘ν•  수 μžˆμ„ κ²ƒμ΄λΌλŠ” 긍정적 효λŠ₯감을 보여주기도 ν•˜μ˜€λ‹€. ν•˜μ§€λ§Œ μ£Όλ³€μΈμ˜ 문제λ₯Ό λ°”λΌλ³΄λŠ” 인식 λ˜λŠ” μ •μΉ˜μΈμ˜ νƒœλ„ 등을 λΆ€μ •μ μœΌλ‘œ λ°”λΌλ³΄λŠ” ν•™μƒμ˜ κ²½μš°μ—λŠ” 개인이 아무리 λ…Έλ ₯ν•˜λ”λΌλ„ μ‹€νš¨μ„±μ΄ 없을 κ²ƒμ΄λΌλŠ” 뢀정적 효λŠ₯감으둜 μ΄μ–΄μ§€λŠ” 것을 λ³Ό 수 μžˆμ—ˆλ‹€. μ΄λŸ¬ν•œ κ²°κ³Όλ₯Ό λ°”νƒ•μœΌλ‘œ ν•œ 결둠을 κ°„λž΅νžˆ μ œμ‹œν•˜λ©΄, λ³Έ μ—°κ΅¬λŠ” λ³΄λ“œκ²Œμž„ ν™œμš© κΈ°ν›„λ³€ν™” ꡐ윑 ν”„λ‘œκ·Έλž¨ 개발 및 적용과 ν•™μƒλ“€μ˜ κ³Όν•™κΈ°μˆ μ‹œλ―Όμ„± 탐색을 λͺ©μ μœΌλ‘œ ν•˜μ˜€λ‹€. 이λ₯Ό μœ„ν•˜μ—¬ 기쑴의 κΈ°ν›„λ³€ν™” κ΅μœ‘κ³ΌλŠ” μ°¨λ³„ν™”λœ ν˜•νƒœλ‘œμ¨, 문제의 이해와 λΆˆν™•μ‹€μ„±, λŒ€μ‘ ν–‰μœ„ 및 κ·Έλ‘œλΆ€ν„°μ˜ 결과와 μ„±μ°°, μ‹€μ²œ μš”μ†Œλ₯Ό ν¬ν•¨ν•˜λŠ” λ³΄λ“œκ²Œμž„ ν™œμš© κΈ°ν›„λ³€ν™” ꡐ윑 ν”„λ‘œκ·Έλž¨μ„ κ°œλ°œν•  수 μžˆμ—ˆλ‹€. λ˜ν•œ, 이λ₯Ό 고등학ꡐ ν˜„μž₯μ—μ„œ μ μš©ν•œ ν›„ μˆ˜μ§‘ν•œ 사둀 자료λ₯Ό 톡해 κ³Όν•™κΈ°μˆ μ‹œλ―Όμ„±μ„ νƒμƒ‰ν•œ κ²°κ³Ό, 긍정적 관점을 λ°”νƒ•μœΌλ‘œ 이것이 긍정적 효λŠ₯감으둜 이어진 κ²½μš°μ™€ λ°˜λŒ€λ‘œ 뢀정적 κ΄€μ μœΌλ‘œ 인해 뢀정적 효λŠ₯감을 λ³΄μ΄λŠ” 경우λ₯Ό 확인할 수 μžˆμ—ˆλ‹€. 특히, 학생듀은 기후변화와 같은 κ³Όν•™κΈ°μˆ λ‘œ μΈν•œ μ‚¬νšŒμ  μŸμ μ— λŒ€ν•΄ μΈμ‹ν•˜κ³ , 이λ₯Ό λ°”νƒ•μœΌλ‘œ κ°€μΉ˜λ₯Ό νŒλ‹¨ν•˜λ©°, 미래λ₯Ό μ „λ§ν•˜μ—¬ μ‹€μ²œμ˜ μ „λž΅μ„ κ΅¬μƒν•˜λŠ” κ³Όμ •μ—μ„œλŠ” ꡭ제적, μ‚¬νšŒμ , 개인적 츑면을 λͺ¨λ‘ κ³ λ €ν•˜λŠ” 데 λ°˜ν•΄, ν˜„μ‹€μ— κ΄€ν•΄μ„œλŠ” 학생인 개인의 λ§₯락으둜 μΆ•μ†Œν•˜μ—¬ 개인적인 μž‘μ€ μ‹€μ²œμ˜ μ€‘μš”μ„±μ„ μ–ΈκΈ‰ν•˜λŠ” νŠΉμ§•μ„ λ³΄μ—¬μ£Όμ—ˆλ‹€. λ³Έ μ—°κ΅¬μ—μ„œλŠ” μ΄λŸ¬ν•œ 결둠을 μ’…ν•©ν•˜μ—¬ λ³΄λ“œκ²Œμž„ ν™œμš© κΈ°ν›„λ³€ν™” ꡐ윑 ν”„λ‘œκ·Έλž¨μ˜ νŠΉμ§•κ³Ό μ‹€μ œμ  λ§₯λ½μ—μ„œμ˜ νƒμƒ‰λœ κ³Όν•™κΈ°μˆ μ‹œλ―Όμ„±μ˜ 관계에 λŒ€ν•œ μ„€λͺ…을 μ œμ‹œν•  수 μžˆμ—ˆλ‹€. λ³Έ μ—°κ΅¬λŠ” 주둜 μ΄ˆλ“±ν•™κ΅κΈ‰μ—μ„œ 동아리와 같은 일뢀 학생듀을 λŒ€μƒμœΌλ‘œ μ‹€ν–‰λ˜κ³  μžˆλŠ” ν˜„μž¬μ˜ κΈ°ν›„λ³€ν™” ꡐ윑이 κ·Έκ²ƒμ˜ λŒ€μƒ μ—°λ Ήκ³Ό 규λͺ¨μ˜ μΈ‘λ©΄μ—μ„œ ν™•λŒ€λ˜μ–΄ λͺ¨λ“  이λ₯Ό μœ„ν•œ κΈ°ν›„λ³€ν™” ꡐ윑이 μ‹€ν˜„λ˜μ–΄μ•Ό ν•œλ‹€λŠ” 문제 제기 ν•˜μ— μˆ˜ν–‰λœ 연ꡬ이닀. μ΄λŸ¬ν•œ μ‹œλ„λŠ” μ‹œλŒ€μ  과제라고 ν•  수 μžˆλŠ” κΈ°ν›„λ³€ν™” ꡐ윑이 널리 퍼질 수 μžˆλ„λ‘ ν•˜λŠ” μƒˆλ‘œμš΄ 계기가 될 κ²ƒμœΌλ‘œ κΈ°λŒ€λœλ‹€. λ˜ν•œ, κ³Όν•™κΈ°μˆ μ˜ λ°œμ „μ΄ κ°€μ Έμ˜¨ κΈ°ν›„λ³€ν™”λΌλŠ” μœ„κΈ°μ— λŒ€μ‘ν•˜λŠ” μ‹œλ―ΌμœΌλ‘œμ„œμ˜ μ—­λŸ‰μœΌλ‘œ κ³Όν•™κΈ°μˆ μ‹œλ―Όμ„±μ— μ£Όλͺ©ν•˜μ˜€λŠ”데, μ΄λŠ” κ³Όν•™κ΅μœ‘κ³Ό κ·Έ λ§₯λ½μ—μ„œμ˜ κΈ°ν›„λ³€ν™” ꡐ윑이, κΈ°ν›„λ³€ν™” λ¬Έμ œμ— λŒ€μ‘ν•˜λŠ” μ‹œλ―Όμ„ κΈΈλŸ¬λ‚΄κΈ° μœ„ν•΄ μ–΄λ–€ λ°©ν–₯성을 κ°€μ Έμ•Ό ν•  것인지에 λŒ€ν•œ μ‹œμ‚¬μ μ„ μ œκ³΅ν•  수 μžˆμ„ 것이닀.β… . μ„œλ‘  1 1. μ—°κ΅¬μ˜ ν•„μš”μ„± 1 2. μ—°κ΅¬μ˜ λͺ©μ  10 3. 연ꡬ 문제 11 4. μš©μ–΄ μ •μ˜ 13 κ°€. κ³Όν•™κΈ°μˆ μ‹œλ―Όμ„± 13 λ‚˜. κ²Œμ΄λ―Έν”ΌμΌ€μ΄μ…˜ 14 λ‹€. ꡐ윑용 λ³΄λ“œκ²Œμž„ 14 β…‘. 이둠적 λ°°κ²½ 16 1. κ³Όν•™ ꡐ윑과 μ‹œλ―Όμ„± ꡐ윑 16 κ°€. μ‹œλ―Όμ„±κ³Ό μ‹œλ―Όμ„± ꡐ윑 16 λ‚˜. μ‹œλ―Όμ„± ꡐ윑과 κ³Όν•™ ꡐ윑의 동ν–₯ 21 λ‹€. κ³Όν•™ ꡐ윑의 μ‹œλ―Όμ„± ꡐ윑 λ°©ν–₯ 24 2. κ³Όν•™κΈ°μˆ μ‹œλ―Όμ„± 28 κ°€. κ³Όν•™κΈ°μˆ μ˜ λ°œμ „κ³Ό μœ„ν—˜μ‚¬νšŒ 28 λ‚˜. κ³Όν•™κΈ°μˆ κ³Ό μ„±μ°°, 그리고 μ‹œλ―Ό 31 λ‹€. κ³Όν•™κΈ°μˆ μ‹œλ―Όμ„±μ˜ ꡬ쑰 33 3. κ²Œμ΄λ―Έν”ΌμΌ€μ΄μ…˜κ³Ό λ³΄λ“œκ²Œμž„ 42 κ°€. κ²Œμ΄λ―Έν”ΌμΌ€μ΄μ…˜μ˜ μ •μ˜μ™€ νŠΉμ„± 42 λ‚˜. κ²Œμ΄λ―Έν”ΌμΌ€μ΄μ…˜μ˜ ꡐ윑적 효과 46 λ‹€. κ²Œμ΄λ―Έν”ΌμΌ€μ΄μ…˜μ„ μ μš©ν•œ ꡐ윑용 λ³΄λ“œκ²Œμž„ 47 β…’. 연ꡬ 1: κΈ°ν›„λ³€ν™” ꡐ윑용 λ³΄λ“œκ²Œμž„ 및 λ³΄λ“œκ²Œμž„ ν™œμš© κΈ°ν›„λ³€ν™” ꡐ윑 ν”„λ‘œκ·Έλž¨ 개발 49 1. μ„œλ‘  49 2. 연ꡬ 방법 52 κ°€. κΈ°ν›„λ³€ν™” ꡐ윑용 λ³΄λ“œκ²Œμž„ 개발 52 λ‚˜. λ³΄λ“œκ²Œμž„μ„ ν™œμš©ν•œ κΈ°ν›„λ³€ν™” ꡐ윑 ν”„λ‘œκ·Έλž¨ 개발 55 3. 연ꡬ κ²°κ³Ό 58 κ°€. κΈ°ν›„λ³€ν™” ꡐ윑용 λ³΄λ“œκ²Œμž„ 개발 58 λ‚˜. λ³΄λ“œκ²Œμž„ ν™œμš© κΈ°ν›„λ³€ν™” ꡐ윑 ν”„λ‘œκ·Έλž¨ 개발 79 4. κ²°λ‘  89 β…£. 연ꡬ 2: λ³΄λ“œκ²Œμž„ ν™œμš© κΈ°ν›„λ³€ν™” μˆ˜μ—…μ— μ°Έμ—¬ν•œ κ³ λ“±ν•™μƒμ˜ κ³Όν•™κΈ°μˆ μ‹œλ―Όμ„± 탐색 92 1. μ„œλ‘  92 2. 연ꡬ 방법 94 κ°€. μ—°κ΅¬μ˜ λ§₯락 및 방법둠 94 λ‚˜. 자료 μˆ˜μ§‘ 101 λ‹€. 자료 뢄석 104 3. 연ꡬ κ²°κ³Ό 107 κ°€. κ³Όν•™κΈ°μˆ κ³Ό μ‚¬νšŒμ˜ μƒν˜Έμž‘μš©μ— λŒ€ν•œ 인식 107 λ‚˜. κ°€μΉ˜νŒλ‹¨κ³Ό μ˜μ‚¬κ²°μ • 121 λ‹€. μ‚¬νšŒμ Β·κ°œμΈμ  μ°Έμ—¬ 및 μ‹€μ²œκ³Ό κ³Όν•™κΈ°μˆ μŸμ  효λŠ₯감 150 라. κΈ°ν›„λ³€ν™” λ³΄λ“œκ²Œμž„ ν™œμš© ꡐ윑 ν”„λ‘œκ·Έλž¨μ˜ νŠΉμ„±κ³Όνƒμƒ‰λœ μ°Έμ—¬μžμ˜ κ³Όν•™κΈ°μˆ μ‹œλ―Όμ„± 169 4. κ²°λ‘  173 β…€. κ²°λ‘  및 μ œμ–Έ 178 1. κ²°λ‘  178 2. μ œμ–Έ 183 μ°Έκ³ λ¬Έν—Œ 185 Abstract 201λ°•
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