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논문 기본 정보

자료유형
학위논문
저자정보

박정미 (안동대학교, 안동대학교 교육대학원)

지도교수
강오한
발행연도
2013
저작권
안동대학교 논문은 저작권에 의해 보호받습니다.

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이 논문의 연구 히스토리 (2)

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An educational program for gifted students should be arranged to integrate various fields of education - creativity, artistry and sociality. The purpose of this study is to examine the influence of teaching Scratch programming based on STEAM education and to analyze the changes in students'' logical thinking ability.
Scratch programming enables us to produce a program by building command blocks and can be applied to a wide variety of subjects. It also can be used to produce a program creatively by using integrated multimedia functions. Various multimedia features can be applied to the Scratch program with Picoboard. External data can be input through the slider, light, button and sound sensor in Picoboard.
Information Science Education as a subject of an integrated education, based on STEAM education, can enhance computational thinking and logical thinking ability by programming. As it has effects on the students'' cognitive development and consistently stimulates the intelligence system, it can be said that programming procedure can develop logical thinking skills.
In this study, the newly developed Scratch programming model has been applied to the advanced information science class for elementary school students in the Science Education Institute for the Gifted, Andong National University. The gifted students designed a problem solving process and produced a scratch game using Picoboard in their classes. Many scientific theories such as Uniformly Accelerated Motion, Free Fall, Law of Action and Reaction, Tide and Ebb & Flow, Torque and Equilibrium were applied to producing games.
This paper examined the influence of teaching Scratch programming based on STEAM education and to analyze the changes in students'' logical thinking ability. The result of the study showed the positive enhancement in their logical thinking ability and its 5 subordinate concepts except combination logic. Among 6 subordinate concepts(systematization, proportionality, probability, control variables, combinational logic, propositional logic), systematization and propositional logic were shown to be effective at enhancing the students'' logical thinking ability.
According to student-satisfaction survey on STEAM education based on Scratch programming, it was shown that students were interested in applying Scratch programming(grade:4.38), and felt it creative(4.25). Thus, it can be said that they were highly satisfied with this study, though the questions on the difficulty and the applicability of the program were given a lower grade of 3.88 and 3.63 respectively. In addition, some students are of the opinion that Scratch programming is very interesting and they want to deepen their knowledge in sorting algorithm and search programs.
It is concluded that STEAM education using Scratch programming helps to enhance students'' logical thinking ability. On further study it is necessary to confirm whether STEAM education is effective with average students and how it affects their creative problem-solving ability.

목차

Ⅰ. 서론 1
1. 연구의 필요성 및 목적 1
2. 연구 내용 4
3. 연구의 제한점 4
4. 용어의 설명 5
1) 영재 5
2) 융합인재교육(STEAM교육) 5
3) 스크래치 6
4) 피코보드 6
5) 논리적사고력 6
Ⅱ. 이론적 배경 8
1. STEAM 교육 8
2. 스크래치 프로그래밍 10
1) 스크래치 10
2) 피코보드 13
3. STEAM 교육과 스크래치 프로그래밍 14
4. 영재교육 16
1) 영재 선발 기준 16
2) 영재의 STEAM교육 17
5. 논리적 사고력 17
1) 피아제(Piaget)의 인지발달단계 17
2) 논리적 사고력 19
Ⅲ. 연구 방법 20
1. 연구 대상 20
2. 연구 기간 및 절차 20
1) 연구 설계 20
2) 연구 기간 21
3. 학습 설계 21
1) 스크래치 프로그래밍 학습 내용 21
2) 학습내용 STEAM에 적용 24
3) 결과물 제작 과정 27
4) 학습 결과 30
4. 검사 도구 32
1) 논리적 사고력 검사지 32
2) 학생 만족도 설문지 35
5. 분석 방법 35
Ⅳ. 연구 결과 36
1. 논리적 사고력 변화 36
2. STEAM교육의 만족도 42
Ⅴ. 결론 및 제언 45
<참고문헌> 47
50
<부록1> 논리적 사고력 검사Ⅰ 53
<부록2> 논리적 사고력 검사Ⅱ 66
<부록3> STEAM교육의 만족도 79

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