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The Mediating Effect of Learning Flow on Affective Outcomes in Software Education Using Games

게임을 활용한 SW교육의 정의적 성과에 대한 학습몰입의 매개 효과

  • Kang, Myunghee (Dept. of Educational Technology, Ewha Womans University) ;
  • Park, Juyeon (Ewha Womans University Elementary School) ;
  • Yoon, Seonghye (Dept. of Educational Technology, Ewha Womans University) ;
  • Kang, Minjeng (Dept. of Educational Technology, Ewha Womans University) ;
  • Jang, JeeEun (Dept. of Educational Technology, Ewha Womans University)
  • 강명희 (이화여자대학교 교육공학과) ;
  • 박주연 (이화여자대학교 부속초등학교) ;
  • 윤성혜 (이화여자대학교 교육공학과) ;
  • 강민정 (이화여자대학교 교육공학과) ;
  • 장지은 (이화여자대학교 교육공학과)
  • Received : 2016.08.31
  • Accepted : 2016.09.30
  • Published : 2016.10.31

Abstract

As software transforms the structure of industry, it becomes a key measure in determining market competitiveness. Therefore, various educational efforts have been attempted in Korea to cultivate software professionals to secure software competitiveness. While previous studies had focused mainly on the cognitive effectiveness of software education, the authors tried to focus on affective perspectives. The authors, therefore, aimed to analyze the predictive power of the recognition of software importance and learning flow on affective outcomes, such as efficacy of computational thinking skills, and attitude toward, and satisfaction with, software education. The data were collected from 103 sixth grade students who participated in a software education. Results show that software importance and learning flow had significant predictive power on affective outcomes; Learning flow mediated the relationship between software importance and affective outcomes. This study provides practical implications for improving affective outcomes in the design and implementation of software education.

소프트웨어가 산업의 구조를 변화시키면서 시장 경쟁력을 결정하는 핵심이 되고 있다. 이에 세계 각국은 소프트웨어 경쟁력 확보를 위해 소프트웨어 개발 역량을 가진 인재양성 교육에 힘쓰고 있으며, 그 교육적 효과에 대한 관심이 높아지고 있다. 그러나 소프트웨어 교육성과에 대한 연구들이 주로 인지적 관점에서 분석되고 있어 정의적 측면에서의 효과 분석에 대한 필요성이 최근 대두되고 있다. 본 연구는 서울 소재 한 초등학교 6학년 학생 103명을 대상으로 게임을 활용한 SW교육을 4차시 진행하고, 컴퓨팅 사고력 효능감, SW교육 태도, SW교육 만족도로 구성된 정의적 성과에 대한 학습자의 SW중요성 인식과 학습몰입의 예측력을 분석하였다. 연구 결과 정의적 성과에 대해 SW 중요성 인식은 유의미한 예측력을 갖는 것으로 나타났고, 학습몰입은 SW 중요성 인식과 정의적 성과 사이에서 매개역할을 하는 것으로 나타났다. 본 연구는 SW교육을 설계하고 실행함에 있어 학습자의 SW 중요성 인식과 학습몰입이 고려되어야 함을 제안하고, 이를 위한 실천적 전략을 제안한다는 데 의의가 있다.

Keywords

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