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Development and Effect of the Creative Problem Solving Capacity Education Program for University Freshmen Using Game component

게임적 요소를 활용한 대학 신입생의 창의적 문제해결 교육 프로그램 개발 및 효과

  • 전신영 (상명대학교 교수학습지원센터) ;
  • 박주희 (예원예술대학교 교양학부)
  • Received : 2021.03.10
  • Accepted : 2021.04.13
  • Published : 2021.04.20

Abstract

This study analyzed the effectiveness by developing an online program to enhance collaborative problem-solving capabilities for college freshmen using gamification. According to the research results, the operational model of the online program for enhancing collaborative problem-solving capabilities using gamification was presented in five stages: 1 preparation, 2 team building, 3 assessment, 4 feedback, and 5 achievement sharing. The results of the "pre-test" and post T-test of creative problem-solving capabilities, the variables related to creative problem-solving skills, academic challenge, creative thinking ability, and convergence value creation have been significantly improved. What should be discussed in the future is the need to experience collaborative problem solving process online, and to develop game design and platform that can discuss and communicate.

본 연구는 게임적 요소를 활용한 대학 신입생 대상의 협력적 문제해결역량 강화 온라인 프로그램을 개발하여 효과성을 분석하였다. 연구결과, 게임적 요소를 활용한 협력적 문제해결역량 강화 온라인 프로그램의 운영 모델은 ①사전준비, ②팀빌딩, ③평가, ④피드백, ⑤공유의 5단계로 제시하였으며, 창의적 문제해결역량의 사전-사후 T-검정 결과, 창의적 문제해결 역량 관련 변인인 학업도전, 창의적 사고능력, 융합적 가치창출이 유의미하게 향상된 것으로 나타났다. 향후 논의되어야 할 사항으로 온라인에서 협력적인 문제해결과정을 경험하고, 토론, 의사소통이 가능한 게임설계 및 플랫폼 개발의 필요성을 제시하였다.

Keywords

References

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