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NTIS 바로가기디지털융복합연구 = Journal of digital convergence, v.14 no.4, 2016년, pp.43 - 53
김은정 (모민소프트) , 신동일 (중앙대학교 영어영문학과) , 김금선 (중앙대학교 평생교육원)
The purpose of this study is to examine the meaningfulness and the possibility of developing kinetic narrative educational contents based on English literature with convergent approaches. To accomplish the objective, this paper examines three areas of research such as kinetic education, English lite...
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핵심어 | 질문 | 논문에서 추출한 답변 |
---|---|---|
키네틱 교육이란 무엇인가? | 키네틱 교육(Kinetic education)은 모션을 인식하는 디지털 기기인 체감형 게임기(motion based game device)를 사용하여 교육행위에 운동성을 접목하는 융합형 교육방안이다. 본 논문은 키네틱 교육의 필요성과 의미를 탐색하고, 영미문학 서사 교육, 전신반응 활동에 기반을 둔 스토리텔링(Total Physical Response-Storytelling) 교수법의 특성을 상보적으로 결합시켜 새로운 방식의 디지털교육 콘텐츠의 방향성을 제안해보고자 한다. | |
키네틱 교육은 어떠한 환경과 접목하여 체감 놀이 학습을 가능하게 하는가? | 본 연구의 키네틱 교육(Kinetic Education)은 모션인식 디지털 기기를 사용하여 운동성을 접목한 융합 교육으로, 학습자의 신체 움직임을 교육적 소통과 효과를 극대화시키기 위한 적극적 수단으로 활용하는 새로운 방식의 기술을 활용한다. 무엇보다 가상현실, 모션 인식센서를 이용한 실감미디어(Immersive Media) 기반의 체감 인터페이스 환경과 접목하여 체감 놀이 학습이 가능하게 한다. 이러한 교육적 자극은 일링크스(Illinx: 현기증)의 놀이 경험과 신체화된 미미크리(Mimicry: 흉내)를 통해 재미를 느끼게 하며[4] 어린이 학습자의 지적 성장과 내면화를 허락하며[5], 사고력과 창조적 사고를 자극한다[6]는 점을 주목해야 한다. | |
스마트러닝은 어떠한 교육을 유도하고 있는가? | 정부는 융복합시대의 미래 교육을 위해 2011년도부터 융합인재교육(STEAM) 정책을 제안하고 다양한 관련 사업을 추진하고 있다. 융합인재교육과 상보적 관계에 있는 스마트러닝(Smart Learning)은 스마트기기를 활용하여 학습자의 흥미와 동기를 유발하고 자기주도적 문제해결과 학습 능력을 신장시킴으로써 창의성과 소통능력을 갖춘 글로벌 리더로 성장시키는 교육을 유도하고 있다[1, 2]. 따라서 전통적인 오프라인 방식에서 벗어나 새로운 교육 방법의 모색이 다양하게 이루어지고 있다[3]. |
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