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    ASSURE 교육 모델을 기반으로 한 어린이 안전 교육 앱 디자인 연구

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    https://www.riss.kr/link?id=T17568095

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    다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

    With the increasing use of mobile phones and tablets in children’s daily lives, safety education for young children is also changing. For children aged 3 to 6, safety education cannot rely only on verbal reminders or rule explanations. Children at this stage are still developing their language comprehension and judgment abilities, and they understand safety information more easily through images, sounds, character actions, and simple interaction. Therefore, this study focuses on the design of a safety education app for children aged 3 to 6, using the ASSURE model as the main design framework.
    This study first reviews the ASSURE model, children’s safety education, young children’s cognitive characteristics, and educational app design. Based on this review, children’s questionnaires and parent interviews were conducted to identify learning needs and design directions. The results showed that children could understand some clear and simple safety rules, but they still had difficulty judging warning signs, behavior reasons, and more complex situations. Parents also pointed out that current safety education at home often lacks systematic content, interactive methods, and sustained interest from children.
    Based on these findings, the app content was organized into four modules: home safety, school safety, traffic safety, and outdoor safety. The learning process follows three steps: “watch, try, and practice.” Children first understand a safety situation through animation, then identify safe and dangerous behaviors through interactive games, and finally review the content through situational practice. In the interface design, text explanations were reduced, while cartoon characters, color cues, voice guidance, icons, and instant feedback were used to support children’s understanding.
    In the prototype test, this study selected “stair safety” from the school safety module as the main topic. Part of the prototype was developed using Unity. The test showed that children could understand basic stair safety content through images, animation, icons, voice guidance, and operation feedback. They were also able to participate in judging safe and dangerous behaviors. However, the test also showed that recognizing a picture does not necessarily mean fully understanding the reason behind the behavior. Therefore, future improvements should focus on voice explanations, animation continuity, operation guidance, and feedback design. Overall, this study suggests the initial feasibility of applying the ASSURE model to the design of a safety education app for children aged 3 to 6.
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    With the increasing use of mobile phones and tablets in children’s daily lives, safety education for young children is also changing. For children aged 3 to 6, safety education cannot rely only on verbal reminders or rule explanations. Children at t...

    With the increasing use of mobile phones and tablets in children’s daily lives, safety education for young children is also changing. For children aged 3 to 6, safety education cannot rely only on verbal reminders or rule explanations. Children at this stage are still developing their language comprehension and judgment abilities, and they understand safety information more easily through images, sounds, character actions, and simple interaction. Therefore, this study focuses on the design of a safety education app for children aged 3 to 6, using the ASSURE model as the main design framework.
    This study first reviews the ASSURE model, children’s safety education, young children’s cognitive characteristics, and educational app design. Based on this review, children’s questionnaires and parent interviews were conducted to identify learning needs and design directions. The results showed that children could understand some clear and simple safety rules, but they still had difficulty judging warning signs, behavior reasons, and more complex situations. Parents also pointed out that current safety education at home often lacks systematic content, interactive methods, and sustained interest from children.
    Based on these findings, the app content was organized into four modules: home safety, school safety, traffic safety, and outdoor safety. The learning process follows three steps: “watch, try, and practice.” Children first understand a safety situation through animation, then identify safe and dangerous behaviors through interactive games, and finally review the content through situational practice. In the interface design, text explanations were reduced, while cartoon characters, color cues, voice guidance, icons, and instant feedback were used to support children’s understanding.
    In the prototype test, this study selected “stair safety” from the school safety module as the main topic. Part of the prototype was developed using Unity. The test showed that children could understand basic stair safety content through images, animation, icons, voice guidance, and operation feedback. They were also able to participate in judging safe and dangerous behaviors. However, the test also showed that recognizing a picture does not necessarily mean fully understanding the reason behind the behavior. Therefore, future improvements should focus on voice explanations, animation continuity, operation guidance, and feedback design. Overall, this study suggests the initial feasibility of applying the ASSURE model to the design of a safety education app for children aged 3 to 6.

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    목차 (Table of Contents)

    • 제Ⅰ장 서론 1
    • 1.1 연구 배경 1
    • 1.2 연구 목적 및 의의 2
    • 1.2.1 연구 목적 2
    • 1.2.2 연구 의의 3
    • 제Ⅰ장 서론 1
    • 1.1 연구 배경 1
    • 1.2 연구 목적 및 의의 2
    • 1.2.1 연구 목적 2
    • 1.2.2 연구 의의 3
    • 1.3 연구 방법 및 범위 4
    • 1.3.1 연구 방법 4
    • 1.3.2 연구 범위 6
    • 1.4 선행 연구 고찰 8
    • 1.4.1 ASSURE 모델 8
    • 1.4.2 어린이 안전 교육 제품 서비스 시스템 10
    • 1.4.3 어린이용 앱(3~6세 어린이 상호작용 학습 프로그램 앱) 12
    • 1.5 논문 구성 14
    • 1.5.1 연구 프레임워크 14
    • 1.5.2 연구의 혁신점 14
    • 제Ⅱ장 이론 개요 16
    • 2.1 ASSURE 교육 모델 분석 16
    • 2.1.1 ASSURE 모형 16
    • 2.1.2 ASSURE 모형 6단계의 상세 내용 분석 17
    • 2.2 사용자 연구 21
    • 2.2.1 취학 전 아동 21
    • 2.2.2 취학 전 아동의 생리적 및 심리적 특성 22
    • 2.2.3 아동 안전 의식 교육 25
    • 2.3 취학 전 아동 안전 교육 제품 분석 27
    • 2.3.1 실물 교구형 27
    • 2.3.2 디지털 상호작용형 29
    • 2.3.3 혼합 현실형 30
    • 2.3.4 문제점 분석 32
    • 제 Ⅲ 장 사용자 조사 밎 분석 33
    • 3.1 안전 교육의 문제점 분석·33
    • 3.1.1 생활공간 기반 안전교육의 필요성 33
    • 3.1.2 3~6세 안전교육의 특수성 33
    • 3.1.3 기존 안전교육의 문제점과 디자인 방향 34
    • 3.2 3-6세 아동을 위한 시각 정보 분석 35
    • 3.2.1 아동의 색상 인지 35
    • 3.2.2 아동의 글자 인지 38
    • 3.2.3 아동의 도형 인지 40
    • 3.3 조사 내용 41
    • 3.4 아동 설문자료 분석 45
    • 3.4.1 아동 표본의 일반적 특성 45
    • 3.4.2 아동 안전인지의 전반적 특성 46
    • 3.4.3 아동의 상황별 안전 반응의 전반적 특성 48
    • 3.4.4 연령 집단에 따른 아동의 차이 49
    • 3.4.5 핵심 상황 안전 경향 분석 51
    • 3.5 학부모 인터뷰의 코딩 분석 55
    • 3.5.1 보호자/선생님 설문 설계 55
    • 3.5.2 인터뷰 자료 정리 및 코딩 방법 57
    • 3.5.3 학부모가 인식한 아동 위험 장면 59
    • 3.5.4 가정 내 안전교육 현황 60
    • 3.5.5 기존 안전교육 콘텐츠의 부족한 점 61
    • 3.5.6 학부모가 기대하는 아동 안전교육 앱 기능 62
    • 3.5.7 학부모의 앱 사용 방식과 화면 표현 선호 63
    • 3.6 조사 결과가 디자인에 주는 시사점 64
    • 제 Ⅳ 장 연구 결과 67
    • 4.1 분석 및 문제 정의 67
    • 4.2 디자인 목표 69
    • 4.3 전략 및 매체 선택 70
    • 4.3.1 프로토타입 디자인 70
    • 4.3.2 앱 핵심 기능 구조 73
    • 4.3.3 상호작용 흐름 설계 75
    • 4.3.4 정보 구조와 사용자 경로 76
    • 4.4 참여 설계 77
    • 4.4.1 시각 식별 시스템 77
    • 4.4.2 IP 캐릭터 디자인 79
    • 4.4.3 핵심 화면 디자인 83
    • 4.5 소결 89
    • 제 Ⅴ 장 결론 90
    • 5.1 어린이용 앱의 기능, 구조, 디자인 90
    • 5.2 사용자 테스트 및 평가 90
    • 5.3 향후 연구 방향 91
    • 참고문헌 93
    • 부 록 97
    • ABSTRACT 104
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