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    3차원 가상세계 역할놀이를 통한 초등학교 예비교사의 문제해결력 증진 방안에 관한 사례연구 = A Case Study on 3D Virtual Role Play for Improving Problem Solving Skills of Elementary School Pre-service Teachers

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    https://www.riss.kr/link?id=A101959556

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    다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

    Pre-service teachers need to have sufficient opportunities to develop their problem-solving competencies in real classroom contexts. The present study designed a virtual role play (VRP) activity in order to help pre-service teachers to improve their teaching competencies through authentic problem solving activities in a 3D virtual world. The purpose of this study was to investigate strengths and constraints of the VRP for elementary school pre-service teachers. The VRP activity focused on the development of competencies for teaching low-achieving students effectively. In this study, 28 elementary school pre-service teachers participated as part of their coursework for three weeks. The VRP activity consisted of six steps: (1) authentic problem presentation, (2) VRP for identifying learning issues, (3) self-regulated learning, (4) collaborative design of solutions, (5) VRP for application of solutions, (6) reflection and consolidation. Pre- and post-tests were carried out to examine the changes of pre-service teachers’ self-efficacy and pedagogical knowledge for teaching low-achieving students. In addition, interviews and surveys were conducted to explore pre-service teachers’ perceptions about the VRP activity. The qualitative data were analyzed in regards to harmonies and conflicts among the activity system’s components. This study found that pre-service teachers significantly improved their pedagogical knowledge for teaching low-achieving students and their self-efficacy of adapting instructions to their students’ individual needs. In addition, this study found 6 categories and 13 sub-categories about harmonious relationships as well as 5 categories and 9 sub-categories about conflicts among the VRP activity components. Based on these findings, suggestions were provided to improve the VRP activity for the development of professional competencies in teacher education.
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    Pre-service teachers need to have sufficient opportunities to develop their problem-solving competencies in real classroom contexts. The present study designed a virtual role play (VRP) activity in order to help pre-service teachers to improve their t...

    Pre-service teachers need to have sufficient opportunities to develop their problem-solving competencies in real classroom contexts. The present study designed a virtual role play (VRP) activity in order to help pre-service teachers to improve their teaching competencies through authentic problem solving activities in a 3D virtual world. The purpose of this study was to investigate strengths and constraints of the VRP for elementary school pre-service teachers. The VRP activity focused on the development of competencies for teaching low-achieving students effectively. In this study, 28 elementary school pre-service teachers participated as part of their coursework for three weeks. The VRP activity consisted of six steps: (1) authentic problem presentation, (2) VRP for identifying learning issues, (3) self-regulated learning, (4) collaborative design of solutions, (5) VRP for application of solutions, (6) reflection and consolidation. Pre- and post-tests were carried out to examine the changes of pre-service teachers’ self-efficacy and pedagogical knowledge for teaching low-achieving students. In addition, interviews and surveys were conducted to explore pre-service teachers’ perceptions about the VRP activity. The qualitative data were analyzed in regards to harmonies and conflicts among the activity system’s components. This study found that pre-service teachers significantly improved their pedagogical knowledge for teaching low-achieving students and their self-efficacy of adapting instructions to their students’ individual needs. In addition, this study found 6 categories and 13 sub-categories about harmonious relationships as well as 5 categories and 9 sub-categories about conflicts among the VRP activity components. Based on these findings, suggestions were provided to improve the VRP activity for the development of professional competencies in teacher education.

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    참고문헌 (Reference)

    1 박양주, "활동중심 수업설계 원리 및 전략의 탐색" 한국열린교육학회 20 (20): 1-22, 2012

    2 황매향, "학습코칭 역량강화 교사연구 프로그램 개발" 한국교육과정평가원 2010

    3 김동일, "학습부진아 교육체계 발전방안 연구 : 의뢰 전단계 교수-학습-평가 체제를 중심으로" 9 : 226-250, 2001

    4 이화진, "학습부진 학생 지도·지원의 실효성 제고를 위한대안 탐색: 학습부진 학생 지도․지원 종합 계획(안) 제안을 중심으로" 한국교육과정평가원 2009

    5 백순근, "중등학교 교사의 교수역량 구성요인에 대한 이론적 고찰" 교육연구소 8 (8): 47-69, 2007

    6 강인애, "웹기반 문제중심학습(Problem-Based Learning)의 개발 사례 : 초등, 고등, 대학교의 경우" 15 (15): 301-330, 1999

    7 조동섭, "교원양성대학의 기능과 역량강화 방안" 한국교육행정학회 23 (23): 399-420, 2005

    8 백영균, "가상현실공간에서의 교수-학습" 학지사 2010

    9 Dalgarno, B., "What are the learning affordances of 3-d virtual environments?" 41 (41): 10-32, 2010

    10 Barab, S. A., "Using activity theory to understand the systemic tensions characterizing a technology-rich introductory astronomy course" 9 (9): 76-107, 2002

    1 박양주, "활동중심 수업설계 원리 및 전략의 탐색" 한국열린교육학회 20 (20): 1-22, 2012

    2 황매향, "학습코칭 역량강화 교사연구 프로그램 개발" 한국교육과정평가원 2010

    3 김동일, "학습부진아 교육체계 발전방안 연구 : 의뢰 전단계 교수-학습-평가 체제를 중심으로" 9 : 226-250, 2001

    4 이화진, "학습부진 학생 지도·지원의 실효성 제고를 위한대안 탐색: 학습부진 학생 지도․지원 종합 계획(안) 제안을 중심으로" 한국교육과정평가원 2009

    5 백순근, "중등학교 교사의 교수역량 구성요인에 대한 이론적 고찰" 교육연구소 8 (8): 47-69, 2007

    6 강인애, "웹기반 문제중심학습(Problem-Based Learning)의 개발 사례 : 초등, 고등, 대학교의 경우" 15 (15): 301-330, 1999

    7 조동섭, "교원양성대학의 기능과 역량강화 방안" 한국교육행정학회 23 (23): 399-420, 2005

    8 백영균, "가상현실공간에서의 교수-학습" 학지사 2010

    9 Dalgarno, B., "What are the learning affordances of 3-d virtual environments?" 41 (41): 10-32, 2010

    10 Barab, S. A., "Using activity theory to understand the systemic tensions characterizing a technology-rich introductory astronomy course" 9 (9): 76-107, 2002

    11 Murphy, E., "Using activity theory and its principle of contradictions to guide research in educational technology" 24 (24): 442-457, 2008

    12 Inman, C., "Use of Second Life in K-12 and higher education : A review of research" 9 (9): 44-63, 2010

    13 DeVane, B., "Theoretical foundations of learning environments" Routledge 242-267, 2012

    14 Henderson, M., "The impact of Chinese language lessons in a virtual world on university students' self-efficacy beliefs" 28 (28): 400-419, 2012

    15 Cheong, D., "The effects of practice teaching sessions in Second Life on the change in pre-service teachers’ teaching efficacy" 55 (55): 868-880, 2010

    16 Vasileiou, V. N., "Teaching role-playing instruction in Second Life: An exploratory study" 5 : 25-50, 2010

    17 Brown, J. S., "Situated cognition and the culture of learning" 18 : 32-42, 1989

    18 Ryan, R. M., "Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being" 55 : 68-78, 2000

    19 Hmelo-Silver, C. E., "Scaffolding and achievement in problem-based and inquiry learning : A response to Kirschner, Sweller, and Clark(2006)" 42 (42): 99-107, 2007

    20 Gregory, S., "Real thinking with virtual hats : A role-playing activity for pre-service teachers in Second Life" 28 (28): 420-440, 2012

    21 Cho, Y. & Jung, J., "Proceedings of Society for Information Technology and Teacher Education International Conference" AACE 1646-1653, 2008

    22 Barrows, H. S., "Problem-based learning: An approach to medical education" Springer 1980

    23 Russell, C., "Online role-play environments for higher education" 41 (41): 992-1002, 2010

    24 Vygotsky, L. S., "Mind in society: The development of higher psychological processes" Harvard university press 1978

    25 Hayes, A. T., "Ludic Learning : Exploration of TLE TeachLivE™ and effective teacher training" 5 (5): 20-33, 2013

    26 Omale, N., "Learning in 3‐D multiuser virtual environments : Exploring the use of unique 3‐D attributes for online problem‐based learning" 40 (40): 480-495, 2009

    27 Engeström, Y., "Learning by expanding: An activity-theoretical approach to developmental research" Orienta-Konsultit 1987

    28 Jonassen, D. H., "Instructional design models for well-structured and ill-structured problem-solving learning outcomes" 45 (45): 65-94, 1997

    29 Jamaludin, A., "Fostering argumentative knowledge construction through enactive role play in Second Life" 53 : 317-329, 2009

    30 Jonassen, D. H., "Fostering argumentation while solving engineering ethics problems" 100 (100): 680-702, 2011

    31 Engeström, Y., "Expansive learning at work : Toward an activity theoretical reconceptualization" 14 (14): 133-156, 2001

    32 Antonacci, D. M., "Envisioning the educational possibilities of user-created virtual worlds" 16 (16): 115-126, 2008

    33 Kolodner, J. L., "Educational implications of analogy : A view from case-based reasoning" 52 (52): 57-66, 1997

    34 Pellegrino, J. W., "Education for life and work: Developing transferable knowledge and skills in the 21st century" National Academies Press 2012

    35 Skaalvik, E. M., "Dimensions of teacher self-efficacy and relations with strain factors, perceived collective teacher efficacy, and teacher burnout" 99 (99): 611-625, 2007

    36 Gao, F., "Comparing role-playing activities in Second Life and face-to-face environments" 20 (20): 423-443, 2009

    37 Gregory, S., "Changing directions through VirtualPREX: Engaging pre-service teachers in virtual professional experience" 491-501, 2011

    38 Blin, F., "CALL and the development of learner autonomy : Towards an activity-theoretical perspective" 16 (16): 377-395, 2004

    39 Johnson, D. W., "An educational psychology success story : Social interdependence theory and cooperative learning" 38 : 365-379, 2009

    40 Jonassen, D. H., "Activity theory as a framework for designing constructivist learning environments" 47 (47): 61-79, 1999

    41 Duncan, I., "A taxonomy of virtual worlds usage in education" 43 (43): 949-964, 2012

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