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    다중지능이론 기반 디지털 스토리텔링 학습환경의 바탕 설계 = Grounded Design of the Digital Storytelling Learning Environments based on Multiple Intelligence Theory

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    https://www.riss.kr/link?id=A101959488

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    다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

    The purpose of this study is to design the digital storytelling learning environment based on Multiple Intelligence Theory, with the grounded design for learners as digital natives, and to measure the effectiveness of such environment. Above all, as the digital storytelling learning environment design principle based on Multiple Intelligence Theory of Grounded Design, the following details were drawn as follows: ① Multiple Intelligence Theory from Psychological Foundations, ② the Digital Storytelling from Pedagogical Foundations, ③ the Scratch from Technological Foundations, ④ learners`` characteristics & 21st Century learning ability from Cultural Foundations, and ⑤ school environment, learners`` preparation, and integrated educational activities learning environments from Pragmatic Foundations. On the basis of learning environment design principle, the learning environment which can support an actual class was designed and applied to curriculum. Also, in order to check out whether the Scratch Digital Storytelling Learning Environments based on Multiple Intelligence are effective for elementary school students`` satisfaction degree in learning and the learning motive level enhancement, the research hypotheses were formed and verified. And, in order to verify the hypotheses in experimental design, the analysis of covariance was conducted in a domain of learning motive test, and posttest t-test of the experiment & the control group was conducted in a domain of the learning satisfaction degree. And, in order to verify whether a significant difference exists in the learning motive level, the analysis of covariance was conducted, and in order to verify whether a significant difference exists in the learning satisfaction level, two independent samples t-test were conducted and then showed a significant result statistically in all of experimental groups. The learning environments fulfilled in this study were constructed by the grounded design which is suggested to develop the learner-centered learning environments utilizing technology founded on the learning theory, that is constructivism, and such will be resources for the learning environments instructional design founded on various technologies in the future.
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    The purpose of this study is to design the digital storytelling learning environment based on Multiple Intelligence Theory, with the grounded design for learners as digital natives, and to measure the effectiveness of such environment. Above all, as t...

    The purpose of this study is to design the digital storytelling learning environment based on Multiple Intelligence Theory, with the grounded design for learners as digital natives, and to measure the effectiveness of such environment. Above all, as the digital storytelling learning environment design principle based on Multiple Intelligence Theory of Grounded Design, the following details were drawn as follows: ① Multiple Intelligence Theory from Psychological Foundations, ② the Digital Storytelling from Pedagogical Foundations, ③ the Scratch from Technological Foundations, ④ learners`` characteristics & 21st Century learning ability from Cultural Foundations, and ⑤ school environment, learners`` preparation, and integrated educational activities learning environments from Pragmatic Foundations. On the basis of learning environment design principle, the learning environment which can support an actual class was designed and applied to curriculum. Also, in order to check out whether the Scratch Digital Storytelling Learning Environments based on Multiple Intelligence are effective for elementary school students`` satisfaction degree in learning and the learning motive level enhancement, the research hypotheses were formed and verified. And, in order to verify the hypotheses in experimental design, the analysis of covariance was conducted in a domain of learning motive test, and posttest t-test of the experiment & the control group was conducted in a domain of the learning satisfaction degree. And, in order to verify whether a significant difference exists in the learning motive level, the analysis of covariance was conducted, and in order to verify whether a significant difference exists in the learning satisfaction level, two independent samples t-test were conducted and then showed a significant result statistically in all of experimental groups. The learning environments fulfilled in this study were constructed by the grounded design which is suggested to develop the learner-centered learning environments utilizing technology founded on the learning theory, that is constructivism, and such will be resources for the learning environments instructional design founded on various technologies in the future.

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    참고문헌 (Reference)

    1 박정호, "프로그래밍 학습동기 증진을 위한 스토리텔링기반 교육 모형에 관한 연구" 한국정보교육학회 13 (13): 51-60, 2009

    2 서상희, "스토리텔링이 유아의 영어듣기와 어휘학습에 미치는 효과" 전북대학교 교육대학원 2006

    3 권혁일, "디지털 스토리텔링이 초등학생의 수학 학업성취도 및 태도에 미치는 효과" 교육과학연구소 39 (39): 139-170, 2008

    4 민덕기, "디지털 스토리텔링을 통한 초등영어수업 방안 -서사경험의 극대화를 중심으로-" 한국초등영어교육학회 8 (8): 175-208, 2002

    5 이승희, "디지털 스토리텔링을 이용한 웹상에서의 동화구현: 상호 교환성을 중심으로" 이화여자대학교 디자인대학원 2003

    6 강숙희, "디지털 스토리텔링을 이용한 독서지도 방안 연구" 한국문헌정보학회 41 (41): 307-321, 2007

    7 위키백과, "디지털 네이티브"

    8 유미숙, "동기유발(ARCS) 전략을 적용한 가정과 수업이 학습동기 및 교과에 대한 태도에 미치는 효과" 한국가정과교육학회 17 (17): 157-173, 2005

    9 박성희, "다중지능이론을 활용한 프로젝트학습이 초등학생의 학습동기와 사회과 학업성취에 미치는 영향" 한국교육방법학회 21 (21): 51-67, 2009

    10 오상표, "다중지능이론에 기초한 강점 지능 활용 프로그래밍 교육이 학업성취도에 미치는 영향" 한국교원대학교 교육대학원 2010

    1 박정호, "프로그래밍 학습동기 증진을 위한 스토리텔링기반 교육 모형에 관한 연구" 한국정보교육학회 13 (13): 51-60, 2009

    2 서상희, "스토리텔링이 유아의 영어듣기와 어휘학습에 미치는 효과" 전북대학교 교육대학원 2006

    3 권혁일, "디지털 스토리텔링이 초등학생의 수학 학업성취도 및 태도에 미치는 효과" 교육과학연구소 39 (39): 139-170, 2008

    4 민덕기, "디지털 스토리텔링을 통한 초등영어수업 방안 -서사경험의 극대화를 중심으로-" 한국초등영어교육학회 8 (8): 175-208, 2002

    5 이승희, "디지털 스토리텔링을 이용한 웹상에서의 동화구현: 상호 교환성을 중심으로" 이화여자대학교 디자인대학원 2003

    6 강숙희, "디지털 스토리텔링을 이용한 독서지도 방안 연구" 한국문헌정보학회 41 (41): 307-321, 2007

    7 위키백과, "디지털 네이티브"

    8 유미숙, "동기유발(ARCS) 전략을 적용한 가정과 수업이 학습동기 및 교과에 대한 태도에 미치는 효과" 한국가정과교육학회 17 (17): 157-173, 2005

    9 박성희, "다중지능이론을 활용한 프로젝트학습이 초등학생의 학습동기와 사회과 학업성취에 미치는 영향" 한국교육방법학회 21 (21): 51-67, 2009

    10 오상표, "다중지능이론에 기초한 강점 지능 활용 프로그래밍 교육이 학업성취도에 미치는 영향" 한국교원대학교 교육대학원 2010

    11 이정규, "다중지능과 교수-학습" 시그마프레스 2006

    12 심우엽, "다중지능 이론과 학교교육의 개선에 관한 연구" 35 (35): 83-96, 1997

    13 박효정, "다중지능 이론과 교육에의 적용 가능성 탐색" 26 (26): 69-100, 1999

    14 허희옥, "내러티브 사고 양식인 스토리텔링 기법을 이용한 멀티미디어 교육 컨텐츠 개발" 한국교육공학회 22 (22): 195-224, 2006

    15 Kolodner, J. L., "Theory and practice of case-based learning aids, In Theoretical foundations of learning environments" L. Erlbaum Associates 215-242, 2000

    16 Bauer, S. B, "The power of story" 151-153, 2003

    17 Whitaker, S. D. Jr, "The impact of digital images and visual narratives on the ability of fourth graders to engage in historical thinking" University of Virginia 2003

    18 Metiri Group, "The enGauge 21st Century Skills"

    19 Lambert, J, "The center for digital storytelling"

    20 Shearer, C. B, "The MIDAS handbook of multiple intelligences in the classroom" Greyden Press 1996

    21 Land, S. M, "Student-centered learning environments, In Theoretical foundations of learning environments" Lawrence Erlbaum Associates 1-23, 2000

    22 Lave, J., "Situated learning: Legitimate peripheral participation" Cambridge University Press 1991

    23 Jonassen, D, "Preface, In Theoretical foundations of learning environments" Lawrence Erlbaum Associates 2000

    24 Hannifin, M. J., "Open learning environments, In Instructional-design theories and models: A new paradigm of instructional theory" Lawrence Erlbaum Associates 1999

    25 Kagan, S, "Multiple intelligences: The complete MI book" Kagan Cooperative Learning 1998

    26 Armstrong, T, "Multiple intelligences in the classroom" Association for Supervision and Curriculum Development 2009

    27 European Commission, "Key competences for lifelong learning - European reference framework"

    28 Resnick. M, "Guest Columnist: Mitchel Resnick"

    29 Tapscott, D, "Grown up digital" McGraw-Hill 2009

    30 Kim, H., "Grounded design and web-enhanced case-based reasoning: Theory, assumptions, and practice" 56 (56): 161-179, 2008

    31 Hannafin, M. J., "Grounded Practice and the Design of Constructivist Learning Environments" 45 (45): 101-117, 1997

    32 Gardner, H, "Frames of Mind: The theory of multiple intelligences" Basic Books 1983

    33 Schank, R. C, "Dynamic memory revisited" Cambridge University Press 1999

    34 Gakhar, S, "Digital storytelling: engaging, communicating, and collaborating" AACE 607-612, 2007

    35 Robin, B. R, "Digital storytelling: a powerful technology tool for the 21st century classroom" 47 : 220-228, 2008

    36 Sadik, A, "Digital storytelling: a meaningful technology-integrated approach for engaged student learning" 56 (56): 487-506, 2008

    37 Lowenthal, P. R, "Digital storytelling: An emerging institutional technology?, In Storycircle: Digital storytelling around the world" Wiley- Blackwell 252-259, 2009

    38 Ohler, J, "Digital storytelling in the classroom" Corwin Press 2008

    39 Freidus, N., "Digital storytelling for reflective practice in communities of learners" 23 (23): 24-26, 2002

    40 Banaszewski, T, "Digital storytelling finds its place in the classroom" 9 (9): 32-35, 2002

    41 Porter, B, "Digital Storytelling Across the Curriculum"

    42 Porter, B, "DigiTales: The Art of Telling Digital Stories" bjpconsulting 2004

    43 Keller, J. M, "Development and use of the ARCS model of instructional design" 10 (10): 2-10, 1987

    44 Barrett, H, "Convergence of student-centered learning strategies" 1 : 647-654, 2006

    45 Jakes, D. S, "Capturing Stories, Capturing Lives: An Introduction to Digital Storytelling"

    46 김영숙, "Blended learning이 정보사회와 컴퓨터 과목의 학습참여도·만족도 및 성취도에 미치는 영향 : 인문계고등학교를 중심으로" 중앙대학교 교육대학원 2007

    47 이형우, "Blended Learning 기반 컴퓨터 시범-실습수업이 학업성취도와 학습만족도에 미치는 영향" 한국교원대학교 교육대학원 2008

    48 The Partnership for 21st Century Skills, "2009 MILE Guide: Milestones for Improving Learning & Education"

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