이 연구에서는 대학원생 30명을 대상으로 자기 조절 학습을 촉진하기 위한 계획 도구를 포함한 게임 기반 학습을 시행하였다. 참여자가 플레이한 게임인 퓨쳐월드(Future Worlds)는 지속 가능 발...

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https://www.riss.kr/link?id=A109118090
신은혜 (부천공업고등학교,서울대학교 교육종합연구원) ; Dan Carpenter (North Carolina State University) ; Jonathan Rowe (North Carolina State University)
2024
Korean
KCI등재
학술저널
307-330(24쪽)
0
상세조회0
다운로드이 연구에서는 대학원생 30명을 대상으로 자기 조절 학습을 촉진하기 위한 계획 도구를 포함한 게임 기반 학습을 시행하였다. 참여자가 플레이한 게임인 퓨쳐월드(Future Worlds)는 지속 가능 발...
이 연구에서는 대학원생 30명을 대상으로 자기 조절 학습을 촉진하기 위한 계획 도구를 포함한 게임 기반 학습을 시행하였다. 참여자가 플레이한 게임인 퓨쳐월드(Future Worlds)는 지속 가능 발전 교육을 위해 개발된 컴퓨터 게임이다. 게임플레이 전․후 참여자의 지속 가능 발전 관련 지식을 검사하고 그 결과를 t 검정하였다. 또한 학습자의 게임플레이 행동별 발생 빈도와 사전 지식을 상관분석 하였다. 게임플레이 행동의 시각화와 분석을 위해 수집된 로그 데이터 약 3 만개에 순서화된 네트워크 분석(Ordered Network Analysis)을 적용하였다. 네트워크 그래프 및 로그 데이터를 분석한 결과, 참여자에 따라 계획 도구의 활용 횟수와 패턴이 달랐다. 게임이 진행됨에 따라 전체 게임플레이 행동 중 문제 해결 행동을 제외한 자기 조절 학습 및 학습 행동이 감소하였다. 계획 도구의 활용 횟수에 따라 전체 참여자를 적극 계획 집단과 소극 계획 집단으로 나누고 게임플레이 패턴을 시각화한 결과, 적극 계획 집단은 학습 행동을 더 자주 하는 경향이 있었다. 그러나 두 집단의 지식 점수 향상 정도에 통계적으로 유의미한 차이가 없었다. 연구 결과를 바탕으로 게임 기반 학습에서 자기 조절 학습을 촉진하기 위한 전략과 게임 설계에 대한 시사점을 도출하였다.
다국어 초록 (Multilingual Abstract)
In this study, 30 graduate students played Futureworld, a sustainable development educational game that includes planning tools to promote self-regulated learning. Participants’ knowledge of sustainable development was examined before and after game...
In this study, 30 graduate students played Futureworld, a sustainable development educational game that includes planning tools to promote self-regulated learning. Participants’ knowledge of sustainable development was examined before and after gameplay, with the data analyzed via t-tested. We also conducted a correlation analysis between the occurrence of each gameplay behavior and prior knowledge. Additionally, an Ordered Network Analysis was conducted on approximately 30,000 gameplay trace log data. The network graphs and log data suggested that the frequency and pattern of planning tool use varied across participants. As the game progressed, the number and proportion of self-regulated learning and learning behaviors decreased. Participants were divided into active and passive planning groups based on the number of times they used the planning tool, and their gameplay patterns were visualized. The active planning group showed the learning behaviors more often, but there was no significant difference in the extent to which the two groups improved their knowledge scores. The findings of this study have implications for game design and strategies to promote self-regulated learning in game-based learning.
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