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Development of Convergence Education (STEAM) Program for High School Credit System

고교학점제를 위한 융합교육(STEAM) 프로그램 개발

  • Received : 2022.02.04
  • Accepted : 2022.04.29
  • Published : 2022.04.30

Abstract

The purpose of this study is to develop a STEAM program that can be used in the high school credit system to be fully implemented in 2025, and to examine its validity and effectiveness. The STEAM program analyzed the 2015 revised curriculum centering on science, technology, and engineering through the 2015 revised curriculum analysis, and then selected the five latest issues: hydrogen fuel, climate crisis, data science, appropriate technology, and barista. In accordance with this self-developed program development format (frame), it was developed for seven months through a process of group deliberation. The draft of the STEAM program for 29 sessions of five types, developed to indirectly experience the career path and occupation of high school students, was verified through consultation with 2 STEAM education experts. It was applied at five different high schools for a pilot implementation. As a result of the pilot application, it was confirmed that the students' STEAM attitude significantly improved in the post-test than the pre-test, and the students' high satisfaction with the program was confirmed. In addition, through an interview with the pilot application teacher, it was positively evaluated that 'the content and level of the program are suitable and through experience solving real-life problems, you can apply the content knowledge of related subjects and have an opportunity to experience careers.' Based on the results of the pilot application, the high school credit system STEAM program for students and teachers was finally completed in 29 lessons of five types. Through this study, the development and operation of the next-generation STEAM program that can be applied in the high school credit system should be actively developed, and a plan to improve teachers' professionalism so that the high school credit system can be established and operated properly for blended classes triggered by COVID-19. The necessity of design was suggested. This study is expected to be used as basic data for the development and operation of STEAM programs in the high school credit system, which will be fully implemented in 2025.

이 연구의 목적은 2025년 전면적으로 시행되는 고교학점제에 활용 가능한 융합교육(STEAM) 프로그램을 개발하고 그 타당성과 효과성을 알아보는 것이다. 융합교육(STEAM) 프로그램은 2015 개정 교육과정과 고교학점제 선행연구를 분석을 통해 얻어진 '수소연료', '기후위기', '데이터 사이언스', '적정기술', '바리스타'라는 5개의 최신 이슈를 주제로 개발되었다. 프로그램은 연구팀이 자체 개발한 고교학점제 융합교육(STEAM) 프로그램 개발형식(틀)에 맞춰 집단 숙의의 과정을 통해 7개월간 개발되었다. 고등학생의 진로·직업을 간접적으로 체험할 수 있도록 개발된 5종 29차시의 융합교육(STEAM) 프로그램 초안은 2인의 융합교육(STEAM) 교육 전문가에게 자문을 통해 검증을 받았으며, 프로그램의 현장 적합도를 판단하기 위해 5개 고등학교 627명을 대상으로 시범 적용하였다. 시범 적용 결과, 학생들의 융합교육(STEAM) 태도는 사전보다 사후가 통계적으로 유의미하게 향상된 것을 확인할 수 있었으며, 프로그램에 대해서 학생들의 높은 만족도를 확인할 수 있었다. 또한 시범 적용 교사 면담을 통해 '프로그램의 내용과 수준이 적합하며, 실생활 문제를 해결하는 경험을 통해 관련 교과의 내용 지식을 적용하고 진로 체험의 기회를 가질 수 있다'는 긍정적인 평가를 받았다. 시범 적용의 결과를 바탕으로 5종 29차시의 학생용·교사용 고교학점제 융합교육(STEAM) 프로그램을 최종 완성했다. 마지막으로 고교학점제에서 적용할 수 있는 차시대체형 STEAM 프로그램 개발 및 운영이 활발하게 이루어져야 할 것과 고교학점제가 바람직하게 정착되고 운영될 수 있도록 교사의 전문성 향상 방안 마련, COVID-19로 촉발된 블렌디드 수업 설계의 필요성 등을 제언하였다. 이 연구는 2025년 전면적으로 시행되는 고교학점제에서 융합교육(STEAM) 프로그램 개발 및 운영 방안에 대한 기초 자료로 활용될 것으로 기대한다.

Keywords

Acknowledgement

이 연구는 2021 한국과학창의재단의 지원을 받아 수행된 연구의 성과물 일부임.

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