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The Development and Application of Non-Face-to-Face Wearable Technology Curriculum Activities: Improving Creative Convergence Learning Competency of College Students

대학생의 창의융합 학습역량 향상을 위한 비대면 웨어러블 테크놀로지 교육과정 활동의 개발과 적용

  • 이지선 (숙명여자대학교 시각영상디자인과 및 창의융합연구소) ;
  • 윤은주 (숙명여자대학교 아동복지학부 및 창의융합연구소) ;
  • 김민정 (숙명여자대학교 소비자경제학과 및 창의융합연구소) ;
  • 김혜림 (숙명여자대학교 의류학과 및 창의융합연구소) ;
  • 임호선 (숙명여자대학교 의류학과 및 창의융합연구소) ;
  • 김윤미 (숙명여자대학교 아동복지학부)
  • Received : 2022.12.27
  • Accepted : 2023.01.09
  • Published : 2023.01.31

Abstract

The purpose of this study is to develop and apply curriculum activities using non-face-to-face wearable technology in a pandemic situation. It is to improve the creative convergence learning ability of college students. Based on the results of 5 preliminary studies, 8 courses were conducted for 16 university students at A University in Seoul. In conclusion, real-time non-face-to-face interaction with professional professors in each field played a major role in improving the creative convergence learning competency of college students. This point shows the possibility of future-oriented creative convergence talent development along with the expandability of wearable technology in university education.

본 연구의 목적은 팬데믹 상황에서 비대면 웨어러블 테크놀로지를 활용한 교육과정 활동을 개발 및 적용하여 대학생들의 창의융합 학습역량을 향상시키고자 함이다. 서울특별시 A대학 16명의 대학생들을 대상으로 5개의 사전연구결과들을 토대로 8차시의 교육과정이 개발되었다. 교육과정 활동 적용의 결과를 알아보기 위해 참여자들을 대상으로 사전·사후 검사 및 심층 인터뷰가 진행되었다. 연구결과에 따르면, 창의융합 학습역량 사전·사후 검사와 심층 인터뷰는 유의미한 부분이 유사하게 나타났다. 결론적으로, 대학생들의 창의융합 학습역량 향상을 위해 개발된 비대면 웨어러블 테크놀로지 교육과정 활동의 적용에서 시공간적 비구애성이라는 온라인 학습의 최대 장점과 각 분야 전문교수자들과의 실시간 비대면 질의문답을 통한 상호작용이 주요하게 작용하여 대학생들의 창의융합 학습역량을 향상시켰다. 이 점은 대학교육에서 웨어러블 테크놀로지의 확장 가능성과 함께 대학교육의 고질적 병폐인 전공의 벽을 넘어서는 미래지향적 창의융합 인재육성 및 교육과정 개발의 가능성을 보여준다는 측면에서 뉴테크놀로지 적용에 고심하고 있는 현 대학교육에 시사하는 바가 크다.

Keywords

Acknowledgement

이 논문 또는 저서는 2019년 대한민국 교육부와 한국연구재단의 지원을 받아 수행된 연구임(NRF-2019S1A5A2A03047376).

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