STEAM기반 유소년 승마교육 목표 및 내용 탐색

Exploring STEAM based Objectives and Contents of Horse Riding Education for Youths

초록

This paper aims to explore STEAM based objectives and contents of horse riding education for youths. In this study, data are collected using online and offline in-depth interviews with 7 research participants including 3 youth riding instructors, 2 elementary teachers, and 2 university faculties and analyzed using inductive categorical analysis. As a result, STEAM based objectives in this study are explored as scientific inquiry in cognitive objective, interaction induced in affective objective, and problem solving in psychomotor objective. Scientific inquiry is the essential objective for youth’ horse riding, interaction is the expanded objective to do social relation as well as relation with horse and others, and problem solving is the convergence objective from two objectives such as scientific inquiry and interaction. In addition, STEAM based contents are classified three domains such as ‘Understanding horse’, ‘Acquainting with horse’, and ‘Horse connected’, and induced as various STEAM factors and content elements in each content. ‘Understanding horse’ focuses on cognitive content only, ‘acquainting with horse’ is the mixed content from cognitive and affective content, and ‘horse connected’ is the integrated content from cognitive, affective, and psychomotor content. In future, research findings in this study would be implemented to develop systematic curricula and teaching methods in convergence education for youths’ horse riding.

키워드

Youth; Educational Objectives; Educational Content; Riding Education; STEAM; 유소년; 교육목표; 교육내용; 승마교육; 융합인재교육
제목
STEAM기반 유소년 승마교육 목표 및 내용 탐색
제목 (타언어)
Exploring STEAM based Objectives and Contents of Horse Riding Education for Youths
저자
김지혜; 유정애
DOI
10.16915/jkapesgw.2022.12.36.4.1
발행일
2022-12
저널명
한국여성체육학회지
권
36
호
4
페이지
1 ~ 17