What is the connection between aesthetics or classroom design and engagement towards courses, teachers and groups? Students spend at least one quarter of their waking hours in schools, most of it in classrooms, which have become a potentially powerful setting for influencing them. Especially in recent years, where marketing classes are often projectbased and students are required to regularly interact in class and participate in group assignments, the role of classrooms and their design is crucial for improving learning and engagement (e.g. Abernethy and Lett III, 2005; Razzouk, Seitz and Rizkallah, 2003).
Education research over the past decade has demonstrated that classroom designs have an effect on learning behaviors. Ample evidence suggested that classroom layout, technology and overall design can have a profound effect on student learning (e.g. Cheryan, Ziegler, Plaut and Meltzoff, 2014; Neill and Etheridge, 2008). So far, literature on classroom design and teaching has mainly focused on the relationship between quality of physical infrastructure and student achievement (Cheryan et al., 2014), on flexible learning spaces (Neill and Etheridge, 2008) and on the use of interactive technology (i.e. student response systems or clickers) for improving satisfaction, creative interaction, and achievement (e.g. Eastman, Iyer and Eastman, 2011). Little research has examined the role of classroom design on engagement (Kuh, 2001; Marks, 2000), investigating it primarily in the online or distance learning contexts (Chen, Lambert and Guidry, 2009). Unexplored in previous research is the role that a high vs. low technological classroom design may play in students’ engagement, and more specifically, in the general engagement level experienced by students towards a course, a teacher and a group. This work includes a comparison of two courses taught by the same instructor in a lowtechnology space (traditional class) versus a high-technology space, demonstrating counterintuitively that students perceive a higher engagement in a traditional classroom setting, evaluate the teacher more positively, and like to work in groups more.
본 연구의 목적은 중국 대학의 한국어 학습자를 대상으로 다 중지능이론에 기반한 한국문화 교육 활동을 설계하는 것이다. 연구는 다중지능의 핵심 요소와 Armstrong (1994)에서 제시된 교수법을 토대 로 다양한 다중지능 영역의 문화 활동 리스트를 설계하였고, 특정 교 재를 중심으로 문화 활동의 적용 사례를 제시하였다. 설계된 활동의 타당성을 검증하고 한국문화 교육에 미치는 영향을 분석하기 위해 중 국 대학 한국어학과 2학년 학생 40명을 대상으로 16주간 실험 수업을 진행했다. 실험과정에 주로 다중지능 검사, 데이터 통계, 설문 조사 등 연구 방법을 채택하여 테스트와 설문 조사 결과에 따라 다음과 같은 결론을 도출했다. 첫째, 다중지능이론에 기반한 교육 활동을 한국문화 교육에 적용할 수 있는 타당성이 있다. 둘째, 다중지능 활동을 적극적 으로 활용하는 교수법은 학생들의 학습성취도와 정의적인 측면에 모 두 긍정적인 영향을 미칠 수 있다.