• Title/Summary/Keyword: STEAM 콘텐츠

Search Result 52, Processing Time 0.023 seconds

The Case Study on the Tablet based STEAM G Learning Platform Development (태블릿 기반 G러닝 STEAM 플랫폼 개발 사례 분석)

  • Wi, Jong Hyun
    • Journal of Korea Game Society
    • /
    • v.14 no.6
    • /
    • pp.69-78
    • /
    • 2014
  • The purpose of this paper is to analyze a developing process of 3D STEAM based G learning contents. STEAM means Science, Technology, Engineering, Art, Mathematics. It is focused on to raise students interest on science and technology through integrating the subjects together. Also it's purpose is to raise students understanding capabilities on technology convergence and problem solving. Therefore, this paper focused on the analysis of the development of 3D STEAM based G learning contents. Science topic, 'solar system and stars' was decided as a G learning based contents. Students showed higher immersion and motivation on the contents.

Development of Robot Contents for STEAM education (STEAM 교육을 위한 로봇 콘텐츠 개발)

  • Nam, Yun Jeong;Kim, Hee Sun
    • Journal of Korea Society of Industrial Information Systems
    • /
    • v.20 no.1
    • /
    • pp.9-18
    • /
    • 2015
  • Educational learning methods that take advantage of a robot provide opportunities for students to develop high dimensional thinking, a creative expression and discovery learning opportunity. It is also perceived as a suitable tool for STEAM systems which can be used in a variety of school curriculums. Therefore we designed and developed STEAM educational contents using robots in this study. This study analyze elementary text books and design the convergence contents from various subjects such as math, science, engineering and art through a robot. This study has developed educational materials by making a robot based on the designed contents. They have been applied to after school materials and then evaluated for comprehension, interest and participation. The results of this study have shown very encouraging evaluations from participating students. Accordingly, this study has shown that STEAM contents that take advantage of a robot have improved student participation, interests, and comprehension in the curriculums. Additionally, integrating STEAM educational content has proved more effective in contrast to being separated.

Design for STEAM Game Contents based on Edutainment (에듀테인먼트를 기반으로 한 STEAM 게임 콘텐츠 설계)

  • Song, Mi-Young;Nam, So-Hee;Choi, Da-In
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2017.07a
    • /
    • pp.41-42
    • /
    • 2017
  • 프로그래밍 교육이 초 중 고교에서 의무화될 예정인 가운데 코딩을 쉽고 재미있게 배우기 위한 교육 개발의 중요성이 대두되고 있다. 본 논문에서는 유아용 프로그래밍 교육 도구인 '큐베토'를 모티브로 하여 창의력, 상상력에 과학기술이 더해진 창의적 융합인재교육에 접목한 에듀테인먼트를 기반으로 한 STEAM 게임 콘텐츠 제작의 프로토타입을 제안한다. 제안된 STEAM 게임 콘텐츠는 유아의 흥미를 유발할 수 있도록 출판물 동화를 활용하여 길을 찾아 모험을 떠나는 스토리 전개와 캐릭터를 제작하고 이를 통해서 유아의 창의적 융합인재교육에 도움이 될 수 있을 것으로 기대한다.

  • PDF

Design and Implementation of STEAM Game Contents for infant Learning Education using Gyroscope Sensor

  • Song, Mi-Young
    • Journal of the Korea Society of Computer and Information
    • /
    • v.25 no.1
    • /
    • pp.93-99
    • /
    • 2020
  • With the development of digital technology and the increasing demand for learning how to improve one's ability to solve problems through play and participation interactions, a variety of edutainment game contents are being developed. The edutainment game contents developed until recently have received a large number of contents for intelligence development and transfer of knowledge such as Korean and English mathematics for children and children. Recently, there have been various researches on the necessity and effect of STEAM education that foster convergent science and technology talents with comprehensive thinking ability and scientific inquiry spirit through the fusion education method among the subjects including science, technology, engineering, mathematics, And there is a growing need for the development of a parish suitable for STEAM education. However, there is a lack of STEAM educational content development that incorporates the technology of creative convergence talent training to develop talented people who can think and solve problems by crossing various academic boundaries. Therefore, this study develops game contents for early childhood education by combining STEAM education which foster convergent science and technology talents with comprehensive thinking ability and scientific inquiry spirit. And we designed and implemented STEAM game contents for infant learning education which can induce the interest of children and have fun by using gyroscope sensor of smartphone.

STEAM Contents for Industrial Location Theory on Reinforce Analysis Feedback (분석 피드백을 강화한 공업입지론 STEAM 콘텐츠)

  • Kang, HyeonJi;Ko, RanHee;Lee, SoYeon;Kang, SinHye;Kwon, SangCheol;Cho, Jungwon
    • Proceedings of The KACE
    • /
    • 2017.08a
    • /
    • pp.227-230
    • /
    • 2017
  • 전 세계적으로 과학, 기술, 공학, 예술, 수학이 융합된 STEAM교육이 강조되고 있는 가운데 우리나라도 STEAM교육의 효율성을 높여줄 수 있는 콘텐츠에 대한 관심과 적용이 늘어가고 있다. 본 논문은 "공업입지론" 내용을 바탕으로 개발된 에듀테인먼트 콘텐츠의 교육적 효과를 향상시키고자 분석 피드백 기능을 강화하였다. 강화된 분석 피드백 기능은 첫째, 학습자가 공장 선택 조건과 각 공장의 장점 확인, 둘째, 상품의 운송조건 제시, 셋째, 학습 결과에 대한 분석이다. 이에 학습자가 콘텐츠를 통해 학습하는 과정에서 분석 피드백을 제공 받아 학습에 대한 이해도 등 교육적 효과를 향상 시키고자 한다.

  • PDF

Development of Quest-Based Mobile STEAM Content for Scientific Experiments in Middle Schools (중학교 과학실험을 위한 퀘스트 기반 모바일 STEAM 콘텐츠 개발)

  • Lee, Hyunju;Kim, Yuri;Park, Chan Jung
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.2
    • /
    • pp.88-98
    • /
    • 2019
  • As the 2015 revised curriculum is being implemented from 2018, efforts are being made to cultivate scientific literacy among students in the field of science. Scientific experiments help students to develop their interest in Science and their scientific attitudes. Learning through experimentation rather than learning scientific facts increases learners' understanding, and can be remembered longer. Therefore, experiments in Science subject are very important. However, in middle schools, scientific experiments are not performed due to the lack of time, budget and experimental material. In this research, we analyze middle school science textbooks, conduct questionnaires for students of science pre-service teachers, select the most important science experiments, and develop a mobile App to simulate and experience scientific experiments with the App. The proposed App is developed in a game format using quest-based learning methods to gain learning enhancement. It is also made using Unity. In this paper, after developing the app, we propose the direction of STEAM contents development through analyzing the difference from existing apps and the feedback from users.

Research on the Emotional Expression of Synesthesia through STEAM Education Program (융합인재교육(STEAM) 프로그램을 통해 배우는 공감각의 감성적 표현 연구)

  • Lee, Jin;Lee, Seungyon-Seny
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.9
    • /
    • pp.448-454
    • /
    • 2013
  • This paper proposes a methodology of expanding the mind in multi-disciplinary ways through STEAM education program based on science and art. The paper aims at analyzing both the analog- an digital-based emotional expressions experienced by students. Students use digital visualization technology using linguistic tool as well as sense of vision, hearing and touching. This is a STEAM education program designed for high school students and called "Kandinsky, Drawing the Sound". Kandinsky was a prominent proponent of synesthesia and through his artwork, students can learn how to express and develop synesthetic senses. Through this STEAM program, students are empowered to express diverse emotions reconstructed through plays, stories and synesthesia.

Development of STEAM Program using App Inventor -Focusing on the Concept of Speed in Elementary Science Education- (앱인벤터를 활용한 STEAM 프로그램 개발 -초등학교 과학의 '속력' 개념을 중심으로-)

  • Shin, Seungki;Choi, Ikseon;Bae, Youngkwon
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.4
    • /
    • pp.530-544
    • /
    • 2015
  • We live in the modern society which is called as Knowledge-Information society. The national and social goal is to raise the creative person for preparing the rapidly changing society. Thus, the schools and families concentrate on and effort to enhance the creativity and problem solving ability. Specially, the school is pushing forward the STEAM education and Software education for raising the creativity person and enhancement of national competitiveness. In this study, we suggested for STEAM education the way how we utilize the App Inventor which was supported by MIT and came up as a computer programming language for Software education, and we verified and evaluated through professional group verification. We completed STEAM instructional design according to the results from the professional group verification, and we suggested the authentic instruction for STEAM education. In addition, we suggested the further prospects of Software education and instructions through going through the characteristics and application plan of App Inventer in terms of educational computer programming language.

The link of U-City, Smart Learning and STEAM (유시티, 스마트러닝과 STEAM교육의 연계)

  • shin, Jung hyuck
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2015.05a
    • /
    • pp.219-220
    • /
    • 2015
  • 과거 수천 년의 역사를 통째로 바꾸어놓았던 산업혁명 이상의 거대한 변화가 가까운 미래에 인류를 기다리고 있고, 이에 세계각국은 융합인재양성에 주력하고 있다. 한국은 지난 20년 동안 인터넷 및 유비쿼터스 혁명을 거치며 스마트러닝과 유시티라는 훌륭한 솔루션과 인프라를 만들어냈으며, 이러한 발전의 연장선상에서 융합인재양성의 중요한 배경으로 이들을 활용해야만 한다. 미래를 위한 교육과 교육콘텐츠는 도시와 나라의 산업역량이 함께 융합되어 이루어져야한다.

  • PDF