Research Analysis on STEAM Education with Digital Technology in Korea to Prepare for Post-Corona Era Education
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Problem solving in real life is a core competency commonly adopted in several subjects recently. The real-world problems were rarely resolved with only one domain of knowledge. Thus, convergence education is becoming a trend in many countries. As on-line education is revitalized because of COVID-19, the need for changes to STEAM education is emerging. In December 2019, the on-line education systems quickly settled in schools because of COVID-19. During the first semester of 2020, most school education was conducted as virtual/distance learning classes. It is necessary to analyze how much technology has been used in the STEAM classes in Korea. This paper analyzes the research papers related to the STEAM education in Korea conducted in the last 10 years. By doing this, we analyze what kind of edutechs we were interested in, what kind of STEAM education actually occurred, and to whom it was conducted. The previous research papers analyzed in this paper are the papers in the Korea Citation Index accredited journals and candidate journals. Finally, this paper proposes educational changing factors to be considered for future technology-based STEAM education.
Abstract
Problem solving in real life is a core competency commonly adopted in several subjects recently. The real-world problems were rarely resolved with only one domain of knowledge. Thus, convergence education is becoming a trend in many countries. As on-line education is revitalized because of COVID-19, the need for changes to STEAM education is emerging. In December 2019, the on-line education systems quickly settled in schools because of COVID-19. During the first semester of 2020, most school education was conducted as virtual/distance learning classes. It is necessary to analyze how much technology has been used in the STEAM classes in Korea. This paper analyzes the research papers related to the STEAM education in Korea conducted in the last 10 years. By doing this, we analyze what kind of edutechs we were interested in, what kind of STEAM education actually occurred, and to whom it was conducted. The previous research papers analyzed in this paper are the papers in the Korea Citation Index accredited journals and candidate journals. Finally, this paper proposes educational changing factors to be considered for future technology-based STEAM education.
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