Development of STEAM Program Based on Gamification for Students of Elementary School
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As the age that importance of convergence is bigger develops, there is growing different tries and changes in the education sector to train talents necessary for the future age. This paper is aimed at applying gamification factors that can attract elementary school students to participate in classes and cause interests as well as developing a STEAM program for elementary school students. Also, the purpose of this article is to propose educational values and possibility of the STEAM program which gamification factors applied to, and effective methods. For doing this, first, we conducted a study in relationship between the theological background and education on gamification factors based on literature surveys. Second, the STEAM program for elementary school students applying gamification factors and a program called ‘My Little Building Forest’ were developed. We made three-step contents for classes and activities and textbooks and kits and others with a theme, “principles of the cognitive science on depth perception”. Third, developed programs apply to real classes as demonstrating them. We analyzed results through surveys on levels of satisfaction and interviews for teachers and others. Fourth, we discuss possibilities and values and limitations and others on the STEAM program applying gamification factors as we are based on results of analysis. We hope that we maximize impacts of the STEAM education through this education and contribute to train talents to lead age of the convergence.
Abstract
As the age that importance of convergence is bigger develops, there is growing different tries and changes in the education sector to train talents necessary for the future age. This paper is aimed at applying gamification factors that can attract elementary school students to participate in classes and cause interests as well as developing a STEAM program for elementary school students. Also, the purpose of this article is to propose educational values and possibility of the STEAM program which gamification factors applied to, and effective methods. For doing this, first, we conducted a study in relationship between the theological background and education on gamification factors based on literature surveys. Second, the STEAM program for elementary school students applying gamification factors and a program called ‘My Little Building Forest’ were developed. We made three-step contents for classes and activities and textbooks and kits and others with a theme, “principles of the cognitive science on depth perception”. Third, developed programs apply to real classes as demonstrating them. We analyzed results through surveys on levels of satisfaction and interviews for teachers and others. Fourth, we discuss possibilities and values and limitations and others on the STEAM program applying gamification factors as we are based on results of analysis. We hope that we maximize impacts of the STEAM education through this education and contribute to train talents to lead age of the convergence.
참고문헌 (8)
- 강신천, "교육용게임의 융합교육 지원 가능성 연구", 한국컴퓨터게임학회논문지, 27(2), pp.49~56 (2014), (사)한국컴퓨터게임학회[DOI]
- 곽소정, "라이프로깅 애플리케이션에서의 펀웨어 요소", 한국컴퓨터게임학회논문지, 29(3), pp.65~71 (2016), (사)한국컴퓨터게임학회[DOI]
- 곽소정, "라이프로깅 애플리케이션을 위한 게이미피케이션 요소 정립", 한국컴퓨터게임학회논문지, 29(4), pp.43~48 (2016), (사)한국컴퓨터게임학회[DOI]
- 권지은, "초등학교 저학년 학생을 위한 감성과학 기반 융합인재교육(STEAM) 프로그램 개발", 감성과학, 20(4), pp.79~88 (2017), 한국감성과학회[DOI]
- Gabe Zichermann, "Gamification by Design" (2011), Oreilly & Associates Inc
- Sang-gyun Kim, "Enjoy Your Education like a Game" (2014), Hongreung Pub
- "Korea Foundation for the Advancement of Science and Creativity(KOFAC)" (2018)[URL]
- "STEAM education (KOFAC)" (2017)[URL]
