교육용게임의 융합교육 지원 가능성 연구
A Study on the Possibilities of STEAM Support using Educational Game
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STEAM (Science, Technology, Engineering, Arts, and Math) is to educate the people who take convergentthinking and divergent creativity. The current society is the knowledge network society. It requires these people. The alternative educational policy is focused on the learner centered based on learners' interests or concerns. Theeducational game is one of the best teaching and learning strategies. With taking notice of this point, this paperhas studied about how amount the educational game was able to support the possibilities of STEAM support. Ten teachers who were evaluators for three educational games which were different genre's game evaluated themusing a sheet for evaluating the possibilities of STEAM support using the educational game. Based on the resultsof this evaluation, we leaded 5 conclusions as follows: the educational game is able to support STEAM's goals,the step for presenting the situations, the step for the creative design, the step for taking an emotionalexperiences, and it has STEAM's elements in itself.
Abstract
STEAM (Science, Technology, Engineering, Arts, and Math) is to educate the people who take convergentthinking and divergent creativity. The current society is the knowledge network society. It requires these people. The alternative educational policy is focused on the learner centered based on learners' interests or concerns. Theeducational game is one of the best teaching and learning strategies. With taking notice of this point, this paperhas studied about how amount the educational game was able to support the possibilities of STEAM support. Ten teachers who were evaluators for three educational games which were different genre's game evaluated themusing a sheet for evaluating the possibilities of STEAM support using the educational game. Based on the resultsof this evaluation, we leaded 5 conclusions as follows: the educational game is able to support STEAM's goals,the step for presenting the situations, the step for the creative design, the step for taking an emotionalexperiences, and it has STEAM's elements in itself.
참고문헌 (23)
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