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논문검색

교육용게임의 융합교육 지원 가능성 연구

원문정보

A Study on the Possibilities of STEAM Support using Educational Game

강신천

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초록

영어

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.

목차

ABSTRACT
 1. 서론
 2.이론적 논의와 대안적 평가 틀 개발
  2.1 교육용게임의 개념ㆍ특성ㆍ구성요소 고찰
  2.2 융합교육의 개념 및 구성요소 고찰
 3. 교육용게임의 융합교육 가능성 평가
  3.1 평가 대상
  3.2 평가 방법
  3.3 결과 및 논의
 4. 결론
 참고문헌

저자정보

  • 강신천 Shin Chun Kang. Department of Computer Science Education, Kongju National University

참고문헌

자료제공 : 네이버학술정보

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