원문정보
초록
영어
Nowadays, the progress of information and communications technology and information of society has made wire/wireless-based communications become a popular approach, being a widely used methodology for delivering various educational programs and organizational business situations, such as continuous education, online academic lecture, distant private trainings in companies, and other similar cases. Graduate students and company employees are continuously in need to learn more advanced knowledge, but oftentimes have limited opportunities due to time, location, and cost limitations involved in traditional learning. Distance education by means of a Mobile Learning Environment (MLE) is strongly requested to solve these problems. Such systems could help in organizing a meeting comfortably via the network environment. This highly technological innovation is used to link multiple users to join from any place to meet in a virtual environment. It also brings change in education-based communication by reducing the operational administrative costs and can make educational content competition stronger. Occasionally, the social communication demand for internationalized educational program is continuously increasing. Hence, the role of universities is to change the direction of the learning environment from the traditional classroom into wire/wireless-based communications for learning. Accordingly, these higher educational institutions are expected to spearhead that change direction with distant learning, or distant lecture technologies. In this paper, we present the policy and target of higher educational models using STEAM.
목차
1. Introduction
2. M-Learning System for STEAM
3. M-Learning Platform for STEAM
4. Wireless-Based Content of m-Learning for STEAM
5. Conclusions
Acknowledgments
References