- 영문명
- A Study on the Possibilities of STEAM Support using Educational Game
- 발행기관
- 한국컴퓨터게임학회
- 저자명
- 강신천(Shin Chun Kang)
- 간행물 정보
- 『한국컴퓨터게임학회논문지』제27권 2호, 43~50쪽, 전체 8쪽
- 주제분류
- 공학 > 컴퓨터학
- 파일형태
- 발행일자
- 2014.06.30

국문 초록
영문 초록
STEAM (Science, Technology, Engineering, Arts, and Math) is to educate the people who take convergent thinking 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. The educational game is one of the best teaching and learning strategies. With taking notice of this point, this paper has 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 them using a sheet for evaluating the possibilities of STEAM support using the educational game. Based on the results of 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 emotional experiences, and it has STEAM's elements in itself.
목차
ABSTRACT
1. 서론
2. 이론적 논의와 대안적 평가 틀 개발
3. 교육용게임의 융합교육 가능성 평가
4. 결론
참고문헌
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