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Towards Higher Educational M-Learning Platform for Conceptual STEAM Environment

첫 페이지 보기
  • 발행기관
    보안공학연구지원센터(IJMUE) 바로가기
  • 간행물
    International Journal of Multimedia and Ubiquitous Engineering SCOPUS 바로가기
  • 통권
    Vol.11 No.8 (2016.08)바로가기
  • 페이지
    pp.93-98
  • 저자
    Jinhong Kim, DeugWhan Sa, Jong-Yun Kim
  • 언어
    영어(ENG)
  • URL
    https://www.earticle.net/Article/A284721

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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

Abstract
 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

키워드

STEAM Higher Education Model Mobile Learning Environment

저자

  • Jinhong Kim [ Department of Big Data, Sungkyunkwan University ]
  • DeugWhan Sa [ Department of Public Administration, Kyungdong University ]
  • Jong-Yun Kim [ Department of Computer Engineering, Kyungdong University ]

참고문헌

자료제공 : 네이버학술정보

간행물 정보

발행기관

  • 발행기관명
    보안공학연구지원센터(IJMUE) [Science & Engineering Research Support Center, Republic of Korea(IJMUE)]
  • 설립연도
    2006
  • 분야
    공학>컴퓨터학
  • 소개
    1. 보안공학에 대한 각종 조사 및 연구 2. 보안공학에 대한 응용기술 연구 및 발표 3. 보안공학에 관한 각종 학술 발표회 및 전시회 개최 4. 보안공학 기술의 상호 협조 및 정보교환 5. 보안공학에 관한 표준화 사업 및 규격의 제정 6. 보안공학에 관한 산학연 협동의 증진 7. 국제적 학술 교류 및 기술 협력 8. 보안공학에 관한 논문지 발간 9. 기타 본 회 목적 달성에 필요한 사업

간행물

  • 간행물명
    International Journal of Multimedia and Ubiquitous Engineering
  • 간기
    월간
  • pISSN
    1975-0080
  • 수록기간
    2008~2016
  • 등재여부
    SCOPUS
  • 십진분류
    KDC 505 DDC 605

이 권호 내 다른 논문 / International Journal of Multimedia and Ubiquitous Engineering Vol.11 No.8

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