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4차 산업혁명 시대 예술ㆍ과학 융합 교육프로그램 설계 : 콘텐츠를 활용한 STEAM을 중심으로
Art Science Convergence Curriculum Design in the 4th Industrial Revolution Era : Focusing on STEAM with Contents

첫 페이지 보기
  • 발행기관
    한국정보기술응용학회 바로가기
  • 간행물
    JITAM 바로가기
  • 통권
    Vol.28 No.1 (2021.02)바로가기
  • 페이지
    pp.53-61
  • 저자
    박성원, 이혜원
  • 언어
    한국어(KOR)
  • URL
    https://www.earticle.net/Article/A394414

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원문정보

초록

영어
The year 2020 was a time when the coronavirus infections-19 (COVID-19) caused various changes in society. In particular, the fields that have been conducted face-to-face have been greatly confused by the transition to an online non-face-to-face method, and this is the case with the field of education. There are two main advantages of offline education. The first is that we can improve our understanding through communication with teachers, and the second is that we can develop social skills through interaction with friends. But as online classes progressed due to corona 19, interaction could not be achieved. As a result, the motivation for learning has been reduced due to difficulties in real-time feedback, and the participation rate has been significantly lowered, especially in lower grades, raising concerns about the learning gap that will occur after corona 19. However, there are some cases in which online classes were conducted as effectively as offline classes by utilizing various contents. What they have in common is the use of content. Teachers generally improved the quality of education by linking interesting sights and videos that enhance learning comprehension. The provided video conveys learning-related content into stories, enabling intuitive observation. Many students were already enjoying these videos through VOD (Video on Demand) such as TV and YouTube, they were able to connect their easy access to content and interest in learning. Appropriate use of video content has rather increased the learning effect and should continue after corona 19. Therefore, it is necessary to study methodologies that apply video content efficiently to education. This study looked at the steps that needed content application through the development of education programs, and observed its meaning. Students were curious about the content, motivated to learn and participated in learning on their own. Intuitive learning, conducted through appreciation, play and content production, provided an opportunity to learn on their own in everyday life.

목차

Abstract
1. 연구의 배경
2. STEAM 교육의 흐름과 필요성
2.1 국내 STEAM 연구의 흐름과 특징
2.2 국외 STEAM 연구의 흐름과 특징
2.3 초등 교육에서 STEAM의 필요성
3. 콘텐츠를 활용한 STEAM 교육프로그램 개발
4. 교육 단계별 학습 키워드와 콘텐츠 적용 방법
5. 결론
References

키워드

Contents STEAM Convergence Education Curriculum

저자

  • 박성원 [ Sung-won Park | Professor, Department of Advanced Media, Hoseo University ] First Author
  • 이혜원 [ Hye-won Lee | Lecturer, Department of Advanced Media, Hoseo University ] Corresponding Author

참고문헌

자료제공 : 네이버학술정보

간행물 정보

발행기관

  • 발행기관명
    한국정보기술응용학회 [The Korea Society of Information Technology Applications]
  • 설립연도
    1999
  • 분야
    사회과학>경영학
  • 소개
    본 학회는 정보기술 관련 분야의 연구 및 교류를 촉진하여 국가 및 기업정보화 발전에 공헌함을 그 목적으로 한다.

간행물

  • 간행물명
    JITAM [Journal of Information Technology Applications and Management]
  • 간기
    격월간
  • pISSN
    1598-6284
  • eISSN
    2508-1209
  • 수록기간
    1999~2026
  • 십진분류
    KDC 005 DDC 005

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