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Educational Effects of a H-STEAM Group Play Course in College Liberal Arts Curriculum
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 Title & Authors
Educational Effects of a H-STEAM Group Play Course in College Liberal Arts Curriculum
Lim, Byungro; Choi, Yunhi; Bae, Jaehyeong; Lee, SeungGwan; Baek, Soohee;
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 Abstract
In this paper, we evaluated educational effects of H-STEAM group play contents(a course) and tried to suggest a convergent model for college liberal art curriculum. We opened a mixed course(math, art, engineering, and humanities) with team teaching for this purpose. For the test, we collected data from survey, K-W-L sheet, and reflection paper from 23 students who enrolled in this course. Students should do a team project during the course, propose a new group game, and write K-W-L sheet at the end of each session and reflection paper at the final stage. As a result, it is said that H-STEAM group contents had an effect on students` satisfaction and achievement. During the course, students made academic efforts and were able to construct convergent knowledge from the four fields. From this study, we are sure that H-STEAM contents can play a substitute role for the traditional liberal arts program and innovate the curriculum for the knowledge convergence society.
 Keywords
STEAM;H-STEAM;Convergence;Liberal arts;College education;
 Language
Korean
 Cited by
 References
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