DOI QR코드

DOI QR Code

Educational Effects of a H-STEAM Group Play Course in College Liberal Arts Curriculum

  • 투고 : 2016.05.23
  • 심사 : 2016.06.20
  • 발행 : 2016.06.30

초록

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.

키워드

참고문헌

  1. W.D Kim, "Challenges for creative fusion talent", STEPI Insight, Vol. 67, pp.1-31, 2011
  2. W.D Kim, "Building Conceptual Framework to Bring Up Talents Capable of Creative Fusion: From the Perspective of Fusion between Science and Technology and Art", The Journal of the Korean Society for the Gifted and Talented, Vol. 11, No. 1 pp. 97-119, April. 2012
  3. Y.H Choi, J.A Noh, B.U Lee, D.Young Moon, M.H Lee, Y.Cl Chang, G.M Park, D.M Son, Y.J Lim, and E.S Lee, "Development of STEAM curriculum model for cultivating of creative and integrative thinking person", KOREAN TECHNOLOGY EDUCATION ASSOCIATION, Vol. 12, No. 3, pp. 63-87, Dec. 2012.
  4. J.S Kim, "STEAM Education", Yangseowon,, 2012
  5. J.H Jung, J.D Jeon, and H.Y Lee, "Domestic and International Experts Perception of Policy and Direction on STEAM Education", Journal of Science Education, Vol. 39, No. 3, pp. 358-375, Dec. 2015. https://doi.org/10.21796/jse.2015.39.3.358
  6. S.H Baek, and B.R Lim, "A Study on the Effectiveness of STEAM Contents on a College-level Arts Program", Journal of Korea Design Knowledge , Vol. 30, pp. 179-188, June. 2014.
  7. S.K Jeon, and Y.J Lee, "Art based STEAM Education Program using EPL", Journal of The Korea Society of Computer and Information Vol. 19, No. 4, pp. 149-158, April. 2014.
  8. S.R Jeon, and T.W Lee, "A Strategy using Writing based on STEAM Instruction for Information Gifted Students' Creative Problem-Solving", Journal of The Korea Society of Computer and Information Vol. 17, No. 8, pp. 181-188, August. 2012.
  9. H.Y Lee, "Understanding and application of STEM/STEAM education based on scientific inquiry and creative design", BooksHill, 2013.
  10. S.H Baek, and B.R Lim, "A Study on Educational Contents Design and Development of 'H-STEAM' Group Play", Journal of Korea Design Knowledge, Vol. 33, pp. 255-264, March. 2015.
  11. Y.H Choi, "Features and configuration of the humanities elements of the play as a fusion-complex education-Around the Play and See Science lecture case of Kyung Hee University", 2015 Korean Association of General Education Fall Conference, 2015.
  12. D.M. Ogle, "K-W-L: A teaching model that develops active reading of expository text", Reading Teacher, Vol. 39, pp. 564-570, 1986. https://doi.org/10.1598/RT.39.6.11
  13. Y.S Baek, H.J Park, Y.M. Kim, S.K Roh, J.Y Park, J.Y. Lee, J.S Jung, Y.H Choi, and H.S Han, "The direction of Korean STEAM education", Study on Learner-Centered Curriculum and Instruction, Vol. 11, No. 4, pp. 149-171, 2011.