교육용게임의 융합교육 지원 가능성 연구
(주)코리아스칼라
- 최초 등록일
- 2023.04.05
- 최종 저작일
- 2014.06
- 8페이지/ 어도비 PDF
- 가격 4,000원
* 본 문서는 배포용으로 복사 및 편집이 불가합니다.
서지정보
ㆍ발행기관 : 한국컴퓨터게임학회
ㆍ수록지정보 : 한국컴퓨터게임학회 논문지 / 27권 / 2호
ㆍ저자명 : 강신천
목차
ABSTRACT
1. 서론
2.이론적 논의와 대안적 평가 틀 개발
2.1 교육용게임의 개념ㆍ특성ㆍ구성요소 고찰
2.2 융합교육의 개념 및 구성요소 고찰
3. 교육용게임의 융합교육 가능성 평가
3.1 평가 대상
3.2 평가 방법
3.3 결과 및 논의
4. 결론
참고문헌
영어 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.
참고 자료
없음
"한국컴퓨터게임학회 논문지"의 다른 논문
더보기 (5/10)