본문 바로가기
HOME> 논문 > 논문 검색상세

논문 상세정보

미술교육논총 , 2013년, pp.23 - 48  
본 등재정보는 저널의 등재정보를 참고하여 보여주는 베타서비스로 정확한 논문의 등재여부는 등재기관에 확인하시기 바랍니다.

Mobile을 활용한 미술중심의 STEAM 교육 프로그램사례연구- 학교 상징물 제작 프로젝트를 중심으로 -
A Case Study of an Arts-based STEAM Education Program through Making a Symbolic Mobile Project

김보람  정현일 
  • 초록

    The purpose of this study is to explore the process of developing arts-based STEAM education program which is the 'Making a Symbolic Mobile Project for an Elementary School' and to inquire what students have learned and changed during the process on the project. Accomplishing this purpose, the researcher has applied the qualitative research methodology, an interpretative case study. The research site of this study is an Elementary School which is currently located in Changwon and is very activated for STEAM education for the elementary school students. There are 12 students and 1 teacher as research participants in this research. The researcher as an art teacher collected data from the participants' dairy, their every day talking, depth-interviewing, and idea exchange on BAND to know what they have learned and experienced from this arts-based STEAM education program for five months. The findings are as follows: Firsrt, students participated in this project have improved their creative min through an integrating approach between science, technology, engineering, arts, and mathematics subjects. Second,Using this concept of STEAM education will pay off grandly for students to acquire a deeper and broader essential knowledge to progress themselves as well as better develop concept of where they fit into the greater community of their world.


 활용도 분석

  • 상세보기

    amChart 영역
  • 원문보기

    amChart 영역

원문보기

무료다운로드
  • 원문이 없습니다.
유료다운로드
  • 원문이 없습니다.

유료 다운로드의 경우 해당 사이트의 정책에 따라 신규 회원가입, 로그인, 유료 구매 등이 필요할 수 있습니다. 해당 사이트에서 발생하는 귀하의 모든 정보활동은 NDSL의 서비스 정책과 무관합니다.

원문복사신청을 하시면, 일부 해외 인쇄학술지의 경우 외국학술지지원센터(FRIC)에서
무료 원문복사 서비스를 제공합니다.