Abstract : STEAM is an acronym of Science, Technology, Engineering, Arts, and Mathematics. To realize the STEAM education, the factors on how to interrelate and integrate science, technology, engineering, art, and mathematics as well as the factors that are needed in realizing the STEAM education in creativity in addition to the considered factors in contents need to be decided, which in reality, makes the creation of STEAM materials into a system science or system engineering. This paper analyzed the statuses of STEAM education. And, suggested factors to realize successful STEAM education materials.
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Submitted on : Friday, June 30, 2017 - 10:35:46 AM Last modification on : Thursday, March 5, 2020 - 5:40:36 PM Long-term archiving on: : Monday, January 22, 2018 - 7:52:05 PM
Namje Park, Yeonghae Ko. Computer Education’s Teaching-Learning Methods Using Educational Programming Language Based on STEAM Education. 9th International Conference on Network and Parallel Computing (NPC), Sep 2012, Gwangju, South Korea. pp.320-327, ⟨10.1007/978-3-642-35606-3_38⟩. ⟨hal-01551331⟩