본문 바로가기
  • Home

Art based STEAM Education Program using EPL

  • Journal of The Korea Society of Computer and Information
  • Abbr : JKSCI
  • 2014, 19(4), pp.149-158
  • Publisher : The Korean Society Of Computer And Information
  • Research Area : Engineering > Computer Science

전성균 1 Youngjun Lee 2

1용천초등학교
2한국교원대학교

Accredited

ABSTRACT

The rapidly changing 21st-century knowledge and information society is emphasizing convergededucation that crosses various academic fields. In particular, the society expected the cultivation ofthe talent who balance scientific creativity and artistic sensitivity by adding arts to the existingconverged education revolving around science and technology. However, at present, most STEAMeducation has been actively conducted with a focus on science and technology, whereas the subjectof arts has been regarded or utilized as a supplementary means. Its problem is that theeducational characteristics and values of art education have not been effectively utilized ineducational terms and this could lead to superficial integrated education. In this respect, this study had the knowledge of various fields, such as science, technology, and mathematics, utilizedusefully during the process of experiencing and creating arts. Accordingly, this study designed aneducation programs as with the case of Nam-Jun Baek who expanded the dominion of arts bycreatively utilizing his own time's scientific technologies. In this educational process, the targetprogram was developed in a manner that enables EPL to be utilized essentially as the study'sknowledge-based tool and medium. The results of applying this educational program in 5th-gradeelementary school students showed that the program has positive effects on the creative attributesof the students.

Citation status

* References for papers published after 2022 are currently being built.