@article{ART002554071},
author={Mi-Young Song},
title={Design and Implementation of STEAM Game Contents for infant Learning Education using Gyroscope Sensor},
journal={Journal of The Korea Society of Computer and Information},
issn={1598-849X},
year={2020},
volume={25},
number={1},
pages={93-99},
doi={10.9708/jksci.2020.25.01.093}
TY - JOUR
AU - Mi-Young Song
TI - Design and Implementation of STEAM Game Contents for infant Learning Education using Gyroscope Sensor
JO - Journal of The Korea Society of Computer and Information
PY - 2020
VL - 25
IS - 1
PB - The Korean Society Of Computer And Information
SP - 93
EP - 99
SN - 1598-849X
AB - With the development of digital technology and the increasing demand for learning how to improve one's ability to solve problems through play and participation interactions, a variety of edutainment game contents are being developed. The edutainment game contents developed until recently have received a large number of contents for intelligence development and transfer of knowledge such as Korean and English mathematics for children and children. Recently, there have been various researches on the necessity and effect of STEAM education that foster convergent science and technology talents with comprehensive thinking ability and scientific inquiry spirit through the fusion education method among the subjects including science, technology, engineering, mathematics, And there is a growing need for the development of a parish suitable for STEAM education. However, there is a lack of STEAM educational content development that incorporates the technology of creative convergence talent training to develop talented people who can think and solve problems by crossing various academic boundaries. Therefore, this study develops game contents for early childhood education by combining STEAM education which foster convergent science and technology talents with comprehensive thinking ability and scientific inquiry spirit. And we designed and implemented STEAM game contents for infant learning education which can induce the interest of children and have fun by using gyroscope sensor of smartphone.
KW - STEAM;gyroscope sensor;game
DO - 10.9708/jksci.2020.25.01.093
ER -
Mi-Young Song. (2020). Design and Implementation of STEAM Game Contents for infant Learning Education using Gyroscope Sensor. Journal of The Korea Society of Computer and Information, 25(1), 93-99.
Mi-Young Song. 2020, "Design and Implementation of STEAM Game Contents for infant Learning Education using Gyroscope Sensor", Journal of The Korea Society of Computer and Information, vol.25, no.1 pp.93-99. Available from: doi:10.9708/jksci.2020.25.01.093
Mi-Young Song "Design and Implementation of STEAM Game Contents for infant Learning Education using Gyroscope Sensor" Journal of The Korea Society of Computer and Information 25.1 pp.93-99 (2020) : 93.
Mi-Young Song. Design and Implementation of STEAM Game Contents for infant Learning Education using Gyroscope Sensor. 2020; 25(1), 93-99. Available from: doi:10.9708/jksci.2020.25.01.093
Mi-Young Song. "Design and Implementation of STEAM Game Contents for infant Learning Education using Gyroscope Sensor" Journal of The Korea Society of Computer and Information 25, no.1 (2020) : 93-99.doi: 10.9708/jksci.2020.25.01.093
Mi-Young Song. Design and Implementation of STEAM Game Contents for infant Learning Education using Gyroscope Sensor. Journal of The Korea Society of Computer and Information, 25(1), 93-99. doi: 10.9708/jksci.2020.25.01.093
Mi-Young Song. Design and Implementation of STEAM Game Contents for infant Learning Education using Gyroscope Sensor. Journal of The Korea Society of Computer and Information. 2020; 25(1) 93-99. doi: 10.9708/jksci.2020.25.01.093
Mi-Young Song. Design and Implementation of STEAM Game Contents for infant Learning Education using Gyroscope Sensor. 2020; 25(1), 93-99. Available from: doi:10.9708/jksci.2020.25.01.093
Mi-Young Song. "Design and Implementation of STEAM Game Contents for infant Learning Education using Gyroscope Sensor" Journal of The Korea Society of Computer and Information 25, no.1 (2020) : 93-99.doi: 10.9708/jksci.2020.25.01.093