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논문 기본 정보

자료유형
학술저널
저자정보
Jung Suk Hyun (Jeju National University) Chan Jung Park (Jeju National University)
저널정보
한국콘텐츠학회(IJOC) International JOURNAL OF CONTENTS International JOURNAL OF CONTENTS Vol.16 No.3
발행연도
2020.9
수록면
101 - 110 (10page)

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초록· 키워드

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Problem solving in real life is a core competency commonly adopted in several subjects recently. The real-world problems were rarely resolved with only one domain of knowledge. Thus, convergence education is becoming a trend in many countries. As on-line education is revitalized because of COVID-19, the need for changes to STEAM education is emerging. In December 2019, the on-line education systems quickly settled in schools because of COVID-19. During the first semester of 2020, most school education was conducted as virtual/distance learning classes. It is necessary to analyze how much technology has been used in the STEAM classes in Korea. This paper analyzes the research papers related to the STEAM education in Korea conducted in the last 10 years. By doing this, we analyze what kind of edutechs we were interested in, what kind of STEAM education actually occurred, and to whom it was conducted. The previous research papers analyzed in this paper are the papers in the Korea Citation Index accredited journals and candidate journals. Finally, this paper proposes educational changing factors to be considered for future technologybased STEAM education.

목차

Abstract
1. Introduction
2. Backgrounds
3. Previous Research Works Review
4. Association Rule Analysis among the Keywords Used Together for the Top 10 Keywords
5. Conclusions
References

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