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A study of STEAM Education based on Art with Scratch2.0
PROCEEDINGS

, , Korea National University of Education, Korea (South)

Society for Information Technology & Teacher Education International Conference, in Jacksonville, Florida, United States ISBN 978-1-939797-07-0 Publisher: Association for the Advancement of Computing in Education (AACE), Chesapeake, VA

Abstract

From this research we are going to investigate about STEAM programming based on divergent thinking. Namely, we made attempt to offer learning environment similar to real world by reinforcing divergent thinking which is core element of education of creativity and fusing various subjects of science, art, math and music. Through this we made attempt to develop creative problem solving ability. Especially we are trying to consider art subject not as method of causing motive or result expression and develop education program which can solve problem by fusing knowledge of various subjects from art experience process. For this, we performed research about education program which learn related knowledge according to given subject and offer learning experience which is fusing knowledge and information to solve programming problems.

Citation

Jeon, S. & Lee, Y. (2014). A study of STEAM Education based on Art with Scratch2.0. In M. Searson & M. Ochoa (Eds.), Proceedings of SITE 2014--Society for Information Technology & Teacher Education International Conference (pp. 102-105). Jacksonville, Florida, United States: Association for the Advancement of Computing in Education (AACE). Retrieved May 24, 2019 from .