Art based STEAM Education Program using EPL
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The rapidly changing 21st-century knowledge and information society is emphasizing converged education that crosses various academic fields. In particular, the society expected the cultivation of the talent who balance scientific creativity and artistic sensitivity by adding arts to the existing converged education revolving around science and technology. However, at present, most STEAM education has been actively conducted with a focus on science and technology, whereas the subject of arts has been regarded or utilized as a supplementary means. Its problem is that the educational characteristics and values of art education have not been effectively utilized in educational terms and this could lead to superficial integrated education. In this respect, this ∙제1저자 : 전성균 ∙교신저자 : 이영준 ∙투고일 : 2014. 1. 28, 심사일 : 20014. 2. 27, 게재확정일 : 2014. 3. 27. * 용천초등학교(Yongcheon Elementary School) ** 한국교원대학교 컴퓨터교육과(Dept. of Computer Education, Korea National University of Education) 150 Journal of The Korea Society of Computer and Information April 2014 study had the knowledge of various fields, such as science, technology, and mathematics, utilized usefully during the process of experiencing and creating arts. Accordingly, this study designed an education programs as with the case of Nam-Jun Baek who expanded the dominion of arts by creatively utilizing his own time's scientific technologies. In this educational process, the target program was developed in a manner that enables EPL to be utilized essentially as the study's knowledge-based tool and medium. The results of applying this educational program in 5th-grade elementary school students showed that the program has positive effects on the creative attributes of the students. ▸
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