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http://dx.doi.org/10.14352/jkaie.2018.22.5.593

An Instructional Design of STEAM Programs using Virtual Reality Equipment and Analysis of its Effectiveness and Attitude of Learners  

Bae, Youngkwon (Dept. of Computer Education, Daegu National University of Education)
Park, Phanwoo (Dept. of Computer Education, Daegu National University of Education)
Moon, Gyo Sik (Dept. of Computer Education, Daegu National University of Education)
Yoo, Inhwan (Dept. of Computer Education, Daegu National University of Education)
Kim, Wooyeol (Dept. of Computer Education, Daegu National University of Education)
Lee, Hyonyong (Dept. of Earth Science Education, Kyungpook National University)
Shin, Seungki (Institute of Global Education for the Advancement fo Innovative Learning, Daegu National University of Education)
Publication Information
Journal of The Korean Association of Information Education / v.22, no.5, 2018 , pp. 593-603 More about this Journal
Abstract
In this study, we tried to develop STEAM integrated program using virtual reality(VR) equipment and to evaluate the learners' satisfaction in order to cultivate the convergent talent. The pre-test and the post-test were used to compare the mean scores of the assessed candidates and sub-areas. The post-test results were higher than pre-test results. The area with statistically significant mean height was derived as the 'self-concept' area of 'science' which is a sub-area of 'care and communication'.
Keywords
Vitual Reality; VR; STEAM; Software Education; Attitude;
Citations & Related Records
Times Cited By KSCI : 2  (Citation Analysis)
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