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Subject

Development and application of a convergence talent education(STEAM) program using a golf simulator
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골프 시뮬레이터를 활용한 융합인재교육(STEAM) 프로그램 개발 및 적용

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Type
Academic journal
Author
Kim, Hyun Woo (조선대학교) Sun, Hyuk-Gyu (전남대학교 사대 부설고등학교) Choi, Min Soo (수완고등학교)
Journal
Korean Society For The Study Of Physical Education Korean Society For The Study Of Physical Education Vol.25 No.4(Wn.77) KCI Accredited Journals
Published
2021.2
Pages
195 - 209 (15page)
DOI
10.15831/JKSSPE.2021.25.4.195

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Development and application of a convergence talent education(STEAM) program using a golf simulator
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Purpose: The purpose of this study is to develop a STEAM program linked to achievement standards of physical education, integrated science, technology and home economics in the 2015 revised high school curriculum, and apply it to the school field to analyze the satisfaction of students and teachers to confirm the effectiveness of the program. Methods: To this end, 4 university professors in G metropolitan city, 3 high school teachers and 3 middle school teachers participated in the program development. The program development and application period took about 4 months. The application of the developed program on-site is to use the Convergence Talent Education (STEAM) satisfaction test sheet presented by the Korea Foundation for Science and Creativity after participating in class for 240 first graders in one high school in G Metropolitan City. Data were collected for the three teachers who had been in progress. Results: As a result of this study, first, the STEAM program ‘Challenging life using a golf simulator’, which is linked to the achievement standards of physical education, integrated science, technology and home economics, of the 2015 revised high school curriculum was developed as a fourth class that fits the STEAM learning framework. Second, as a result of the satisfaction survey after applying the developed program to the school site, the average of 3.83 was high in students" class satisfaction, fun, and active participation, and in the teacher satisfaction survey, the necessity and effectiveness of STEAM education, satisfaction with program composition, and the effect of education In all of the questions, the average level of satisfaction was 4 or higher. However, in the question of the “Difficulty of STEAM classes” area, I felt that the average of 2.24 was complaining of the difficulties of teachers applying in the field. Conclusion: Based on the above results, the results of the Convergence Talent Education (STEAM) program based on the physical education subject were sufficiently confirmed, it is judged that it showed the possibility of developing a program that can create creative and new values required in the era of the 4th industrial revolution.

Contents

Ⅰ. 서론
Ⅱ. 연구방법
Ⅲ. 연구결과
Ⅳ. 결론 및 제언
참고문헌
국문초록

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