Skip to main content

2015 | OriginalPaper | Buchkapitel

Development of STEAM Educational Games Focused on Aesthetic and Bodily Expression in K-12 Science Class

verfasst von : Hyung Sook Kim, Hale Kim, Yong Hyun Park

Erschienen in: HCI International 2015 - Posters’ Extended Abstracts

Verlag: Springer International Publishing

Aktivieren Sie unsere intelligente Suche, um passende Fachinhalte oder Patente zu finden.

search-config
loading …

Abstract

The purpose of this study is to introduce gesture recognition-based STEAM educational games using Kinect. The game is instructional media for evoking a student’s interest and helping students understand in a STEAM education class. We suggested a STEAM education program that consisted of visualization of the science knowledge through aesthetic and bodily expression for middle school science class. In the development process of this STEAM program, the main challenge was an instruction method of scientific knowledge of human body anatomy and physiology. Gesture recognition-based game including science learning material should be an excellent educational tool to make student comprehend and understand complex science knowledge. In addition, the game is an excellent tool to visualize the contents. The gesture recognition-based educational game and the STEAM program were offered to model demonstration middle schools, entitled as ‘STEAM leaders’ schools’ in South Korea. The result of the trial lesson is this game motivated and increased students’ activities and learning. 55.8 % of the students responded that this program was satisfied and gesture-recognition based game were interesting. We believe that this educational game is suitable for STEAM education in science, dance and physical education class. Gesture recognition-based game by Kinect would be an excellent answer for the next generation’s instructional media.

Sie haben noch keine Lizenz? Dann Informieren Sie sich jetzt über unsere Produkte:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Technik"

Online-Abonnement

Mit Springer Professional "Technik" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 390 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Maschinenbau + Werkstoffe




 

Jetzt Wissensvorsprung sichern!

Springer Professional "Wirtschaft"

Online-Abonnement

Mit Springer Professional "Wirtschaft" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 340 Zeitschriften

aus folgenden Fachgebieten:

  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Versicherung + Risiko




Jetzt Wissensvorsprung sichern!

Literatur
1.
Zurück zum Zitat Foti, L.T., Hannafin, R.D.: Games and multimedia in foreign language learning-using back-story in multimedia and avatar-based games to engage foreign language learners: a pilot study. Int. J. Emerg. Technol. Learn. 3, 40–44 (2008) Foti, L.T., Hannafin, R.D.: Games and multimedia in foreign language learning-using back-story in multimedia and avatar-based games to engage foreign language learners: a pilot study. Int. J. Emerg. Technol. Learn. 3, 40–44 (2008)
2.
Zurück zum Zitat Sung, H.-Y., Hwang, G.-J.: A collaborative game-based learning approach to improving students’ learning performance in science courses. Comput. Educ. 63, 43–51 (2013)CrossRef Sung, H.-Y., Hwang, G.-J.: A collaborative game-based learning approach to improving students’ learning performance in science courses. Comput. Educ. 63, 43–51 (2013)CrossRef
3.
Zurück zum Zitat Yang, Y.-T.C.: Building virtual cities, inspiring intelligent citizens: digital games for developing students’ problem-solving and learning motivation. Comput. Educ. 59, 365–377 (2012)CrossRef Yang, Y.-T.C.: Building virtual cities, inspiring intelligent citizens: digital games for developing students’ problem-solving and learning motivation. Comput. Educ. 59, 365–377 (2012)CrossRef
4.
Zurück zum Zitat McClean, P., Johnson, C., Rogers, R., Daniels, L., Reber, J., Slator, B.M., Terpstra, J., White, A.: Molecular and cellular biology animations: development and impact on student learning. Cell Biol. Educ. 4, 169–179 (2005)CrossRef McClean, P., Johnson, C., Rogers, R., Daniels, L., Reber, J., Slator, B.M., Terpstra, J., White, A.: Molecular and cellular biology animations: development and impact on student learning. Cell Biol. Educ. 4, 169–179 (2005)CrossRef
5.
Zurück zum Zitat Bonwell, C.C., Eison, J.A.: Active learning: creating excitement in the classroom. 1991 ASHE-ERIC higher education reports. ERIC (1991) Bonwell, C.C., Eison, J.A.: Active learning: creating excitement in the classroom. 1991 ASHE-ERIC higher education reports. ERIC (1991)
6.
Zurück zum Zitat Yang, J.C., Chen, C.H., Jeng, M.C.: Integrating video-capture virtual reality technology into a physically interactive learning environment for English learning. Comput. Educ. 55, 1346–1356 (2010)CrossRef Yang, J.C., Chen, C.H., Jeng, M.C.: Integrating video-capture virtual reality technology into a physically interactive learning environment for English learning. Comput. Educ. 55, 1346–1356 (2010)CrossRef
Metadaten
Titel
Development of STEAM Educational Games Focused on Aesthetic and Bodily Expression in K-12 Science Class
verfasst von
Hyung Sook Kim
Hale Kim
Yong Hyun Park
Copyright-Jahr
2015
DOI
https://doi.org/10.1007/978-3-319-21383-5_45

Neuer Inhalt