旧Nishiki-e作为STEAM教育中当代数字对象学习的学习工具

Sayuri Tanabashi
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引用次数: 1

摘要

大学正在共同推进教育和研究活动,以解决可持续未来的障碍。因此,STEAM教育最近获得了学生多感官活动的关注,以鼓励科学思维和创造力。基于对象的学习是一种主动的学习方法,它利用了博物馆设置中的策展藏品和物品。本文阐述了OBL与艺术/科学的nishiki-e作为教学材料的STEAM教育工具的好处。通过数字OBL,包括学生参与者在数字空间的调查和策划,表明数字OBL作为一种STEAM教育是有效的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Old Nishiki-e as Learning Tool for Contemporary Digital Object-based Learning in STEAM Education
Universities are collectively advancing education and research activities to resolve obstacles to a sustainable future. STEAM education has thus recently gained traction for students’ multisensory activities to encourage scientific thinking along with creativity. Object-based learning is an active learning method that utilizes curated collections and objects placed in museum settings. This paper illustrates the benefits of OBL with artistic/scientific nishiki-e as a STEAM education tool for a teaching material. Through digital OBL including survey and curation in digital space by student participants, it was shown that digital OBL is efficacy as a STEAM education.
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