检索规则说明:AND代表“并且”;OR代表“或者”;NOT代表“不包含”;(注意必须大写,运算符两边需空一格)
检 索 范 例 :范例一: (K=图书馆学 OR K=情报学) AND A=范并思 范例二:J=计算机应用与软件 AND (U=C++ OR U=Basic) NOT M=Visual
机构地区:[1]清华大学航天航空学院,北京100084 [2]首都师范大学心理学系,北京100048
出 处:《华东师范大学学报(教育科学版)》2017年第4期47-53,共7页Journal of East China Normal University:Educational Sciences
基 金:北京市创新实验室基金;北京市社科基金一般项目"多元文化经验对创造性的促进效应研究"(14JYB015)
摘 要:在跨学科创新视角下,创客教育与STEAM教育存在诸多共通之处,可以相互补充。创客教育是STEAM教育实施的有效手段,STEAM教育是创客教育的必要补充,二者结合可以对人才培养产生良好效果。创客教育与STEAM教育的融合策略包括开设标准化入门课程、学习以"创客三件套"为核心的系列创客课程,以及完成大型实景项目。在跨学科创新目标的引领下,创客教育与STEAM教育的融合必将能够为当前的教育教学改革带来积极的思路。From the inter-disciplinary perspective of innovation,maker education and STEAM education have a lot in common and are mutually complementary. The present paper analyzes the current development and the characteristics of the two kinds of education activities respectively,and suggests that maker education is an effective approach to STEAM education,while STEAM education is an indispensable complement for maker education. The integration of both can have positive effects on educating talents. Then,based on the experience of maker education in some primary and secondary schools in recent years,we discuss ways of integrating maker education and STEAM education,including developing standardized courses,offering a series of maker courses and undertaking large live-action projects. In conclusion,the integration of maker education and STEAM education will surely provide strong support for the current educational and teaching reform.
分 类 号:G434[文化科学—教育学] G632.0[文化科学—教育技术学]
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在链接到云南高校图书馆文献保障联盟下载...
云南高校图书馆联盟文献共享服务平台 版权所有©
您的IP:216.73.216.15