융합창의교육(STEAM)효과를 위한 어린이과학관의 전시형태 및 관람행동 분석에 관한 연구
DC Field | Value | Language |
---|---|---|
dc.contributor.author | 이영규 | - |
dc.contributor.author | 공순구 | - |
dc.date.available | 2020-07-10T07:29:39Z | - |
dc.date.created | 2020-07-06 | - |
dc.date.issued | 2015 | - |
dc.identifier.issn | 1738-818X | - |
dc.identifier.uri | https://scholarworks.bwise.kr/hongik/handle/2020.sw.hongik/10575 | - |
dc.description.abstract | The purpose of this study is to research the methods to have experiential exhibition media of the science museums as typical non-official education institution, which actively accepts developing educational principles of the age and conducts progressive education, make their audience effectively understand STEAM education theory and, through such research results, to make proactive audience-centered experience possible by understanding science as an academic discipline and methods of effective convergence of various exhibition media for experiential science exhibition when establishing exhibition plan for science museums. As the result of study on exhibition type, exhibition media, watching behaviors, education factors of STEAM and through questionnaire survey, as for exhibition type, proactive experiential exhibits in the form of experience, operation and manipulation were most widely distributed. As for exhibition media, convergence of more than 2 media attracted good responses from the audience. For STEAM factors, convergence of more than 3 factors drew out best responses out of the audience and it became apparent that this case had high degree of attraction and occupancy as watching time in the exhibition is comparatively long and high-level of attention through significant behaviors such as operation, observation and communication was observed. This result corresponded with exhibits which audience most preferred in the questionnaire, verifying validity. | - |
dc.language | 한국어 | - |
dc.language.iso | ko | - |
dc.language.iso | ko | - |
dc.language.iso | ko | - |
dc.language.iso | ko | - |
dc.publisher | 한국문화공간건축학회 | - |
dc.title | 융합창의교육(STEAM)효과를 위한 어린이과학관의 전시형태 및 관람행동 분석에 관한 연구 | - |
dc.title.alternative | Analysis of Exhibition Forms and Viewing Behaviors in Children’s Science Museums Emphasizing STEAM Educational Effect | - |
dc.type | Article | - |
dc.contributor.affiliatedAuthor | 공순구 | - |
dc.identifier.bibliographicCitation | 한국문화공간건축학회논문집, no.52, pp.57 - 65 | - |
dc.relation.isPartOf | 한국문화공간건축학회논문집 | - |
dc.citation.title | 한국문화공간건축학회논문집 | - |
dc.citation.number | 52 | - |
dc.citation.startPage | 57 | - |
dc.citation.endPage | 65 | - |
dc.type.rims | ART | - |
dc.identifier.kciid | ART002055401 | - |
dc.description.journalClass | 2 | - |
dc.description.journalRegisteredClass | kci | - |
dc.subject.keywordAuthor | STEAM | - |
dc.subject.keywordAuthor | Experience | - |
dc.subject.keywordAuthor | Science Museum | - |
dc.subject.keywordAuthor | 융합창의교육 | - |
dc.subject.keywordAuthor | 체험 | - |
dc.subject.keywordAuthor | 과학관 | - |
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