STEAM is a way to take the benefits of STEM and complete the
package by integrating these principles in and through the arts. STEAM takes
STEM to the next level. It allows students to connect their learning in these
critical areas together with arts practices, elements, design principles and
standards to provide the whole pallet of learning at their disposal. STEAM
removes limitation and replaces them with wonder, critique, inquiry and innovation.
There is a few approach that we can use in STEAM education such as mobile learning which is suitable for short term learning (1 year or less). The other one was Gamification. The time frame for Gamification is 2 - 3 years only.
Short Term (1 year or less)
Mobile Learning
Mobile learning or known as m-learning is education via internet or network using personal mobile devices, such as tablets and smartphones to obtain learning materials through mobila apps, social interactions and online educational hubs. It is also flexible because it allows the student to access the information anywhere and anytime.
Mid Term (2 - 3 years)
Gamification
Gamification is the use of game design and mechanics to enhance non-game contexts by increasing participation, engagement, loyalty and competition. When gamification brings in eduaction system it will helps the students to think creatively and their engagement will increase from time to time. Because through gamification they will try to compete which each other to achieve rank, medal, and have their name in leaderboard.

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