With the importance of the group games in college teaching, this study is to find out group games of various kinds which college students usually enjoy, articulate typology of H-STEAM group plays, suggest contents development model, and suggest their ...
With the importance of the group games in college teaching, this study is to find out group games of various kinds which college students usually enjoy, articulate typology of H-STEAM group plays, suggest contents development model, and suggest their possibilities for college education. Especially, this study is to investigate the humanistic values and scientific, mathematic, artistic knowledge for group plays(games) and to design and develop an educational content/program based on H-STEAM(Humanities-based STEAM). It has three-fold purposes: 1) Inquiry of knowledgebase of H-STEAM-based group play, 2) Content development model for H-STEAM-based group play, 3) Educational practices in a college liberal arts program for H-STEAM-based group play.
We identified related knowledge and typology for H-STEAM-based group play in Humanities, Mathematics, Engineering, Art, and Science. For this purpose, FGI, surveys, and experts reviews have been done. As a result, 19 group games which students have experienced and preferred are identified. Also, the typology of the group games is identified. The typology is based on 5 main components of the games(Language, mathematics, expressions, inquiry, and physical activities). Based on the components analysis, the typology of group games are made: Advanced STEAM-based group game/Contents (Language/Mathematics, Expressions, Inquiry, P/A)-specific group game. Also, we found out H-STEAM-based group play contents have several components/stages such as ‘experiences -> basic to expansive stage -> creation -> reflection’. In the experiences stage, students play group games by themselves and find out the hidden rules. They try to find out the relationship between disclosure and openness, subject and object, and competition and cooperation in humanistic perspective. They also study artistic imagination and expression method using montage and anamorphosis theory, and virtual reality and augumented reality. In the expansive stage, students acknowledge numbers and calculation, shapes, movement, reasoning, chance, location, and patterns of mathematics and science, and learn game theory, location-based service, telematics technology. In the creation stage, students change and create group games by using digital technology and explore humanistic, artistic, mathematic, and technological aspects of the new group games. Lastly, in the reflection stage, each team share its ideas with other teams. The educational content/program in this study has a value in that it suggests methods of developing creative, able college students by H-STEAM. Actually, we taught students in a college course “See science through group plays”. Through this experience, we identified instructional model for group plays. In the end, we believe that introduction of H-STEAM education in universities will innovate the college liberal arts curriculum.