[1]王娟,吴永和.“互联网+”时代STEAM教育应用的反思与创新路径[J].远程教育杂志,2016,(02):090-97.[doi:10.15881/j.cnki.cn33-1304/g4.2016.02.012]
 Wang Juan,Wu Yonghe.The Reflection and Innovation Path of STEAM Education Application in the Era of “Internet+”[J].Distance Education Journal,2016,(02):090-97.[doi:10.15881/j.cnki.cn33-1304/g4.2016.02.012]
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“互联网+”时代STEAM教育应用的反思与创新路径()
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《远程教育杂志》[ISSN:1006-6977/CN:61-1281/TN]

卷:
期数:
2016年02期
页码:
090-97
栏目:
深度阐述
出版日期:
2016-03-23

文章信息/Info

Title:
The Reflection and Innovation Path of STEAM Education Application in the Era of “Internet+”
作者:
王娟;吴永和
1.江苏师范大学 智慧教育学院,江苏徐州 221116;2.华东师范大学 教育信息技术学系,上海 200062
Author(s):
Wang Juan ;Wu Yonghe
1. School of Smart Education, JiangSu Normal University, Xuzhou Jiangsu 221116;2. Department of Education Information and Technology, East China Normal University, Shanghai 200062
关键词:
STEAM教育互联网+反思创新路径
Keywords:
STEAM education Internet+ Reflection Innovation path
分类号:
G420
DOI:
10.15881/j.cnki.cn33-1304/g4.2016.02.012
文献标志码:
A
摘要:
变革教育组织形式、建设科技创新类课程,培养具有综合科技素养和深度创新能力人才,已成为一种科技教育战略。STEAM教育应用多体现在开展多种项目、拓展应用领域、搭建教育平台、研发教育产品四个方面。STEAM教育应用创新需要依托物联网、云计算等新一代信息技术,打造智能化教育信息生态系统,该系统架构包括“一个中心、两种机制、三种资源库、四种技术和用户”。目前,STEAM教育应用存在实施方案匮乏、教育资源短缺、缺专业师资及培养机制、硬件设备及资金不足等问题。在落实《教育信息化十年发展规划(2011-2020年)》之际,STEAM教育应用应与“互联网+”融合、部署顶层战略规划,与创客空间融合、与3D打印技术携手、创建创新实验室、搭建电子书包平台,以应对第三次工业革命带来的机遇和挑战。
Abstract:
Reforming the form of educational organization, constructing innovative courses of science and technology, cultivating talents with comprehensive science and technology literacy and deep innovative ability, have become a strategy of scientific and technological education. The application of STEAM education mainly manifests in the following aspects,such as carrying out a variety of projects, expanding the field of application, constructing educational platform, developing educational product. The innovation of STEAM education application should rely on new information technology such as Internet and cloud computing, to build an intelligent educational information ecosystem, which includes "one center, two mechanisms, three kinds of repository, four kinds of technologies and four users". Now, the application of STEAM education is short of implementation plan, education resource, professional teachers and training mechanism, hardware equipment and financial support. With the implementation of “Decade development Plan of education informatization (2011 – 2020)”, the application of STEAM education should merge with "Internet +", deploy the top strategic plan, cooperate with Maker Space and 3D printing technology, create innovative laboratory, set up electronic schoolbag platform, so as to cope with the challenges and opportunities brought by the third industrial revolution.

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备注/Memo

备注/Memo:
基金项目:本文系江苏高校优势学科建设工程资助项目“江苏师范大学教育学省优势学科建设”(苏政办 发〔2014〕37号);江苏师范大学博士学位教师科研项目“微课程促进学习方式转变研究”(13XWR001) 的研究成果。
更新日期/Last Update: 2016-03-23