Journal of Information and Management
Online ISSN : 2189-9681
Print ISSN : 1882-2614
ISSN-L : 1882-2614
Smart G learning and Innovation in Education : G learning Based STEAM Platform Development Case(<Special Issue>Smart Mobile Business Strategy)
Jong H. WI
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2015 Volume 35 Issue 4 Pages 5-10

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Abstract

This Paper focused on STEAM platform development process on the base of smart G learning 'G' in G learning means Game or Global and it is defined as a teaching-learning method which combines academic curriculum with games together. STEAM means Science, Technology, Engineering, Art and Mathematics. The purpose of STEAM education is not only to raise understanding and motivation on Science and Technology but also raise capabilities on integrating of principles and problem solving. This platform is consisted of couple of components such as textbooks, video clips and games. After finishing the platform development, the paper made students use them at real classes and got high motivation and satisfaction on G learning STEAM contents.

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© 2015 Japan Society for Information and Management
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