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Research On STEAM Online Popular Science Education Product Design From The Perspective Of Serious Games Study

Posted on:2024-01-15Degree:MasterType:Thesis
Country:ChinaCandidate:M C LiFull Text:PDF
GTID:2555307115996249Subject:art
Abstract/Summary:PDF Full Text Request
With the improvement of information technology and the quality of life of residents and the impact of the new crown epidemic,education has accelerated the process of online development.In this context,STEAM(Science,Technology,Engineering,Art and Mathematics)education,as a new model of education,improves creativity,problem solving,scientific inquiry and critical thinking by integrating the hard skills and soft skills children need.At the same time,the cultivation of scientific quality has become one of the necessary courses for talents in the 21 st century.For primary school students aged 7-12,the education of STEAM science knowledge is even more important.In terms of STEAM online science education,the core issue is how to integrate the interdisciplinary project-based problem-solving thinking mode of STEAM education into online education,while paying attention to students’ active participation,learning experience and learning effects.Therefore,the focus of this study is how to guide the design of STEAM online science education from the perspective of serious games,so as to achieve high interest,high initiative and good learning experience for children participating in learning.First of all,based on the perspective of serious games,this research topic sorts out the concepts and research status of STEAM online science education,STEAM online learning users,and serious game-related theories and models through the research methods of literature review,Cite Space analysis and competitive product analysis,and summarizes The elements and characteristics of STEAM online science education from the perspective of serious games.Secondly,based on the previous research,the interview outline was designed from three levels of education process level,learning motivation level and game design level combined with the integration of the characteristics of the serious game design model,ARCS learning motivation strategy orientation and product analysis in the field of serious game education.The research method summarizes the design elements of STEAM online science education from the perspective of serious games.Through quantitative research on the Likert scale and SPSS data analysis methods,the design elements of the educational process layer,learning motivation layer,and game design layer are determined,and serious games are constructed from the three dimensions of educational content,learning methods,and learning effects.From the perspective of STEAM online science education design model,and based on the design model,a three-level design strategy is proposed to guide the design.Finally,in the design practice stage,the quantitative research questionnaire survey method was used to construct user portraits through SPSS data analysis,and the design practice of product architecture,information design,educational content,learning methods,and learning effects was carried out.The group’s usability test experiment verifies the effectiveness of the design model and strategy,and based on the test conclusions,it proposes subsequent ideas and directions for platform optimization.Through the above research,it is shown that the STEAM online science education design model and design strategy based on the educational process layer,learning motivation layer,and game design layer can improve the learning experience and learning interest of STEAM online science education for children aged 7-12.Online education product design provides certain ideas.
Keywords/Search Tags:Serious games, STEAM online education, children’s science education, product design, Interactive Design
PDF Full Text Request
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