Abstract
With the development of educational technology, the way of learning is changing at amazing high speed, and the traditional classroom is gradually shifting to the way of blending learning. In order to remove the dependence of STEAM education curriculum on offline teaching and the single online teaching content and form, this paper summarizes the present situation and advantages of blending teaching and STEAM education, and then expounds the necessity and importance of the combination of these two options. Therefore, based on the framework of STEAM education and the characteristics of blending teaching, this paper affords practical referenced implementation paths for the blending teaching model of STEAM education.
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Acknowledgments
This research was supported by Guangzhou University Innovation and Entrepreneurship Education Project(2020kc007) and Ministry of education production university cooperation education project (201802148006).
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Ma, M., Ji, Y., Liu, Y., Clark, S., Lin, D. (2022). Blending Learning Practice and Research for STEAM Education. In: Kurosu, M. (eds) Human-Computer Interaction. Theoretical Approaches and Design Methods. HCII 2022. Lecture Notes in Computer Science, vol 13302. Springer, Cham. https://doi.org/10.1007/978-3-031-05311-5_5
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DOI: https://doi.org/10.1007/978-3-031-05311-5_5
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