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  • 學位論文

以STEAM觀點探討學齡前兒童玩具設計之研究

Exploring The Toy Design For Preschool Children From The Perspective of STEAM

指導教授 : 鄧建國

摘要


近代以來之少子化現象已對先進國家的人口結構造成影響,玩具市場的銷售額在這樣的衝擊下不減反增,為業者帶來了市場上的商機,一年年成長的營收也讓這塊市場成為了新藍海。而教育市場也不斷被開發中,台灣教育業者不斷引進精緻化的教育方法,讓兒童的學習模式有了更多元的選擇。其中STEAM教育模式有助於未來課程改善並增加學習中的遊戲互動,加上台灣高科技產業的發展,許多家長紛紛選擇這類的課程讓兒童學習。STEAM所提倡的科技知識、體驗情境、跨領域合作及美學設計的要點讓兒童在學習過程中可以全方位的發展,並能將所學帶入生活,同時也讓生活成為學習的一部份。 本研究將依據兒童心理學與STEAM教育法進行學齡前兒童玩具的創作。在文獻部分探討台灣現有的學齡前兒童教育法,並以STEAM的核心特性進行教育法的分析。經由案例分析了解市售玩具的規格及特點,再透過問卷調查方式加以歸納出兒童玩具設計的重點。並從現今的幼教活動課程中發現課程安排的方法,根據方法為後續創作的玩具製作課程。本玩具創作設計將根據娛樂性及教育性質製作低階、中階、高階三組創作設計,分別為:森林好朋友、深海大章魚、彈射啄木鳥,融合STEAM元素並增添環境教育的意義。期許讓兒童在遊戲時可以潛移默化的關懷身邊的環境生態,並對後續設計者在玩具設計與STEAM思維的議題上做出進一步討論。

並列摘要


The phenomenon of low birthrate in modern times has had an impact on the population structure of advanced countries. The sales of the toy market have not decreased but increased under such an impact, bringing business opportunities to the industry. The block market has become a new blue ocean. The education market is also constantly being developed, and Taiwanese educators continue to introduce sophisticated education methods, allowing children to have more choices in their learning models. Among them, the STEAM education model will help to improve future courses and increase the game interaction in learning. Coupled with the development of Taiwan's high-tech industry, many parents have chosen this type of course for their children to learn. The key points of technological knowledge, experience situations, cross-disciplinary cooperation and aesthetic design advocated by STEAM allow children to develop in an all-round way in the learning process, and to bring what they have learned into life, and at the same time make life a part of learning. This research will be based on child psychology and STEAM education method to create toys for preschool children. In the literature part, the existing preschool education law in Taiwan is discussed, and the analysis of the education law is carried out with the core characteristics of STEAM. Through case analysis, we understand the specifications and characteristics of toys on the market, and then summarize the key points of children's toy design through questionnaire survey. And find the method of curriculum arrangement from the current preschool activity curriculum, and make curriculum for the subsequent creation of toys according to the method. This toy creation and design will create three groups of low-level, middle-level and high-level creative designs according to the entertainment and educational nature, namely: forest friends, deep-sea big octopus, catapult woodpecker, integrating STEAM elements and adding the meaning of environmental education. It is expected that children can subtly care about the environment around them when playing games, and further discuss the issues of toy design and STEAM thinking for subsequent designers.

參考文獻


參考文獻
王姿琴、張世慧(2014)。遊戲創作教學在資優教育上的應用。特殊教育發展期刊,57,39-56。
周秦璇(2019)。華德福教師之經驗學習歷程研究。國立暨南國際大學諮商心理與人力資源發展學系碩士論文,南投縣。
翁麗芳(2011)。從臺灣史觀點論臺灣幼兒教育的發展。教育資料與研究,104,1-26。

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