%0 Conference Proceedings %T Computer Education’s Teaching-Learning Methods Using Educational Programming Language Based on STEAM Education %+ Jeju National University %A Park, Namje %A Ko, Yeonghae %Z Part 8: Web, Communication, and Cloud Computing %< avec comité de lecture %( Lecture Notes in Computer Science %B 9th International Conference on Network and Parallel Computing (NPC) %C Gwangju, South Korea %Y James J. Park %Y Albert Zomaya %Y Sang-Soo Yeo %Y Sartaj Sahni %I Springer %3 Network and Parallel Computing %V LNCS-7513 %P 320-327 %8 2012-09-06 %D 2012 %R 10.1007/978-3-642-35606-3_38 %K STEAM %K Computer education %K EPL %K Science %K Technology %Z Computer Science [cs]Conference papers %X STEAM is an acronym of Science, Technology, Engineering, Arts, and Mathematics. To realize the STEAM education, the factors on how to interrelate and integrate science, technology, engineering, art, and mathematics as well as the factors that are needed in realizing the STEAM education in creativity in addition to the considered factors in contents need to be decided, which in reality, makes the creation of STEAM materials into a system science or system engineering. This paper analyzed the statuses of STEAM education. And, suggested factors to realize successful STEAM education materials. %G English %Z TC 10 %Z WG 10.3 %2 https://inria.hal.science/hal-01551331/document %2 https://inria.hal.science/hal-01551331/file/978-3-642-35606-3_38_Chapter.pdf %L hal-01551331 %U https://inria.hal.science/hal-01551331 %~ IFIP-LNCS %~ IFIP %~ IFIP-AICT %~ IFIP-TC %~ IFIP-TC10 %~ IFIP-NPC %~ IFIP-WG10-3 %~ IFIP-LNCS-7513