Web-based sound and music games with activities for STEM education

Author(s):  
Travis M. Doll ◽  
Raymond Migneco ◽  
Youngmoo E. Kim
Keyword(s):  
2019 ◽  
Vol 9 (4) ◽  
pp. 76 ◽  
Author(s):  
Chrysovalantis Kefalis ◽  
Athanasios Drigas

Abstract— STEM is an educational approach to the integration of science, mathematics, engineering and technology which are taught as nunnery through real life-inspired activities. In this paper we present the latest trends in web-based and online STEM education. Βy exploiting connectivity, increasing the means that can be shared online and developing cooperation between people from dis-tance, new educational paradigms are immerging. We chose to present applica-tions from 2013 onwards in order to highlight the latest trends in STEM online education and have categorize them according the technologies used in their im-plementation.


2019 ◽  
Vol 8 (2) ◽  
pp. 5537-5542

As to promote and develop STEM education in Malaysia, various approaches have been taken, including improving the curriculum of secondary school by enhancing the contents of the Technology subjects. In this paper, we are concentrating on the issues raised in learning and teaching the computer science subject specifically in supporting the students to understand the syllabus. We propose an interactive online learning application (Code Pocket) using Waterfall model to assist students in learning the subject and enables teachers to monitor the performance of the students. Code Pocket is a web-based application which acts as e-learning platform that consists of many modules such as notes, quiz and reporting. A dashboard menu panel is provided to enable easy navigation. This application provides alternative learning and teaching mechanisms by providing flexible learning environment that promotes online and mobile learning which can be accessed at anytime and anywhere. With interactive features, the learning experience will be better and interesting.


Author(s):  
Chia-Chun Wu ◽  
Cheng-Yin Yang ◽  
Min-Shiang Hwang ◽  
Cheng-Yee Lee

2020 ◽  
Vol 7 (2) ◽  
pp. 1519-1530 ◽  
Author(s):  
Gianluca Cornetta ◽  
Abdellah Touhafi ◽  
Mohammed Amine Togou ◽  
Gabriel-Miro Muntean

1998 ◽  
Vol 62 (9) ◽  
pp. 671-674
Author(s):  
JF Chaves ◽  
JA Chaves ◽  
MS Lantz
Keyword(s):  

2013 ◽  
Vol 23 (3) ◽  
pp. 82-87 ◽  
Author(s):  
Eva van Leer

Mobile tools are increasingly available to help individuals monitor their progress toward health behavior goals. Commonly known commercial products for health and fitness self-monitoring include wearable devices such as the Fitbit© and Nike + Pedometer© that work independently or in conjunction with mobile platforms (e.g., smartphones, media players) as well as web-based interfaces. These tools track and graph exercise behavior, provide motivational messages, offer health-related information, and allow users to share their accomplishments via social media. Approximately 2 million software programs or “apps” have been designed for mobile platforms (Pure Oxygen Mobile, 2013), many of which are health-related. The development of mobile health devices and applications is advancing so quickly that the Food and Drug Administration issued a Guidance statement with the purpose of defining mobile medical applications and describing a tailored approach to their regulation.


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