Abstract
The aim of this study is to explore a design project of “escape room game box” through integrating STEAM education and PBL principles in a series activities within a creative course. To analyze, the STEAM education and PBL principles are applied to inspire the problem-solving potential of students. The findings show: (1) that there is no direct correlation between time and space factors with regard to the subjects’ access to the Citizen Cloud service; (2) that because of its convenience, subjects consider contacting others and sharing should be a standard feature in the Citizen Cloud; (3) that while comparing subjects’ use of Citizen Cloud, “command” is more popular than other online features; (4) In their overall experience subjects prefer higher interaction with cloud computing service.
| Original language | English |
|---|---|
| Title of host publication | Cross-Cultural Design. Applications in Cultural Heritage, Creativity and Social Development - 10th International Conference, CCD 2018, Held as Part of HCI International 2018, Proceedings |
| Editors | Pei-Luen Patrick Rau |
| Publisher | Springer Verlag |
| Pages | 70-79 |
| Number of pages | 10 |
| ISBN (Print) | 9783319922515 |
| DOIs | |
| State | Published - 2018 |
| Externally published | Yes |
| Event | 10th International Conference on Cross-Cultural Design, CCD 2018 Held as Part of HCI International 2018 - Las Vegas, United States Duration: 15 07 2018 → 20 07 2018 |
Publication series
| Name | Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) |
|---|---|
| Volume | 10912 LNCS |
| ISSN (Print) | 0302-9743 |
| ISSN (Electronic) | 1611-3349 |
Conference
| Conference | 10th International Conference on Cross-Cultural Design, CCD 2018 Held as Part of HCI International 2018 |
|---|---|
| Country/Territory | United States |
| City | Las Vegas |
| Period | 15/07/18 → 20/07/18 |
Bibliographical note
Publisher Copyright:© Springer International Publishing AG, part of Springer Nature 2018.
Keywords
- Escape room game
- Makerspace
- PBL
- STEAM education