New Proposal Active Learning STEAM/Data Science Education in the Age of Industry 5.0 and Society 5.0 Applied Sports and Exercise Instruction Based on Eduinformatics
摘要
In the context of Industry 5.0 and Society 5.0, this study presents a novel Active Learning STEAM/Data Science educational approach that integrates sports and exercise instruction based on Eduinformatics. It addresses the shift in educational paradigms toward a competency-focused system, highlighting the transition from traditional teaching methods to active learning and facilitation in contemporary education, especially in engineering. The paper introduces Eduinformatics, a new interdisciplinary field that merges informatics with education, as a crucial tool for tackling emerging educational challenges. Focusing on the “Manaburu” course at Kobe Tokiwa University, the study explores how methods derived from sports science, such as kinesthesis, significantly enhance intrinsic student motivation. Key strategies include creating positive learning environments, understanding student perspectives, and promoting peer teaching. The study emphasizes the pivotal role of facilitators in active learning, focusing on the process rather than the outcome. Statistical analysis from Eduinformatics substantiates the effectiveness of these methods in improving motivation and learning outcomes in first-year education, showcasing the applicability of sports and exercise instruction in Active Learning-based STEAM/Data Science education.