• Title/Summary/Keyword: STEAM 교육

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Analysis of Research Trends in STEAM Education for the Gifted (영재교육에서의 융합인재교육(STEAM) 연구 동향 분석)

  • An, Hae-Ran;Yoo, Mi-Hyun
    • Journal of Gifted/Talented Education
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    • v.25 no.3
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    • pp.401-420
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    • 2015
  • The purpose of this study was to perform a comparative analysis of the research trends in STEAM education in gifted education and suggest educational implications to improve the current STEAM education for the gifted. The results were as follows. First, STEAM education has been increasing in the past couple of years and gifted and talented education took up relatively high proportion of it. This demonstrates that gifted education closely related to creative and versatile individuals plays a leading role in STEAM education. Second, researches on STEAM education and STEAM education for the gifted targeted elementary school students the most. Third, researches on the development of STEAM program for the gifted have been mainly addressing science-oriented convergence programs. Among them, programs including all the five combined factors(Science, Technology, Engineering, Arts and Mathematics) were the most common. In terms of learning types, a criterion-referenced teaching-learning model has been developing and there were diverse learning types which applied teaching-learning models tailored to characteristics of a gifted child. The researches related to STEAM programs'application effects on creativity were most dominant.

The Recognition and Needs of Elementary School Teachers about STEAM Education (STEAM 교육에 대한 초등교사의 인식과 요구)

  • Geum, Young-Choong;Bae, Seon-A
    • 대한공업교육학회지
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    • v.37 no.2
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    • pp.57-75
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    • 2012
  • The purpose of this study was to survey and analyze the recognition and needs of elementary school teachers about STEAM education. Mail and E-mail surveys were conducted for 533 elementary school teachers for the purpose of the study. The following were found results of the study were as follow: First, although elementary school teachers understood positively the necessity of STEAM education, showed average levels of recognition on STEAM education. Second, the rate of the elementary school teachers who had experience in applying STEAM education was low. Third, elementary school teachers required to education closely related to real life, and interesting education according to the direction for STEAM education. Fourth, elementary school teachers asked for the integration centering activities related real life, followed by the integration focusing on thema related to real life, the integrating centering student's needs and interests, and the integration focusing on issues according to the appropriate integration methods for STEAM education. Fifth, elementary school teachers required creative design/problem solving ability, academic performance ability, and interpersonal relationship skills with regard to the ability to develop through STEAM education. Lastly, elementary school teachers demanded the development and distribution of STEAM education, teacher's recognition and attitudes towards STEAM education, teacher's training for STEAM education, the distribution of reference materials and etc in order to stimulate STEAM education.

A Meta-Analysis on the Effects of STEAM Education as an Education Policy of Korean Governments (융합인재교육의 정책적 목표를 중심으로 한 STEAM 교육의 효과성에 관한 메타분석)

  • Kang, Jiyeon;Jin, Sukun
    • Journal of the Korea Convergence Society
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    • v.10 no.12
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    • pp.205-213
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    • 2019
  • Since 2011, when the Korean government initiated STEAM education in schools, many STEAM programs have been developed and many researches on STEAM education have been published in Korea. This meta-analysis examined the effectiveness of STEAM education by calculating effect sizes using statistics from 177 studies that reported their efforts in examining the effectiveness of STEAM programs. The findings of this study are the followings: 1)the total mean effect size of STEAM education is above medium level(effect size=.69). 2)Mean effect sizes of all four effect factors are above medium level, .58-.74. Mean effect sizes are .65 for STEAM interests, .74 for STEAM capacity, .63 for STEAM academic achievement, and .58 for STEAM careers. 3)The mean effect size of STEAM education in middle schools is significantly higher than in other school levels. This result suggests that STEAM education is more effective in middle schools.

STEAM on the Viewpoint of Didactics of Mathematics (수학교육학적 관점에서 바라본 STEAM 교육)

  • Seo, Dong Yeop
    • Journal of Educational Research in Mathematics
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    • v.24 no.3
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    • pp.429-442
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    • 2014
  • In this study we reviewed the backgrounds, main claims, and teaching and learning of STEAM education, and analysed STEAM education on the viewpoint of didactics of mathematics. The core competences of STEAM are creativity, communication, convergence, and caring. We found that the theoretical background of caring among these competences is relatively very weak, and the main principles for teaching and learing are mainly included the theories of didactics of mathematics and of creativity. We need to approach very carefully and progressively to creativity education through STEAM, and also need to study on the background of the mathematical creativity.

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Development of STEAM Diagnostic Evaluation Tool to Strengthen the Implementation of STEAM Education (STEAM 교육의 실행 강화를 위한 학교 STEAM 역량 진단 도구 개발)

  • Park, HyunJu;Sim, Jaeho;Lee, Ji-Ae;Lee, Youngtae
    • Journal of Science Education
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    • v.45 no.3
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    • pp.349-363
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    • 2021
  • The purpose of this study is to develop an instrument for school STEAM education diagnostic assessment. Literature reviews, the developmental study of a prototype instrument, experts' advices, and pilot study were administrated. The school STEAM education diagnostic assessment was consist of five areas: 'STEM education action and sustainability plan,' 'STEAM curriculum and instruction,' 'STEAM professional development,' 'process-based evaluation,' and 'community and partnerships.' Each area had one to five sub-areas. A total of 14 diagnosis items were developed, including items that can diagnose the school's STEAM environment base and STEAM education execution level at the school unit and member level for each area. The validation of the diagnostic assessment was conducted through the content validity of the expert group and the validity of a survey targeting school teachers. For applying the instrument for STEAM Education School Assessment to schools, a total of 267 elementary, middle, and high schools participated. As a result, the average of the five areas was 1.46 to 2.18. This instrument comprehensively diagnoses and evaluates the implementation and effectiveness of STEAM education in schools, and is expected to be used as basic data and core data for implementing STEAM education.

A Study on the Current Status of STEAM Education (우리나라 초·중·고등학교의 STEAM 교육 운영 현황 실태조사)

  • Park, HyunJu;Byun, Soo-yong;Sim, Jaeho;Baek, Yoon Su;Jeong, Jin-Su
    • Journal of The Korean Association For Science Education
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    • v.36 no.4
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    • pp.669-679
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    • 2016
  • The purpose of this study is to investigate the current status of STEAM (Science, Technology, Engineering, Arts, and Mathematics) education in schools by asking a variety of questions including "why and how often they implement STEAM education." This study conducted an online survey on 11,526 elementary, middle, and high schools in South Korea, with the response rate being 56.8% (N = 6,473). To highlight key findings, first, our descriptive analyses suggested that if those that did not respond to the survey were assumed not to have implemented STEAM education, approximately 27.1% (N = 3,127) of all schools in South Korea were believed to have implemented STEAM at best. The highest rate of implementation of STEAM education was found in elementary schools (30.8%), followed by middle (27.4%) and high (17.5%) schools. Second, in contrast with the result for the rate of implementation of STEAM education, high schools showed the highest level of satisfaction. Third, the most important reason for implementing STEAM education within a school was found to be teachers' voluntary efforts or intrinsic motives, followed by support from the provincial office of education. Fourth, the most important reason for not implementing STEAM education was found to be the lack of consensus among teachers. Together, findings highlight the importance of the role of teachers in implementing STEAM education. Offered are policy implications for the better implementation of STEAM education.

Development and Application in STEAM Education Materials for Gifted Student (영재를 위한 융합교육(STEAM) 자료 개발 및 적용)

  • Tae, Jin-Mi
    • Journal of Gifted/Talented Education
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    • v.24 no.4
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    • pp.703-728
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    • 2014
  • This study academically examined about whether STEAM education is really needed, as part of the convergence-style gifted education for training a producer in creative knowledge, through the documentary and Delphi survey. Based on the results, it developed STEAM education materials available for being applied to the domestically gifted education field, and examined the field applicability of the developed program. As a result of surveying validity and class satisfaction, the STEAM education materials of having been developed through this study were indicated to be useful in the aspects of the appropriateness for teaching-material composition, the learning satisfaction, and the promotion in the convergence-based thinking ability. The currently domestic situation is in being short of fundamental discussion about necessity or direction of STEAM education for gifted student, compared to an effort for emphasizing and activating policy of convergence-based education focusing on STEAM. Hence, the outcome of this study, which was performed on the basis of basic research on STEAM education for the gifted student, has significance in the aspect as saying of expanding applicability of STEAM education as the gifted education program.

Delphi Study about Mathematics Gifted Education Based on STEAM Education (수학영재를 위한 STEAM교육 방안 마련을 위한 델파이 조사)

  • Paik, Heesu
    • School Mathematics
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    • v.15 no.4
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    • pp.867-888
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    • 2013
  • The purpose of this paper was to investigate mathematics gifted educational methods based on STEAM education by Delphi study. As a result by total 3 round Delphi method, the concept of STEAM education for mathematics gifted students was education of developing capacity of Holistic Growth that can communicate diverse people through self-monitoring study as they can find and solve problems with integrative thinking and creative thinking. Thus this elicited the consensual agreements of experts about mathematics gifted educational goals, methods, contents, and evaluations etc. As a follow-up research will be developed mathematics gifted educational model based on STEAM education.

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The Analysis on Research Trends for STEAM education in Korea: Based on Physical Computing (STEAM 교육의 국내 연구 동향 분석 : 피지컬 컴퓨팅 중심)

  • Kim, Seong-won;Lee, YoungJun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.07a
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    • pp.143-146
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    • 2015
  • 본 논문에서는 피지컬 컴퓨팅을 활용한 STEAM 교육의 연구 동향을 분석하고자 한다. 연구 결과를 분석한 결과는 다음과 같다. 첫 번째로 연도별 분석의 결과, STEAM 교육은 활발히 실시되고 있었지만 피지컬 컴퓨팅을 활용한 STEAM 교육은 상대적으로 적게 실시되고 있었다. 연구 내용별로 분석한 결과, 피지컬 컴퓨팅을 활용한 STEAM 교육 프로그램을 개발하고 적용하기 위한 연구가 가장 활발하였다 (87%). 또한, 연구 방법에 따라 분석한 결과, 질적 연구와 혼합 연구가 대다수를 차지하고 있는 것을 확인할 수 있었다(92%). 마지막으로 피지컬 컴퓨팅을 활용한 연구 대상은 초등학생이 가장 많은 비중을 차지하고 있었고(52%), 고등학생 (28%), 문헌 (16%)순으로 많았다. 연구 결과를 통하여 피지컬 컴퓨팅을 활용한 STEAM 교육은 연구 내용, 방법, 대상이 편중되어있다는 것을 확인할 수 있었다. 이를 통하여 피지컬 컴퓨팅과 STEAM 교육의 학교 현장의 도입을 위해서 다양한 분야에서 연구가 필요하다는 것을 확인할 수 있었다.

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Limits of STEAM Education and its Improvement Alternative : Based on the Viewpoints of STEAM Expert Teachers (STEAM 교육의 한계와 개선방향 -STEAM 교육 전문성을 가진 교사의 견해를 바탕으로-)

  • Son, Mihyun;Jeong, Daehong
    • Journal of The Korean Association For Science Education
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    • v.39 no.5
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    • pp.573-584
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    • 2019
  • It is necessary to look at the essence of STEAM education from the viewpoint of the teacher who is the subject of education execution. We carry out questionnaires and telephone interviews for the purpose, definition, change, etc. of STEAM education from eight elementary, middle, and high teachers who are rich in policy and field application experience. As a result of the analysis, the purpose of the STEAM education that the specialists mentioned includes the active participation of the students. Most experts pointed out that the definition of STEAM education is ambiguous. So, it is necessary to express a clear goal of STEAM education. The category and level meaning "fields" from "a convergence of two or more fields" are not indicative definitions, but can be different depending on the situation, considering the context of activities and the level of students. The perception of the experts on framework may be a guide for STEAM education and stumbling block. It is necessary for "Context" to shift away from the emphasis on the real life connection and to the emphasis on the interest of the student and the guidance of the class. "Creative design" must be based on trial and error in the process of solving problems. "Emotional touch" needs to correct elements that cannot be observed, evaluated, and applied to lessons that are elements of emotional experience. As for the expansion of STEAM education, most expert teachers have recognized that STEAM education is becoming increasingly stable and that policy change has continued to slow the pace of stabilization.