• Title/Summary/Keyword: STEAM 태도

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The Effect of 3D PRINTING and Physical Education Central STEAM Program on the Subject Interest and Creative Attitude of Middle School Students (3D 프린팅과 체육 중심 STEAM프로그램이 중학생의 교과흥미도 및 창의적 태도에 미치는 영향)

  • Ryu, Chung-Hyun;Cho, Gun-Sang
    • Journal of Digital Convergence
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    • v.15 no.1
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    • pp.547-557
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    • 2017
  • The purpose of this study was to investigate the effect of 3D PRINTING and physical education central STEAM program on the subject interest and creative attitude of middle school students. In order to achieve this purpose, this research collected data from two different groups; a control group (n=98) and a comparison group (n=101) who are attending middle schools located in Gyeonggi-do. The exploratory factor analysis, reliability analysis, independent t-test and paired t-test were conducted by the IBM SPSS 20.0 program. The results are as follows; First, physical education central STEAM utilizing 3D PRINTING is efficient in the subject interest. Second, physical education central STEAM utilizing 3D PRINTING is efficient in the creative attitude.

The Development of Appropriate Technology theme STEAM Program for the Elementary Students and its Application Effects on Creative Thinking Activity, Scientific Attitude and Leadership (적정기술 주제의 STEAM 프로그램 개발 및 초등학생의 창의적 사고활동, 과학적 태도, 리더십에 미치는 영향)

  • Yoo, Mi Hyun;Park, Gi-Su;Choi, Jung Jin;Lim, Mira;Lee, Jina;Shin, Minchul;Lee, Chong-Sup;Lee, Yang-Eun;Yu, Hwasoo;Chung, Ho-Keun;Lee, Ahnna;Kang, Yun Hee
    • Journal of Science Education
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    • v.40 no.2
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    • pp.144-165
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    • 2016
  • The purpose of this study was to develop 'Appropriate Technology' theme STEAM Program for the elementary students and investigate the effects of the program on creative thinking activity, scientific attitude and leadership. Participants were 3grade 85 elementary school students. Before and after the program, the participants were asked to take the tests about creative thinking activity, scientific attitude and leadership. The major results of this study were as follows. First, the total score of experimental group's creative thinking activity and all 4 sub-domains was significantly improved than those of comparative group(p<.05). Second, the total score of experimental groups' scientific attitude was significantly improved than that of comparative group(p<.05). Among 7 sub-domains, curiosity, voluntariness, perseverance were significantly developed. Third, total score of experimental groups' leadership was significantly increased than that of comparative group after the STEAM program (p<.05). In the first factor, the score of inner and inter personal characteristics were significantly developed.

Development and Application of Activity-Based STEAM Education Program for Elementary School Students - Focused on Theme of "Ultraviolet(UV)" (초등학생을 위한 활동중심 STEAM 교육프로그램의 개발 및 적용 - '자외선' 주제를 중심으로)

  • Han, Shin;Kim, Hyoungbum
    • The Journal of the Korea Contents Association
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    • v.19 no.6
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    • pp.513-523
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    • 2019
  • The purpose of this study is to develop and apply activity-based STEAM education programs to verify elementary school students' logical thinking skills, attitudes to STEAM, and changes in satisfaction. The activity-based STEAM education program was developed in a total of 3 rounds under the theme of 'Let's get through Ultraviolet rays.' The finally developed program, which was revised and supplemented by process of preliminary commitment to elementary school students, proved its effectiveness through statistical methods in 168 sixth-grade in S elementary school students in Gyeonggi-do. The results of the study are as follows: First, the activity-based STEAM education program was developed around the topic of "Let's get through Ultraviolet rays" based on the "The solar system and Star" unit of the 5th and 6th grades of elementary school science. Second, by applying the developed activity-based STEAM education program to elementary school students, their cognitive development level by science behavioral system was improved after class, and proportion of the logical thinking skills and logic of variable control represented a significant value(p<.05). Third, the attitudes toward STEAM education, consisting of seven sub-factors, presented significant statistical test results across other factors, except for communication and usability factors(p<.05). Fourth, in the satisfaction test, the average value of the lower section was 3.59 to 3.85 points, and overall it was positive.

The Effects of 'Silver Care Expert' Future Career-related STEAM Program for the Elementary Students' Future Time Perspective, Career Awareness and Scientific Attitudes ('실버케어 전문가' 미래직업 연계형 STEAM 프로그램이 초등학생의 미래지향 시간관, 진로인식 및 과학적 태도에 미치는 영향)

  • Yoo, Mi Hyun;Choi, Jung Jin;Park, Mun Sook;Chae, Su Jin;Kim, Bo Ra;Son, Mi Hyun;Lim, Eun- Kyong;Yu, Hwasoo;Seo, Jong Won;Kim, Ju Mi;Kim, Soo Hyun
    • Journal of Science Education
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    • v.41 no.1
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    • pp.111-134
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    • 2017
  • The purpose of this study was to develop 'Silver Care Expert' STEAM Program for the elementary students and investigate the effects of the program on creative thinking activity, scientific attitude and leadership. Participants were 110 elementary school students. Before and after the program, the participants were asked to take the test about future time perspective, career awareness and scientific attitude. The major results of this study were as follows. First, the total score of experimental group's future time perspective and all 2 sub-domains was significantly improved than those of comparative group(p<.05). Second, total score of experimental groups' career awareness and all 4 sub-domains were significantly increased than those of comparative group after the STEAM program(p<.05). Third, the total score of experimental groups' scientific attitude and all 7 sub-domains were significantly improved than those of comparative group(p<.05). Fourth, according to students' post-program opinions, experimental group students showed very positive perception like that science class was very interesting and they became interested in science and technology. In conclusion, 'Silver Care Expert' STEAM Program was very effective to improve elementary students' future time perspective, career awareness, scientific attitudes.

The three-year comparative study of effects of STEAM education programs based on physical computing (3년간의 피지컬 컴퓨팅 기반의 STEAM 프로그램의 효과 비교 연구)

  • kim, Sughee;Lee, Chulhyun
    • The Journal of Korean Association of Computer Education
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    • v.19 no.1
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    • pp.11-18
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    • 2016
  • STEAM education introduced full-scale since 2011, it was reflected in the 2009 modified science curriculum. Partially it was decided not by result of study, but by the government policy. So practical study was needed for steam education. The researchers have studied effect of steam education based on physical computing from 2012 to 2014 on fourth grader. To study of effects of steam education, the researcher administer pre-to-post of science attitude test, science achievement test, logical ability test, psychological test for youth, satisfaction level test for school curriculum. The result shows that science attitude, logical ability, and satisfaction level for school curriculum of steam treatment group were enhanced. We conclude that steam education solve the proposed problem which low motivation and interest for science in comparison with science achievement.

The Effects of STEAM program using Storyline on Elementary Students' Creative Personality and Science-Related Attitude (스토리라인을 활용한 STEAM 프로그램이 초등학생의 창의적 인성 및 과학태도에 미치는 효과)

  • Park, SunJu
    • Journal of The Korean Association of Information Education
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    • v.17 no.4
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    • pp.487-496
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    • 2013
  • This study examined the effects of STEAM program using authoring tool on elementary school students' creative personality and science-related attitude. For this study, after analyzing curriculum from the first term of 6th grade and extracting the learning elements and topic, I developed lesson plans and App contents. As a result of applying STEAM program using Storyline to 6th grade elementary school class. dividing two groups-experimental group, comparison group-for this study, tested t-test, the test result of experimental group got a meaningful result statistically. There was positive effect on improving elementary school students' creative personality and science-related attitude.

Two-year Follow-Up Study on Effects of STEAM Education Program Based on Physical Computing (2년간의 추적 연구를 통한 Physical Computing 기반의 STEAM 프로그램의 효과)

  • Kim, Sug Hee;Yu, Heon Chang
    • The Journal of Korean Association of Computer Education
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    • v.17 no.2
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    • pp.77-86
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    • 2014
  • By PISA 2007, TIMSS 2011, Korean high school students had high academic achievement to science and mathematics, while they had low attitude. Prospective college students are increasingly avoiding natural science and engineering. Moreover, the opportunities to learn to computer science in middle and high school are disappeared rapidly. The necessity of STEAM program based on Physical computing arise under these situation. Therefore, we developed STEAM program and studied the effects of the program in 2012. The result showed that students' scientific interests and attitude, scientific problem solving ability, scientific creative problem solving ability, personality test for children, and satisfaction of school life were enhanced. This study is follow-up study for the same students who improved every domain of the measurements. They were administerd pre-test at start of 2012, post-test at end of 2012, and delayed post-test at the end of 2013, on same test. The result of the study showed that only attitude to Scientific Inquiry was enhanced, but there was no significant result on the other domain of the test in comparison with start of 2012. But this result demonstrate the effect of STEAM education conversely.

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Effect of STEAM Education Program Based on Hands on Sensor (Hands on 센서 기반 고도화된 STEAM 교육 프로그램의 효과)

  • Kim, Sug Hee;Yu, Heonchang
    • The Journal of Korean Association of Computer Education
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    • v.16 no.3
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    • pp.79-89
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    • 2013
  • Over the past 10 years, STEAM education uprises to address student's low interest in and self-concept in comparison with their academic achievement in science, reacquaintance to enter schools of natural sciences or engineering. However, There is a paucity of empirical evidence revealing values and necessities of STEAM education in school. The purpose of this investigation is to develop steam education program making and using hands on sensor to experience new technology in school, to apply the program to 110 fourth graders, and to study the effect of the program. Pre- and post-test was used to measure level of student's scientific interest and attitude, scientific problem solving ability, scientific creative problem solving ability, personality test for children, satisfaction of school life. In conclusion, the result show that STEAM education improve every domain of the measurements.

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Effects of Astronomical STEAM Program Using Co-teaching on Self-Directed Learning Attitude of Elementary Science Gifted Students (천문 STEAM 프로그램에서 코티칭의 활용이 초등과학 영재학생의 자기주도적 학습 태도에 미치는 효과)

  • Son, Jun Ho;Kim, Jonghee;Kim, Young Gon
    • Journal of the Korean earth science society
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    • v.35 no.7
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    • pp.572-584
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    • 2014
  • The purpose of this study was to find out the effects of astronomical STEAM program using co-teaching on self-directed learning attitude. For this purpose, we developed an astronomical STEAM program and applied it to elementary science gifted students. Thirty six, $5^{th}$ and $6^{th}$ grade elementary science gifted students were participated in this study in total having 16 students in experimental group and 20 students in control group. The results were described as follows. First, astronomical STEAM program using co-teaching was effective in improving self-directed learning attitude. Second, the program was effective in improving participants' openness to learning opportunities and problem-solving. Third, students were satisfied with the co-teaching that provided ample feedbacks and detailed explanations, and teachers perceived that co-teaching was helpful to overcome a lack of professional knowledge, and to solve difficulties of evaluation and preparing teaching materials for STEAM classes. With findings, we discussed implications for co-teaching of STEAM lessons to improve students' self-directed learning attitude at the end of paper.

Development of Educational Program of STEAM-based Project for Circle Activities in Middle School: Focused on the Theme of "Photography of Earth" (중학교 동아리활동을 위한 STEAM 기반 프로젝트 교육 프로그램 개발: '지구사진 촬영' 주제를 중심으로)

  • Kim, Hyun-Jung;Kim, Young-Min;Kim, Jin-Yeon;Huh, Hye-Yeon;Kim, Jong-Nam;Kim, Ki-Soo
    • 대한공업교육학회지
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    • v.38 no.2
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    • pp.195-217
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    • 2013
  • The purpose of this study was to develop educational programs of STEAM-based project under the theme of "Photography of Earth" for the circle activities of the creative experiential activity, to be applied this program to them and to identify technology subject self-efficacy and change in attitude toward engineering. In order to achieve the research objectives, this program was applied to middle school student in Cheonan, STEAM-based circle during 9 class instruction. The results of this study are as follows. First, the STEAM program contents for circle activities were selected through utilizing a five-stage design model(preparation, design, development, implementation and evaluation) and analyzing the curriculum. After that we have developed a teaching plan, STEAM-Story, student activity sheets from the viewpoint of cultural fusion and have applied the circle activities of the creative experiential Activity during 4 months. Second, The result of the test(pre- and post-test) about STEAM program that has been developed were different about technology subject self-efficacy and attitude toward engineering. Therefore, we have verified that the effect of the STEAM-based project under the theme of "Photography of Earth" for the circle activities on the attitudes toward engineering and self-efficacy in middle school is effective.