• Title/Summary/Keyword: STEAM Learning Program

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Development and Effectiveness of STEAM Outreach Program based on Mathematics (수학을 기반으로 하는 STEAM 아웃리치 프로그램 개발과 효과성)

  • Hwang, Sunwook;Kim, Namjun;Son, Jeongsuk;Song, Wonhee;Lee, Kapjung;Choi, Seongja;Lew, Kyounghoon
    • Communications of Mathematical Education
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    • v.31 no.4
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    • pp.389-407
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    • 2017
  • Many researches related to STEAM education have been actively conducted for developing elementary and secondary school students' comprehensive and logical thinking ability in relation to creativity education in Korea. Each sub factor of STEAM education requires creative thinking with the ability to be merged together to solve problems as integrated or combined forms in the fields of Science, Technology, Engineering, Arts, and Mathematics. Also, these STEAM activities and experiences should be carried out at various places outside the classroom in school. Although various educational programs to enhance mathematical creativity have been emphasized for elementary and secondary school students, recent tendency to focus on classroom learning in the school makes it difficult to develop creative thinking ability of students. This research is mainly based on the result of the project "Development and Administration of STEAM Outreach Program in 2016" supported by KOFAC(Korea Foundation for the Achievement of Science & Creativity). The purpose of this research is to develop a STEAM outreach program including students' activity books, teachers' manuals and administration manual that can maximize STEAM-related interest of students, and to provide a chance for elementary and secondary school students to experience creative thinking based on sub factors of STEAM. The STEAM competency total score and the perception of convergence education were significantly increased for all students participating this program, but some sub factors showed different result by school levels. The STEAM outreach program developed by this study is designed to emphasize STEAM education especially 'based on' mathematics in order to provide students with the opportunity to experience more interest in the field of mathematics and will be able to provide an interesting creative STEAM outreach program that utilizes a variety of activities which, we expect, would help students to consider their career in the future.

The Effect of Novel Engineering (NE) Education using VR authoring tool on STEAM literacy and Learning Immersion (VR 저작도구 기반 노벨 엔지니어링(NE) 교육이 초등학생의 융합인재소양과 학습몰입에 미치는 효과)

  • Song, Hae-nam;Kim, Tae-ryeong
    • Journal of The Korean Association of Information Education
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    • v.26 no.3
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    • pp.153-165
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    • 2022
  • This study is about the Novel Engineering(NE) education program : a class model that combines reading and engineering. By including the process of directly designing and programming a virtual reality using CospacesEdu (a VR authoring tool for the NE class), the effects of the educational program on learners' STEAM literacy and Learning immersion are demonstrated. Moreover, the subject of this education is Dokdo in South Korea. As a result, the average of STEAM literacy is increased, and a significant change is confirmed statistically in Convergence. Learning immersion shows significant improvement in Challenges-skills balance. On the other hand, some students experience difficulties due to the long research stages, from reading a book to researching for information to designing VR and rewriting a story with the collected information. In conclusion, this study will help generalise other education using NE, and this developed program will be a reference that would suggest a new way of teaching.

The Layout of STEAM Program for Girls' Engineering Experience (여학생 공학경험을 위한 STEAM 교육 프로그램 틀 설계)

  • Choi, Jeong-Won;Lee, Young-Jun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.07a
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    • pp.209-210
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    • 2013
  • 본 연구의 목적은 공학에 대한 흥미, 태도, 성취가 낮은 여학생에게 공학 경험을 제공함으로써 공학 분야의 여성 인재를 양성할 수 있는 계기를 마련하기 위한 공학 중심 STEAM 프로그램의 틀을 설계하는 데 있다. 이를 위하여 여학생의 특성을 분석하고 여학생 친화적인 환경을 구축하였으며 여학생 친화적 환경에 부합하는 e-textile이라는 도구를 활용하여 STEAM 교육 프로그램을 설계하였다. 교육 프로그램은 학습자가 직접 참여할 수 있도록 Learning by Doing, Learning by Design의 전략을 사용하도록 하였으며 교육 프로그램 전 과정을 학습자 스스로 창의적인 사고를 바탕으로 문제를 해결해나가도록 하고 교사는 조력자, 안내자 역할을 할 수 있도록 하였다.

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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.

The Effects of STEAM Program on Preservice Science Teachers' Communication Competency: Their Experiences and Reflection on STEAM Education (STEAM 프로그램이 예비 과학교사의 의사소통역량에 미치는 영향: STEAM 교육에 대한 경험과 성찰)

  • Kim, Sun Young;Jeon, Jae Hyeong
    • Journal of Science Education
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    • v.43 no.1
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    • pp.136-156
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    • 2019
  • This study examined the effects of STEAM program on preservice science teachers' communication competency and further explored their experiences of and reflection on STEAM program. The study design is one group pretest-posttest with mixed methodology using both quantitative and qualitative data. The STEAM program consists of three stages: introduction of STEAM, participation in STEAM activities, and reflection on the STEAM program. The preservice science teachers improved their communication competency after the STEAM program (p < .01). The preservice science teachers represented statistically higher scores on the three subscales of communication competency: Interpretation ability, self-presenting ability, and understanding others' viewpoints. In addition, the preservice science teachers reflected on their STEAM experiences. During the first stage of 'Presentation of the Problem Situation,' the preservice science teachers mentioned that they roused their curiosity due to everyday experience-related, social issues or present issues. In the stage of 'Creative Design,' the preservice science teachers mentioned that they selected the final idea through mutual consent of the members, the practical possibility of everyday life, the previous experience-based decisions, or persuasive power. Further, about 87.5% of preservice science teachers mentioned that they were fully engaged in the 'Emotional Learning' stages due to the application of integrated thinking, everyday related issues, and communication among group members. About 85% of the preservice science teachers mentioned that they could challenge new problems in future situations.

An Analysis on STEAM Education Teaching and Learning Program on Technology and Engineering (융합인재교육(STEAM)에서 기술 및 공학 분야에 대한 교수학습 프로그램 분석)

  • Ahn, Jaehong;Kwon, Nanjoo
    • Journal of The Korean Association For Science Education
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    • v.33 no.4
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    • pp.708-717
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    • 2013
  • The new paradigm of the 21st Century science education explores a wide range of possibilities that can foster students' interest toward science and creative convergence thinking. In this study, through the analysis of programs that were developed in 'STEAM leader school' and 'STEAM teacher association for research' supported by the 'Ministry of Education, Science, and Technology,' we analyzed the linking frequency with each of STEAM education's fields and teachers' perception for the convergence strategy of technology and engineering. The results of this study show that linking frequency of technology and engineering is lower than the field of arts and mathematics in elementary school, but higher in middle and high school. 'Introduction technology contents in lives' in technology and 'crafts activity' in engineering are the most used teaching and learning strategy in STEAM education. But, although 'crafts activity' is engineering's major way of learning, many teachers understand and use it as a technological teaching learning strategy. It is important to understand that each of STEAM education's field has a unique nature and educational implications, for the effective settlement of STEAM education, we need to consider teaching and learning strategy in various way.

Analysis of learner's attitude and satisfaction through development and application of metaverse environment STEAM educational program (메타버스 환경의 융합(STEAM) 교육 프로그램 개발과 적용을 통한 학습자 태도 및 만족도 분석)

  • Jeon, Jae Cheon;Jang, Jun Hyeok;Jung, Soon Ki
    • Journal of The Korean Association of Information Education
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    • v.26 no.3
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    • pp.187-195
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    • 2022
  • Recently, with interest in metaverse, attempts are being made to utilize the metaverse platform in various forms. In this paper, we focused on the educational application potential of metaverse, and developed and applied a metaverse STEAM program to provide an effective learning experience to learners in non-face-to-face educational situations. The developed program utilizes Minecraft and ZEPETO, familiar to students, as metaverse learning platforms, and consists of a total of 16 lessons of 5 modules in the form of modules so that alternative classes can take place in the educational field. Through this, the learner's change in STEAM attitude and learning satisfaction were measured, and through the developed STEAM program, the learner's interest, consideration, communication, usefulness, self-concept, self-efficacy, and career choice areas significantly increased. In addition, positive results were confirmed in all areas of the learner satisfaction test related to satisfaction, interest, and overall class. In the future, considering the characteristics of the metaverse, it is necessary to break free from the constraints of time and space to communicate anew, and various learner-centered educational approaches based on a high degree of freedom and immersion should be implemented.

The Application of a Science Camp and the Development of Experiment and Practice Program Based on STEAM for High School Students (고등학교 융합과학(STEAM) 실험-실습 프로그램 개발과 과학 캠프 적용)

  • Yoon, Mabyong;Hong, Jaeyoung
    • Journal of Science Education
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    • v.36 no.2
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    • pp.263-278
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    • 2012
  • The purpose of this study was to introduce the development and application of STEAM education science camp program conducted in J university for high school students and to suggest the ideal class design method and procedures along with STEAM logics and viewpoints. The pre-service science teachers participated in the class developed teaching materials in accordance with STEAM education model and the teaching procedures and materials were modified and supplemented through the education specialist group's assessment and the actual class. The developed program was applied to the second-year students(N=45) of a science-focus school in Jeonju City and the first and second-year students(N=61) of 13 high schools in Jeonbuk province who participated in the 'STEAM experiment camp' during the summer vacation in 2012. After the class, the learners' average satisfaction level in the program content and activities was 4.02 point out of 5 point and the pre-service science teachers' average satisfaction level in the program and teaching-learning was 4.28 point. Therefore, the STEAM education program of this case study can be a model to the teachers who desire to plan the science-focus STEAM class and conduct it.

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The Effects of Science Lessons Applying STEAM Education Program on the Creativity and Interest Levels of Elementary Students (STEAM 프로그램을 적용한 과학수업이 초등학생의 창의성과 과학교과 흥미도에 미치는 영향)

  • Kim, Deok-Ho;Ko, Dong Gook;Han, Myeong-Jae;Hong, Seung-Ho
    • Journal of The Korean Association For Science Education
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    • v.34 no.1
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    • pp.43-54
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    • 2014
  • According to trends in scientific technical competition, many countries around the world are interested in and focused on the STEAM integrated education. By observing the fact that the goal of our country's science education is to cultivate creative workers who have scientific knowledge, the need for STEAM integrated education cannot be denied. Therefore, the purpose of this study was to develop the STEAM integrated program focused on themes that considered activities and interest in the grade 6 science subject in order to identify its influence on the creativity and interest levels of elementary students. The STEAM integrated education program in this study was developed so that it can be applied as a unit review or reinforcement activities in the closing activities per unit in grade 6. The focus was placed on heightening students' creativity and interest in science subject learning through a program focused on activities per theme. As a result of applying the developed STEAM integrated program in prior and post conditions on 3 elementary school's students in J Province, it was discovered that significant improvement was found in the creativity and scientific interest of elementary students in the experimental group, compared to the control group. Therefore, continuous and systematic development of the STEAM integrated education program is required, and moreover, it must be developed for all elementary grade levels and efforts should be put into actively applying the program in the field of education.

Exploring Domestic and International Elementary School Convergence Science Education Program - Korea, the U.S., and the U.K. - (국·내외 초등학교 융합 과학 교육 프로그램 탐색 - 한국, 미국, 영국을 중심으로 -)

  • Na, Sanghoon;Kwon, Nanjoo
    • Journal of Korean Elementary Science Education
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    • v.33 no.2
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    • pp.231-241
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    • 2014
  • This study is subject to compare the STEAM and the STEM education of Korea, the U.K., and the U.S. to find their differences and similarities, as well as the implications in implementing the STEAM education in Korea. In order to accomplish this, the educational objectives, contents and topics, teaching and learning methods, subjects and timing for education, and convergence curriculum were compared; also, after choosing the representative program of each country, a cross-comparative analysis was done for the teaching and learning method distribution ratio, content element distribution ratio, program distribution ratio, STEAM domain ratio, curriculum structure and domain ratio, frequency of inquiry process, basic inquiry, integrated inquiry frequency, hourly basic inquiry, and integrated inquiry process. As a result, it was possible to obtain 77 programs, a total of 656 class hours of Korea, 65 programs and 846 class hours of the U.S., and 75 programs and 774 class hours of the U.K. The results are as follows: Korea's STEAM and the U.K. and the U.S.' STEM all include science, technology, engineering, arts, and mathematics, but in terms of frequency, Korea's STEAM has higher figure in arts. However, the U.K. and the U.S. have higher frequency of debate and discussion, and there were many cases of a student, after receiving feedback from other students, modifying the work.