The purpose of this study is to investigate the perception about STEAM education of primary teachers who have developed and applied STEAM education to their students through teacher training program. For this study, 101 among 172 attendance are responded to questionnaire of three categories consisting of development and application teaching material for STEAM instruction, and spreading STEAM education. The major findings are as follows: First, when primary teachers develop materials for STEAM education, they consider applicabilities in real classes. Second, they feel the burden of time when they develop STEAM material. Third, they think that their own program has significant educational effectiveness and that students enjoyed the program. Especially, they think that STEAM education program can raise students' interest about learning. Fourth, primary teachers point out the constraints for application of STEAM education program, which are lack of expertise and difficulty acquiring class time. Fifth, primary teachers evaluate the effect of STEAM education program on primary education is positive, and they answer that we need many teaching materials for STEAM education, operating as a regular curriculum, and securing budget. In order to spread STEAM education in field of primary education successfully, administrators have to consider and reflect the voice of teachers.
Journal of the Korean Society of Earth Science Education
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v.13
no.1
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pp.15-28
/
2020
This study aimed to develop an HTE (It is an abbreviation for Here, There, and Everywhere) STEAM program combining with the use of an analogy in a middle school subject unit 'the solar system' and realize creative education for intelligent information society through a process of verifying the effectiveness of the program. For reference, the program was applied to 354 students in the first grade of two middle schools in South Korea - one was A middle school in Sejong City, the other B middle school in Pyeongtaek City. The STEAM program was revised and made up for the weak points for three times by a group of experts, and then it got verified for validity. The final version of the program was applied to middle school education sites in Korea for six periods in total. In other to confirm the effectiveness, two types of tests - logical thinking ability test and STEAM attitude test - were conducted before and after the program treatment. On top of that, the STEAM satisfaction test was also implemented in order to explore the students' recognition of the program after the program treatment. The results of this study were as follows. First, it turned out the STEAM program using the analogy was effective in improving the students' logical thinking ability. Second, the STEAM program blended with the analogy was also effective in improving the students' STEAM attitude. Third, the students' recognition of the STEAM program using the analogy was quite positive, and the program was efficacious in intriguing the students' interests in science. Judging from the results of the program, the students' satisfaction with the classes they take will be expected to be higher if the STEAM program is implemented in the next-term classes with more sufficient time.
The purpose of this research is to provide a desirable case of STEAM education utilizing 'Energy and Transportation Technology' unit on the subject of technology home economics. The middle school students learned with the integrated approach based on STEAM integrated education, and through production process they had the opportunity for application and expression in diverse forms. The results of this process to achieve the purpose are as follows. First, as the procedural model to develop STEAM program utilizing 'Energy and Transportation Technology' unit on the subject of technology home economics, the five stages: preparation, development, verification, practice, and evaluation, were presented. The preparation stage was composed of requirement analysis, the selection of program subject, and STEAM program curriculum analysis, the selection and organization of STEAM program lesson. The development stage was composed of the development of lesson plan, multimedia teaching materials, worksheet and worksheet answer key. In the verification stage, the verification of validity by experts was conducted, and in the practice stage, the developed program was applied to the middle school students in the educational field, and in the evaluation stage, based on the evaluations received from learners and teachers, it was revised and supplemented. Second, the STEAM program was developed into the program summary map, lesson plan, multimedia teaching materials, worksheet and worksheet answer, etc., and after the validity was secured through experts' verification, it was revised and supplemented and applied to actual classes. Third, the results of the learners' evaluation of the developed STEAM program showed that the degree of satisfaction with the program was high with the average score of the entire questions being 4.00 on a five-point scale. As the teachers also evaluated the developed STEAM program as very effective, the opinions of learners and teachers were collected and the program was finally improved and completed.
Journal of the Korean Society of Earth Science Education
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v.10
no.1
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pp.62-75
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2017
The purpose of this study is to examine the effects of Environmental literacy and STEAM Attitude through the use of the Eco-STEAM program for elementary students. For the purpose of this study, a teaching plan and worksheet for students using Eco-STEAM Programs was developed and applied. Through the questionnaires and the analysis of students' outcomes, the effects on Environmental literacy and STEAM Attitude in both quality and quantity were verified. The results of this study are as follows: First, the improvement in the Environmental Literary score has statistically meaningful difference(p<.05). Second, the change in students' STEAM attitude by applying the Eco-STEAM program has statistically meaningful difference (p<.05). Third, according to the analysis of a questionnaire used to evaluate the program, students had a positive perception of the STEAM program and gained higher level of satisfaction about the lesson. Therefore, Eco-STEAM Program applied in this study might be useful to improve Environmental Literacy, and can be expected to improve STEAM literacy and should be widely applied to Science education.
Journal of the Korean Society of Earth Science Education
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v.8
no.3
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pp.240-250
/
2015
The purpose of this study is to examine the effects of interest in science and STEAM Literacy through the use of the design based STEAM program utilizing Smart Device for elementary students. For the purpose of this study, a teaching plan and worksheet for students using STEAM Programs was developed and applied. The results of this study are as follows: First, the improvement in the interest in science score has statistically meaningful difference(p<.05). Second, the change in students^{\backprime} STEAM Literacy by applying the design based STEAM program utilizing Smart Device has statistically meaningful difference (p<.05). Third, according to the analysis of a questionnaire used to evaluate the program, students had a positive perception of the STEAM program and gained higher level of satisfaction about the lesson. Therefore, design based STEAM Program utilizing Smart Device applied in this study might be useful to improve STEAM Literacy, and can be expected to improve interest in science and should be widely applied to Science education.
Journal of the Korean Society of Earth Science Education
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v.6
no.3
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pp.261-270
/
2013
The purpose of this study is to examine the effects of creative thinking activities and STEAM Literacy through the use of the STEAM program utilizing Regional Science Experience Resource for elementary students. For the purpose of this study, a teaching plan and worksheet for students using STEAM Programs was developed and applied. The results of this study are as follows: First, the improvement in the scientific attitude score has statistically meaningful difference(p<.05). Second, the change in students' STEAM literach by applying the STEAM program utilizing Regional Science Experiences Resource has statistically meaningful difference (p<.05). Third, according to the analysis of a questionnaire used to evaluate the program, students had a positive perception of the STEAM program and gained higher level of satisfaction about the lesson. Therefore, STEAM Program utilizing Regional Science Experiences Resource applied in this study might be useful to improve STEAM Literacy, and can be expected to improve scientific attitude and should be widely applied to Science education.
STEAM education is an effective teaching method to develop self-problem-solving skills through creative thinking. In order to revitalize STEAM education, various program models are being developed recently. The purpose of this study is to develop a STEAM education program based on the project-based learing method that includes the process of solving global environmental problems. The STEAM element was extracted by linking the zero energy house design with the middle school curriculum, and the STEAM education program was developed considering career activities. It was analyzed whether the developed program can improve STEAM core competence and job preparation ability. The education program was conducted for middle school students and the program was evaluated through questionnaires. In order to strengthen the STEAM competency, project-based learning method was applied and it was able to enhance the active problem solving ability of learners. In addition, opportunities for career experience could be provided through career exploration programs and various activities. Through this STEAM education program, it is expected to contribute to cultivating human resources with convergence knowledge and core competency.
Journal of the Korean Society of Earth Science Education
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v.10
no.1
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pp.17-25
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2017
The purpose of this study is to investigate the impact of logical thinking when applying STEAM program for middle school students. Therefore, you're creative, framework governing the conditions and be present, creative design of the emotional experience of class under the procedures of the program from a program by previous studies. STEAM improve program is entirely logical thinking to determine that 47 2nd grade in middle school student radio sampling four weeks, six round of poetry classes. Awareness stage after the program STEAM improved but there was little change in logical thinking and appears to be effective, particularly in conservation, combined logic.(p<0.05)
Journal of the Korean Society of Earth Science Education
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v.7
no.3
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pp.327-337
/
2014
In this research, a subject substitute STEAM program was developed in context of a trend of STEAM education and a new science contents in a 2009 revised curriculum, which can replace the 2009 revised curriculum contents of 'Sound' unit in the third and the fourth grade. The developed program was taught to the 4th graders in a field. After applying the program, how students acknowledge the subject substitute STEAM program was analyzed through questionnaire. The research results were as follows. First, the subject substitute STEAM program of 3 sub programs was developed with centered around 'sound' unit for 4th graders. Second, students made a positive estimation of the STEAM program because of various activities and learning subject related to daily life. Third, they considered difficult term, necessary craft skills in creative design, understanding scientific principle and a lot of necessary time as difficulties of the STEAM program. And they also recognized that making stuff activity and learning aid material like activity sheet, picture and video helped to understand a lesson. Lastly, students had a positive thinking or negative thinking about STEAM program before they learn. But after learning the STEAM program, all of them showed their positive attitude to the STEAM program.
The purpose of this study were to develop a M-STEAM program for first grades in elementary school and investigate the effects of the program on their learning motivation for the math subject and creative personality. For those purpose, this study set the following research questions. Research Question 1 : How will a M-STEAM program be devised applicable to first grades in elementary school? Research Question 2 : What kind of effect does a M-STEAM program have on the learning motivation and creative personality of students? The findings were as follows: First, lesson contents were reorganized by keeping the Unit 3 in the second semester of first grade in the current math curriculum under the convergence theme of "Build an environment friendly future city" to which the STEAM elements were added. Developed program promoted mathematical thinking ability for problem solving in the process of operating the number of blocks. Through the M-STEAM program, convergence thinking was created from a new perspective by exerting creativity in such process. Second, the STEAM program had effects on the learning motivation and creative personality of first graders in math subject. The t-test results show that the STEAM program developed in this study increased the fun and interest of students, helped with their concentration, and promoted their understanding of mathematical concepts. Therefore the M-STEAM program had positive impacts on the learning motivation and creative personality of first graders in math learning.
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