• 제목/요약/키워드: STEAM Program

검색결과 419건 처리시간 0.027초

초등과학 수업에서 오조봇 코딩을 활용한 SW 융합교육프로그램의 개발과 적용 (The Development and Application of the SW-STEAM Program by Utilizing Ozobot Coding for Elementary Science Class)

  • 김혜란;최선영
    • 한국초등과학교육학회지:초등과학교육
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    • 제38권2호
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    • pp.234-243
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    • 2019
  • The purpose of this study is to investigate the effects of the SW-STEAM program by utilizing ozobot coding for elementary science class. The developed SW-STEAM program was applied to $5^{th}$ grade students of S elementary school located in B city. The participants were divided into an experimental group which is consisted of 22 students and a comparative group comprised 22 students. And they were engaged in different teaching and learning methods during 11 class hours. The experimental group participated in the SW-STEAM program, the comparative group was taught by using a traditional instruction. The main results of this study are like followings. The SW-STEAM program had a positive effect on elementary school students' basic science process skill, science learning motive, science achievement. Therefore, the SW-STEAM program by utilizing ozobot coding could be meaningful works to encourage students' basic science process skill, science learning motive and science achievement, and more studies on developing SW-STEAM program are needed.

Exploring the Characteristics of STEAM Program Developed by Docents and its educational impact in the Natural History Museum

  • Park, Young-Shin;Park, Jin-Hee;Ryu, Hyo-Suk
    • 대한지구과학교육학회지
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    • 제7권1호
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    • pp.75-90
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    • 2014
  • The purpose of this study was to explore the characteristics of STEAM program developed and implemented by two docents and its educational impact for the use of natural history museum. Two docents developed this program with the help of science educators who ran five times of workshop during five months. The STEAM program implemented in the natural history museum demonstrated the following characteristics. The exhibitions in museum were reached by visitors only for learning science concepts (S) out of five components in STEAM. The other components, T (technology) and E (engineering), were delivered through lectures in the room, not exhibition hall. M (Mathematics)was achieved by guessing the animal's size, or calculating the walking or running speed with the clue of foot prints. The three phases of STEAM program (presentation of context, creatively design the investigation, and emotional touch) were explicitly implemented but partially successful. Two docents participating in this study responded that they formed new or extended the understandings about STEAM education, but they had the difficulties in implementing STEAM program for various type of visitors. All visitors who participated in this study displayed the favorable responses in educational impact by STEAM program in natural history museum. The heavier emphasis on E and T of STEAM program is recommended through community-based learning. In addition, educator professional program through which docents can bridge theory into practice is suggested for revitalization of STEAM education.

STEAM 교수-학습 프로그램의 개발 동향 분석 및 수학교과 중심의 STEAM 교수-학습 프로그램의 개발 (The Analysis of Research Trends on STEAM Instructional Program and the Development of Mathematics-Centered STEAM Instructional Program)

  • 한혜숙
    • 한국수학교육학회지시리즈E:수학교육논문집
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    • 제27권4호
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    • pp.523-545
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    • 2013
  • 본 연구에서는 STEAM 교수-학습 프로그램의 개발에 대한 전반적인 동향 및 수학교과 중심의 STEAM 교수-학습 프로그램의 특성을 살펴보기 위하여 2011년부터 1월부터 2013년 9월까지 개발된 STEAM 교수-학습 프로그램 개발과 관련 논문들을 수집하여 분석하였고, 중학교 2학년 학생들을 대상으로 활용할 수 있는 수학교과 중심의 STEAM 교수-학습 프로그램을 개발하였다. 본 연구 결과에 의하면, 분석의 대상에 포함된 19편의 수학교과 중심의 STEAM 교수-학습 프로그램 관련 논문에는 '상황제시', '자기 문제화', '새로운 도전', '자기 평가'의 요소가 적절하게 반영되지 않은 프로그램이 다수 있는 것으로 나타났다. 따라서 본 연구에서는 이러한 요소에 중점을 두어 중학교 2학년 학생들에게 적용할 수 있는 수학교과 중심의 STEAM 교수-학습 프로그램을 개발하였다.

주제중심 프로젝트 기반 STEAM 교육 프로그램 개발 및 적용 (Development and Application of STEAM Education Program based on Topic-specific Project)

  • 이영석;조정원
    • 한국산학기술학회논문지
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    • 제13권12호
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    • pp.5770-5775
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    • 2012
  • 본 논문은 STEAM 교육의 이론적 배경과 국내 외 연구 사례를 살펴보고, 주제중심 프로젝트 기반의 STEAM 교육 프로그램을 개발하였다. 이 프로그램을 초등학교 6학년 과학 3단원 [에너지와 도구]와 4단원 [연소와 소화]를 중심으로 관련 주제들을 추출하여 적용해 보았다. 그 결과 이 프로그램에 따라 활동한 학생들의 과학 흥미도와 과학에 대한 긍정적 태도가 비교반과 비교하여 유의미한 차이를 보이며 증가하였다. 연구결과 주제중심 프로젝트 기반 STEAM 교육 프로그램이 과학 교육에 대한 인식, 흥미, 과학적 태도에 긍정적인 변화를 가져온다는 것을 확인하였다.

지역기관을 활용한 중·고등학교 융합인재교육(STEAM) 프로그램 개발 및 적용 (A Study on Development and Application of STEAM Program for Middle and High School Students using Local Institution(KAIST))

  • 최진수;김영민;이영주
    • 공학교육연구
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    • 제23권5호
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    • pp.3-15
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    • 2020
  • With the 4th Industrial Revolution, educational change is required to cultivate the ability to adapt in the rapidly changing future. Accordingly, the importance of nurturing convergent talents to create new values using the humanities imagination, science and technology creativity, and engineering problem solving ability has emerged. The purpose of this study is to develop STEAM education program with Daedeok R&D Zone and KAIST resources for middle school and high school level. With this program, we investigated the effectivenss of STEAM education on creative problem solving ability, self-efficacy and the perception of STEAM education with pre-test and poste-test model. For this study, 91 students(46 middle school, 45 high school) participated in STEAM education program. As a result student participated in the STEAM program improved the creative problem-solving ability and students' interest in math and science. Also, students perceived STEAM program provided benefits of science-related career information. The suggestions were discussed based on the results.

과학기반 STEAM 천문학습 프로그램이 공간지각능력 및 과학적 태도에 미치는 효과 (The Effects of the Space Perception Ability and Scientific Attitudes through the Science-Based STEAM Astronomical Learning Program)

  • 이용섭;김순식
    • 대한지구과학교육학회지
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    • 제5권3호
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    • pp.297-306
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    • 2012
  • The purpose of this study was to examine the effects of science-based STEAM astronomical learning program on space perception ability and scientific attitudes. For this study the 5 grade, 2 class was divided into a research group and a comparative group. The class was pre-tested in order to ensure the same standard. Space perception ability test and scientific attitudes test was used to find the effect of the science-based steam astronomical learning program. And the results were analyzed by spsswin 18.0. The results of this study were as follows. First, the science-based STEAM astronomical learning program was a positive effects on space perception ability of elementary students. Second, the science-based STEAM astronomical learning program was a positive effects on scientific attitudes of elementary students. According to this research, the science-based STEAM astronomical learning program was verified to improve space perception ability and scientific attitudes on the elementary students.

유아 대상 프로젝트 접근법 기반 공학적 STEAM 프로그램이 유아의 과학적 탐구능력, 수학적 문제해결력, 창의성에 미치는 효과 (Effects of an Engineering-Focused STEAM Program Based on the Project Approach for Young Children on Their Scientific Inquiry Ability, Mathematical Problem-Solving Ability, and Creativity)

  • 유광재;김지현
    • 한국보육지원학회지
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    • 제19권4호
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    • pp.29-52
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    • 2023
  • Objective: This research aims to examine the effect of a young children's engineering-focused STEAM program based on the project approach - a program that constructs components aligned with children's interests in their play through an engineering design process - on their scientific inquiry ability, mathematical problem-solving ability, and creativity. Methods: In this research, 42 five-year-old children from a public kindergarten in S district, I city, were randomly divided into experimental and comparative groups, each with 21 children. The engineering-focused STEAM program was conducted from April 18 to June 10, 2022, with the experimental group exploring the 'car' theme and the comparison group focusing on a different theme. The study employed an independent sample t-test and analysis of covariance(ANCOVA), using the pretest as a covariate to control variables. Results: The children-selected 'cars' themed engineering-focused STEAM program was effective in enhancing their scientific inquiry ability, mathematical problem-solving ability and creativity. Conclusion/Implications: The engineering-focused STEAM program, which emerges from young children's interesting daily play, had positive effects on enhancing their scientific inquiry ability, mathematical problem-solving ability, and creativity. This research can serve as fundamental data for developing education programs focused on engineering within the STEAM framework, guided by children's emergent play.

실과 가정생활 영역을 활용한 융합인재교육프로그램이 초등학생의 실과에 대한 태도와 학습몰입에 미치는 영향 (The Effect of STEAM Program Based on the 'Home Life' Area of the Practical Arts Education on Attitudes Toward Practical Arts and Learning Flow)

  • 금지헌
    • 한국가정과교육학회지
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    • 제24권1호
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    • pp.61-71
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    • 2012
  • 이 연구는 초등학교 5,6학년을 대상으로 2007 개정 실과교육과정의 가정생활 영역을 활용한 STEAM 교육프로그램을 개발하고 그 효과를 검증하는데 그 목적이 있다. 연구방법은 2007 개정 실과교육과정의 7개 가정생활 영역 중 STEAM을 적용하기 적합한 주제를 하나씩 선정하여 총 10차시의 교사용 교수-학습 과정안과 학생용 학습지를 개발하였다. 대구광역시 소재의 A초등학교 5학년 한 학급 21명을 대상으로 프로그램을 적용한 후 실과에 대한 태도와 학습몰입의 변화를 분석하였다. 연구의 결론은 다음과 같다. 첫째, 초등학교 실과 가정생활 영역은 STEAM을 적용하기에 적절한 주제로 이루어져 있으며, 이를 바탕으로 7개 주제의 10차시 STEAM 교육프로그램이 개발되었다. 개발된 프로그램은 교사용 교수-학습 과정안과 학생용 학습지로 구성되어 있으며, 교사용 교수-학습 과정안에는 선택적으로 활용할 수 있는 다양한 STEAM 교육 요소를 제시하였다. 둘째, 개발한 실과 가정생활 영역을 활용한 STEAM 교육프로그램은 초등학생의 실과에 대한 태도를 향상시키는데 효과적이다. 셋째, 개발한 실과 가정생활 영역을 활용한 STEAM 교육프로그램은 초등학생의 학습몰입 수준을 향상시키는데 효과적이다.

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산사태에 관한 STEAM 프로그램이 고등학생들의 정의적 영역에 미치는 영향 (The Effects of STEAM Program Using Landslide on High School Students' Affective Domain)

  • 이정주;위수민
    • 한국지구과학회지
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    • 제36권4호
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    • pp.360-366
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    • 2015
  • 이 연구의 목적은 STEAM 프로그램이 고등학생의 정의적 영역에 미치는 효과를 알아보는 것이다. 이를 위해 '산사태와 우리생활'을 주제로 한 STEAM 프로그램을 개발하여 고등학교 과학 동아리 학생 16명에게 7주 동안 적용하였다. 정의적 영역에 관한 과학적 태도 검사를 사전과 사후에 실시하였으며, 프로그램 적용이 끝난 후 STEAM 프로그램에 관한 설문조사 및 심층인터뷰를 실시하였다. 과학적 태도의 관점에서 STEAM 프로그램은 즐거움, 가치, 자신감, 그리고 일반적인 과학적 태도에서 긍정적 효과를 가져 온다는 것이 나타났다. 프로그램 평가 설문지 결과를 살펴보면 정의적 영역에 도움이 되었다고 응답한 학생이 가장 많았으며 인지적 영역에서도 긍정적 변화가 있음이 확인되었다.

질문이 있는 '지층과 화석' 관련 STEAM 수업 자료 개발 및 적용 (Development and Application of STEAM Class for Stratum and Fossil with Questions)

  • 정미영;홍승호
    • 한국초등과학교육학회지:초등과학교육
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    • 제37권4호
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    • pp.455-465
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    • 2018
  • The purpose of this study is to investigate the effect of 'strata-fossils' STEAM program with questions on the academic achievement, creative problem-solving ability and scientific interests of elementary students. For this purpose, the STEAM program with questions was developed and applied to the third and fourth graders in elementary school. As a result, the academic achievement, creative problem-solving ability and scientific interests of the group applying the program showed a significant improvement in the post-test than the pre-test. The result of learner satisfaction survey of the STEAM program was also high. This means that the STEAM program class with questions for 'strata-fossils' could be meaningful works to encourage students' academic achievement as well as their creative problem-solving ability and scientific interests. Therefore, it seems necessary to apply for other themes in elementary science continuously.