• 제목/요약/키워드: Technology-based STEAM education

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Design Principles for Learning Environment based on STEAM Education

  • Kim, Sunyoung
    • International Journal of Advanced Culture Technology
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    • 제9권3호
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    • pp.55-61
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    • 2021
  • In this study, a learning environment based on STEAM theory was proposed to support and improve learners' activities and achievements for convergent design education. The learning environment design influence STEAM education with intentional design and schedule coordination, schools can create informal environments that are crucial to STEAM education. The physical surroundings of the learning space should be applied to teaching methods and learning activity, especially for STEAM-based education, physical space conditions should support the learner's design thinking and process. Furthermore, STEAM-based education environment should support a vast array of experiences that allow students to learn the context around ideas and skills. For spaces for learning environment based on STEAM, common design principles should be considered such as technology integration, safety and security, transparency, multipurpose space, and outdoor learning. Therefore, the learning environment based on STEAM needs flexible and mobile, connected, integrated, organized, flipped, and team-focused surroundings to support the learners understand, participate, cooperate, and accomplish the design process.

기술기반 STEAM 교육이 중학생의 기술적 태도에 미치는 영향 (Effect of Technology-Based STEAM Education on Attitude toward Technology of Middle School Students)

  • 배선아
    • 대한공업교육학회지
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    • 제36권2호
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    • pp.47-64
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    • 2011
  • 이 연구는 기술기반 STEAM 교육이 중학생의 기술적 태도에 미치는 영향을 알아보는데 그 목적이 있다. 이의 목적을 달성하기 위해 다음과 같은 영가설을 설정하였다. 기술기반 STEAM 교육을 적용하기 전과 후의 중학생의 기술적 태도는 (1)기술에 대한 흥미, (2)기술의 성 역할, (3)기술의 중요성과 영향, (4)기술 접근 용이성, (5)기술과 학교 교육과정, (6)기술 관련 진로, (7)기술과 창의적 활동과 같은 하위 요소에서 차이가 없을 것이다. 가설을 검증하기 위하여 ${\bigcirc}{\bigcirc}$중학교 3학년 31명을 대상으로 '방과후 학교' 활동에 '단일집단 사전 사후검사 설계' 모형을 적용하였다. 수집된 자료는 유의도 .05 미만의 수준에서 대응표본 t-검증 실시하여 분석하였다. 이 연구의 결과는 다음과 같다. 첫째, 기술기반 STEAM 교육은 중학생의 기술적 태도를 높이는데 효과적이었다. 둘째, 기술기반 STEAM 교육은 중학생의 기술에 대한 흥미, 기술의 성 역할, 기술의 중요성과 영향, 기술과 학교 교육과정, 창의적 활동에 관한 태도를 높이는데 효과적이었다. 셋째, 기술기반 STEAM 교육은 중학생의 기술 이해와 접근, 기술과 관련한 직업의 추구 정도에 관한 태도를 향상시키는데 효과적이지 못했다.

Research Analysis on STEAM Education with Digital Technology in Korea to Prepare for Post-Corona Era Education

  • Hyun, Jung Suk;Park, Chan Jung
    • International Journal of Contents
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    • 제16권3호
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    • pp.101-110
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    • 2020
  • Problem solving in real life is a core competency commonly adopted in several subjects recently. The real-world problems were rarely resolved with only one domain of knowledge. Thus, convergence education is becoming a trend in many countries. As on-line education is revitalized because of COVID-19, the need for changes to STEAM education is emerging. In December 2019, the on-line education systems quickly settled in schools because of COVID-19. During the first semester of 2020, most school education was conducted as virtual/distance learning classes. It is necessary to analyze how much technology has been used in the STEAM classes in Korea. This paper analyzes the research papers related to the STEAM education in Korea conducted in the last 10 years. By doing this, we analyze what kind of edutechs we were interested in, what kind of STEAM education actually occurred, and to whom it was conducted. The previous research papers analyzed in this paper are the papers in the Korea Citation Index accredited journals and candidate journals. Finally, this paper proposes educational changing factors to be considered for future technology-based STEAM education.

융합형 인재 양성을 위한 IT 기반 STEAM 교수·학습 방안 연구 (A Study of Teaching-Learning Methods for the IT-Based STEAM Education Model With Regards to Developing People of Interdisciplinary Abilities)

  • 김정아;김병수;이지훤;김종훈
    • 수산해양교육연구
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    • 제23권3호
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    • pp.445-460
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    • 2011
  • Recently, worldwide attention has been placed on being able to develop a person with interdisciplinary abilities. Specifically, there has been an emphasis on the integration of the previous STEM education and the arts, as well as the role of IT in technology and engineering education. Therefore, for this study, our goal is to help pave the way for the increased use of the teaching-learning methods of the IT-based STEAM education in developing people with interdisciplinary abilities. Firstly, we searched through domestic and foreign papers for example related to the recent trend towards the STEAM and integrative IT education models. In this study, we also presented a realistic teaching model based on STEAM education, applied mainly in the U.S., and on the teaching-learning methods of science and technology. The method we suggested is rated by expert assessments as a highly effective teaching-learning method for science and math. The use of educational IT technology in the STEAM education method is also analyzed with positive results.

초·중등학생을 위한 디자인적 사고기반의 STEAM교육 프로그램의 효과 (Effect of Design Thinking-based STEAM Program for Primary and Secondary Students)

  • 김세미;김정겸;김성호;맹준희
    • 공학교육연구
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    • 제21권2호
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    • pp.17-27
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    • 2018
  • This study aims to investigate the effect of design thinking-based STEAM program for primary and secondary students. The design thinking-based STEAM program dealt with advanced scientific technology issues and it consisted of 8 topics. A questionnaire was developed to explore the change of Science concept awareness, Interest, Self-efficacy, Career consciousness of students through the program. The questionnaire consisted of following 4 areas, such as 'Science concept awareness', 'Interest', 'Career consciousness' and 'Self efficacy'. Pre-post test was conducted to 75 primary and secondary students. As a result of analyzing post-test compared to pre-test, 'Science concept awareness', 'Career consciousness' and 'Self efficacy' of students were improved. And the 'Interest' wasn't changed significantly. Through this research, it can be suggested that the design thinking-based STEAM program can be useful at school education to improve the Science concept awareness, Career consciousness and Self-efficacy of primary and secondary students. It is also proposed that further research of the various areas of interest and other affective variables will be needed.

물리학습을 위한 STEAM 기반의 안드로이드 앱 개발 (A Development of Android Application for Physics Learning Based on STEAM)

  • 김태훈;김종훈
    • 수산해양교육연구
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    • 제24권1호
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    • pp.25-33
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    • 2012
  • Though science and technology are evolving rapidly in recent years, the traditional science education has limits for students to be satisfied their interests and needs because they couldn't follow these speeds. STEAM as a education integrating science, technology, engineering, arts and mathematics has strengths of increasing interests and understandings in science and technology and improving integrated thinking and problem solving ability for leaners. In this study we analyze the elementary school curriculum and construct physics learning based on STEAM and develop a android application to increase interests in science and improve problem solving ability. In the future, we need to analyze and develop the curriculum and contents for the STEAM education.

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.

프로젝트 기반 학습의 STEAM 융합 교육과정 설계 -안드로이드 기반 동력 전달 학습 콘텐츠 개발 및 활용 중심으로- (Design of the STEAM Integrated Curriculum based on Project-based Learning -Focus on Android-based Learning Content Development and Utilization-)

  • 김은길;김종훈
    • 정보교육학회논문지
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    • 제15권4호
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    • pp.551-560
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    • 2011
  • STEAM 교육은 과학 기술 공학 예술 수학 교과의 연계 지도를 통해 학습자의 과학기술에 대한 흥미와 이해를 높이고 융합적 사고와 문제해결능력을 배양할 수 있도록 주제 중심의 학습 내용으로 교육과정을 재구성하여 가르치는 것이다. 따라서 본 논문에서는 초등학교에서 운영할 수 있는 STEAM 교육과정을 프로젝트 기반 학습 형태로 설계하고 운영에 필요한 교수 학습 자료를 제작하였다. 또한 STEAM 교육에서 IT 기술이 모의실험 도구로 활용될 수 있는 방안을 모색하여 프로젝트 기반 학습의 교육 효과를 높이고자 안드로이드 기반에서 애플리케이션을 개발하였다.

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융합적 사고를 기반으로 한 로봇활용 교육의 효과 (The Effect of Robots in Education based on STEAM)

  • 조성환
    • 로봇학회논문지
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    • 제8권1호
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    • pp.58-65
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    • 2013
  • The purpose of this paper is to improve scientific attitude and interest of the elementary school students by using STEAM-based robots in education. In this work, we analyzed PDIE model that describes methodology for generating STEAM integrated education materials and then we also developed teaching materials utilizing STEAM-based robots. The effect of the STEM-based robots in education was analyzed through a test class which demonstrated the robots indeed help improving scientific attitude and interest of students. During the class, individual knowledge and experience of the students were integrated into the STEAM-based robots which then provide customized help for each student so that they have better understanding and interest in science, technology, and engineering field.

스마트미디어 기반의 '닭의 한살이' 융합인재교육(STEAM) 수업이 초등학생의 학업성취도, 과학 탐구 능력 및 정의적 영역에 미치는 영향 (The Effects of Smart Media Based STEAM Program of 'Chicken Life Cycle' on Academic Achievement, Scientific Process Skills and Affective Domain of Elementary School Students)

  • 최영미;양지혜;홍승호
    • 한국초등과학교육학회지:초등과학교육
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    • 제35권2호
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    • pp.166-180
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    • 2016
  • This paper examines the effects on academic achievement, scientific process skills and affective domain for elementary students learning the 'Chicken life cycle' through traditional science class versus a smart media based STEAM approach. Students designed and built a hatching jar and created a smart media content for chickens using time-lapse technology. This STEAM program was developed to improve their scientific concepts of animals over nine periods of classes using integrated education methods. The experimental study took place in the third grade of public schools in a province, with the STEAM approach applied in 2 classes (44 students) and the traditional discipline approach implemented in 2 classes (46 students). The STEAM education significantly influenced the improvement of academic achievements, basic scientific process skills and affective domain. The results suggest that this STEAM approach for teaching scientific concepts of animal life cycles has the performance in terms of knowledge, skills and affect gain achievements in elementary school students' learning when compared to a traditional approach. Moreover, the smart media based STEAM program is helpful to lead students to engage in integrated problem-solving designs and learning science and technology.