• Title/Summary/Keyword: 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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    • v.9 no.3
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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.

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

  • Bae, Seon-A
    • 대한공업교육학회지
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    • v.36 no.2
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    • pp.47-64
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    • 2011
  • The purpose of this study was to verify the effects of the technology-based STEAM education on attitude toward technology of middle school students. The following hypothesis was stated for the purpose of the study. There is no significant differences of attitude toward technology of middle school students before and after applied the technology-based STEAM education in sub-elements (1) interest in the technology, (2) technology's gender role, (3) technology's importance and influence, (4) accessibility to technology, (5) technology and school curriculum, (6) technology-related career, and (7) technology and creative activity. One-Group Pretest-Posttest Design was applied to 'After-school' activities of ${\bigcirc}{\bigcirc}$ middle school for this experimental research. The data were collected and interpreted statistically by paired samples t-test using SPSS(ver. 15) at the .05 level of significance. The results of the study were as follow: First, the technology-based STEAM education was effective in raising technological attitude of middle school students. Second, the technology-based STEAM education was effective in enhancing attitude of middle school students on interest in technology, technology's gender role, technology's importance and influence, technology and school curriculum, and creative activity. Third, the technology-based STEAM education was not effective in improving attitude on accessibility to technology and aspiration to technology-related occupation of middle school students.

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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    • v.16 no.3
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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.

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

  • Kim, Jeong-A;Kim, Byeong-Su;Lee, Ji-Hwon;Kim, Jong-Hoon
    • Journal of Fisheries and Marine Sciences Education
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    • v.23 no.3
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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.

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

  • Kim, Se Mi;Kim, Jeong Kyoum;Kim, Sung Ho;Maeng, Joon Hee
    • Journal of Engineering Education Research
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    • v.21 no.2
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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.

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

  • Kim, Tae-Hun;Kim, Jong-Hoon
    • Journal of Fisheries and Marine Sciences Education
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    • v.24 no.1
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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.

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

  • Choi, Jinsu;Kim, Young-Min;Lee, Young-Ju
    • Journal of Engineering Education Research
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    • v.23 no.5
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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.

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

  • Kim, Eun-Gil;Kim, Jong-Hoon
    • Journal of The Korean Association of Information Education
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    • v.15 no.4
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    • pp.551-560
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    • 2011
  • STEAM education is a topic-based curriculum to integrate the concepts into other subjects such as science, technology, engineering, art and mathematics in order to improve the students' interesting, understanding, integrated thinking and problem solving ability. In this paper, we designed STEAM curriculum in the form of Project-based Learning and developed the material for elementary students. We also developed the android-based application through searching for a utilization of IT simulation for enhancement the students' Project-based Learning effect.

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

  • Cho, Seong-Hwan
    • The Journal of Korea Robotics Society
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    • v.8 no.1
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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.

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 (스마트미디어 기반의 '닭의 한살이' 융합인재교육(STEAM) 수업이 초등학생의 학업성취도, 과학 탐구 능력 및 정의적 영역에 미치는 영향)

  • Choi, Youngmi;Yang, Ji Hye;Hong, Seung-Ho
    • Journal of Korean Elementary Science Education
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    • v.35 no.2
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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.