• Title/Summary/Keyword: Technology-based STEAM education

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Research on the Emotional Expression of Synesthesia through STEAM Education Program (융합인재교육(STEAM) 프로그램을 통해 배우는 공감각의 감성적 표현 연구)

  • Lee, Jin;Lee, Seungyon-Seny
    • The Journal of the Korea Contents Association
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    • v.13 no.9
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    • pp.448-454
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    • 2013
  • This paper proposes a methodology of expanding the mind in multi-disciplinary ways through STEAM education program based on science and art. The paper aims at analyzing both the analog- an digital-based emotional expressions experienced by students. Students use digital visualization technology using linguistic tool as well as sense of vision, hearing and touching. This is a STEAM education program designed for high school students and called "Kandinsky, Drawing the Sound". Kandinsky was a prominent proponent of synesthesia and through his artwork, students can learn how to express and develop synesthetic senses. Through this STEAM program, students are empowered to express diverse emotions reconstructed through plays, stories and synesthesia.

Development of educational program for elementary school students using educational robot based on STEAM (STEAM 기반 교육용 로봇 활용 초등학생 대상 학습 프로그램 개발)

  • Kwon, Soon-Beom;Nam, Dong-Soo;Lee, Tae-Wuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.06a
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    • pp.221-224
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    • 2011
  • 본 논문에서는 최근 교육부에서 강조하고 있는 STEAM 교육을 기반으로 한 교육용 로봇 활용 초등학생 대상 학습 프로그램을 개발을 하고자 한다. STEAM 교육은 Science, Technology, Engineering, Art, Mathematics 다섯 교과를 융합적으로 가르치는 교육을 의미한다. 실생활과의 연계를 중요시하는 최근 교육의 경향을 볼 때, 한 가지 교과만으로는 실생활과의 연계를 설명할 수 없기 때문에 여러 교과를 같이 융합하여 가르쳐야 한다. 이와 관련하여 교육용 로봇을 활용하여 지도하는 방법을 모색하고자 한다. 구체물을 사용하여 조작하는 것은 초등학생의 인지발달단계와도 맞물려 있으므로 흥미있게 주제에 접근하는 좋은 방법이 될 것이다.

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Development and Management of the Advanced STEAM Teacher Training Program (STEAM 심화과정 교사연수 프로그램 개발 및 운영)

  • Hahn, Insik;Hwang, Shinyoung;Yoo, Jungsook
    • Journal of The Korean Association For Science Education
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    • v.36 no.3
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    • pp.399-411
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    • 2016
  • The purpose of this study is to investigate implications for future STEAM education by analyzing the surveys by the in-service teachers who participated in the Advanced STEAM Teacher Training Program(ASTTP) for raising interests and understanding of science and technology and nurturing STEAM literacy and problem-solving ability of students. ASTTP was developed for promoting 'teacher competence for STEAM.' ASTTP is a 60-hour program(4 credits), which includes offline intensive course of 38 hours, online training course of 12 hours, a course of implementation at schools for 5 hours, and a workshop for 5 hours (based on the 2014 program). For the offline intensive course, teachers take various professional development classes and activities, such as open-laboratory tours, advanced experiments, mentoring programs, and team projects as well as lectures on diverse disciplines. For the online course, teachers take online classes freely while they are encouraged to work with other teachers in groups. After taking both online and offline courses, the teachers are required to implement their STEAM lesson plans in their classrooms. Finally at the workshop, some selected teachers share how successfully they have implemented STEAM education. About 700 teachers have successfully taken the program from 2012 to 2014. Based on the surveys by the teachers, the program has been modified and improved. Our analysis shows increased professional development in STEAM education for the participating teachers. This study can provide some implication and helpful insights for people who need to develop and manage teacher training programs for STEAM education and other education programs in general.

Development of educational program based on STEAM using Picocricket (피코크리켓을 활용한 STEAM 기반 학습 프로그램 개발)

  • Kim, Myung-Jung;Lee, Tae-Wuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.01a
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    • pp.123-126
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    • 2015
  • 본 논문에서는 지식융합시대에 발맞춰 피코크리켓을 활용한 STEAM 기반 학습 프로그램을 개발하고자 한다. STEAM 교육은 Science, Technology, Engineering, Arts, Mathematics 다섯 가지의 학문을 융합적으로 가르치는 교육을 의미한다. 이는 빠르게 변화하고 있는 사회에 적응하고 실생활 문제해결 및 창의적인 사고력을 배양하기 위해서 여러 교과를 같이 융합하여 가르쳐야 한다. 이를 위해 다양한 교육용 로봇을 활용해 STEAM 교육이 진행되고 있으며 이번 연구에서는 피코크리켓을 활용한 학습프로그램을 개발하고자 한다. 피코크리켓은 통합적인 문제상황을 해결하는 과제를 제시하고 해결하는데 유용한 교육용로봇이며 학습프로그램에 효과적으로 활용될 것이다.

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Effect of STEAM Education Program Based on Hands on Sensor (Hands on 센서 기반 고도화된 STEAM 교육 프로그램의 효과)

  • Kim, Sug Hee;Yu, Heonchang
    • The Journal of Korean Association of Computer Education
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    • v.16 no.3
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    • pp.79-89
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    • 2013
  • Over the past 10 years, STEAM education uprises to address student's low interest in and self-concept in comparison with their academic achievement in science, reacquaintance to enter schools of natural sciences or engineering. However, There is a paucity of empirical evidence revealing values and necessities of STEAM education in school. The purpose of this investigation is to develop steam education program making and using hands on sensor to experience new technology in school, to apply the program to 110 fourth graders, and to study the effect of the program. Pre- and post-test was used to measure level of student's scientific interest and attitude, scientific problem solving ability, scientific creative problem solving ability, personality test for children, satisfaction of school life. In conclusion, the result show that STEAM education improve every domain of the measurements.

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Development of STEAM Diagnostic Evaluation Tool to Strengthen the Implementation of STEAM Education (STEAM 교육의 실행 강화를 위한 학교 STEAM 역량 진단 도구 개발)

  • Park, HyunJu;Sim, Jaeho;Lee, Ji-Ae;Lee, Youngtae
    • Journal of Science Education
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    • v.45 no.3
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    • pp.349-363
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    • 2021
  • The purpose of this study is to develop an instrument for school STEAM education diagnostic assessment. Literature reviews, the developmental study of a prototype instrument, experts' advices, and pilot study were administrated. The school STEAM education diagnostic assessment was consist of five areas: 'STEM education action and sustainability plan,' 'STEAM curriculum and instruction,' 'STEAM professional development,' 'process-based evaluation,' and 'community and partnerships.' Each area had one to five sub-areas. A total of 14 diagnosis items were developed, including items that can diagnose the school's STEAM environment base and STEAM education execution level at the school unit and member level for each area. The validation of the diagnostic assessment was conducted through the content validity of the expert group and the validity of a survey targeting school teachers. For applying the instrument for STEAM Education School Assessment to schools, a total of 267 elementary, middle, and high schools participated. As a result, the average of the five areas was 1.46 to 2.18. This instrument comprehensively diagnoses and evaluates the implementation and effectiveness of STEAM education in schools, and is expected to be used as basic data and core data for implementing STEAM education.

The Development of STEAM Program with the Unit 'Energy and Transportation Technology' on the Subject of Technology.Home Economics (기술.가정 교과 '에너지와 수송 기술' 단원에서 활용할 STEAM 프로그램 개발)

  • Kim, Ki Yeol;Ham, Hyung In;Kim, Ki Soo
    • 대한공업교육학회지
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    • v.38 no.1
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    • pp.29-48
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    • 2013
  • 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.

Development and Application of the STEAM Education Program Focused on the Sensor-Based Scratch Programming (센서 기반 스크래치 프로그래밍 중심의 STEAM 교육 프로그램 개발 및 적용)

  • Kim, Tae-Hun;Kim, Byeong-Su;Kim, Jong-Hoon
    • Journal of The Korean Association of Information Education
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    • v.18 no.1
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    • pp.65-74
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    • 2014
  • The STEAM education and the computer science education have become increasingly important with the advert of science technology that enhances the national competitiveness. The purpose of the research is to develop the STEAM education program focused on programming education. I introduced a programming activity utilizing a sensor that can trigger students' interest with relation to other school subject factors. I applied the education program to grade 4-5 students, then compared and analyzed effects of the education program by conducting pretest and posttest regarding the creativity, reasoning skills, and the affective domain in science learning. Overall, the analysis reveals that the STEAM education program developed in this study improved fluency, originality and creativity index of the students' creativity, reasoning skills and scientific attitudes.

A Design and Effect of STEAM PBL based on the History of Mathematics (수학사를 활용한 융합적 프로젝트기반학습(STEAM PBL)의 설계 및 효과 분석)

  • Lee, Minhee;Rim, Haemee
    • School Mathematics
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    • v.15 no.1
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    • pp.159-177
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    • 2013
  • This study is a case study of STEAM education. We have developed teaching and learning materials, suggested teaching method, and analysed the result for exploring the potential and effect of STEAM. The content of this study is based on the history of mathematics. Science (S) is related to the 24 divisions of the year, the height of the sun, the movement of heavenly bodies. Technology (T) is related to the exploration with graphic calculators. Engineering (E) is related to design sundial and research on the design principles. Art (A) is related to literature review about mathematical history, the understanding of the value of the mathematics. Mathematics (M) is related to the trigonometric functions. We have considered that Project-Based Learning is proper teaching and learning for STEAM education, we have designed the STEAM PBL and analysed the results focused on the developing integrative knowledge, mathematical attitude including mathematical value, the competencies of 21 century. The result of this study is as follows. We find that STEAM education activates students' collaboration, communication skills and improves representation and critical thinking skills. Also STEAM education makes positive changes of students' mathematical attitudes including the values of the mathematics.

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Domestic and International Experts' Perception of Policy and Direction on STEAM Education (융합인재교육(STEAM)의 정책과 실행 방향에 대한 국내외 전문가들의 인식)

  • Jung, Jaehwa;Jeon, Jaedon;Lee, Hyonyong
    • Journal of Science Education
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    • v.39 no.3
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    • pp.358-375
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    • 2015
  • The purposes of this study were to investigate the value, necessity and legitimacy of STEAM Education and to propose practical approaching methods for STEAM Education to be applicable in Korea through a variety of literature review, case studies and collecting suggestions from domestic and international educational experts. The research questions are as follows: (1) To investigate the perception, understanding and recognitions of domestic and foreign professionals in STEAM education. (2) To analyze policy implications for an improvement in STEAM. The following aspects of STEAM were found to be challenges in our current STEAM policy after analyzing multiple questionnaires with the professionals and case studies including their experiences, understanding, supports and directions of the policy from the governments. The results indicate that (1) there was a lack of precise and conceptual understanding of STEAM in respect to experience. Training sessions for teachers in this field to help transform their perception is necessary. Development of practical programs with an easy access is also required. It is important to get the aims of related educational activities recognized by the professionals and established standards for an evaluation. The experts perceived that a theme-based learning is the most preferred and effective approaching method and the programs that develop creative thinking and learning applicable to practice are required to promote. (2) The results indicate that there was a lack of programs and inducements for supporting outstanding STEAM educators. It is shown that making an appropriate environment for STEAM education takes the first priority before training numbers of teachers unilaterally, thus securing enough budget seems critical. The professionals also emphasize on developing specialized teaching materials that include diverse inter-related subjects such as science technology, engineering, arts and humanities and social science with diverse viewpoints and advanced technology. This work requires a STEAM network for teachers to link up and share their materials, documents and experiences. It is necessary to get corporations, universities, and research centers participated in the network. (3) With respect to direction, it is necessary to propose policy that makes STEAM education ordinary and more practical in the present education system. The professionals have recommended training sessions that help develop creative thinking and amalgamative problem-solving techniques. They require reducing the workload of teachers and changing teachers' perspectives towards STEAM. They further urge a tight cooperation between departments of the government related with STEAM.

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