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http://dx.doi.org/10.14352/jkaie.2017.21.4.475

An Instructional Design of STEAM Programs using 3D Printer and Analysis of its Effectiveness and Satisfaction  

Bae, Youngkwon (Dept. of Computer Education, Daegu National University of Education)
Park, Phanwoo (Dept. of Computer Education, Daegu National University of Education)
Moon, Gyo Sik (Dept. of Computer Education, Daegu National University of Education)
Yoo, Inhwan (Dept. of Computer Education, Daegu National University of Education)
Kim, Wooyeol (Dept. of Computer Education, Daegu National University of Education)
Lee, Hyonyong (Dept. of Earth Science Education, Kyungpook National University)
Shin, Seungki (Gumrak Elementary School)
Publication Information
Journal of The Korean Association of Information Education / v.21, no.4, 2017 , pp. 475-486 More about this Journal
Abstract
The purpose of this study is to develop the STEAM program using 3D printer and to verify its effectiveness and students' satisfaction in order to draw implications and suggest the future directions. To design the alternative instructional framework utilizing the 3D printer, we used the learning standards of 'presenting the situation', 'creative design', and 'emotional experience' for the 3rd to 4th grade and 5th and 6th graders in elementary school. As a result of the experiment, statistically significant results were obtained about 'interest', 'care and communication', 'self-directed learning', 'career choice for science and engineering'. According to the students' satisfaction survey, students responded that they are interested in general, they can learn various subjects in relation to existing the regular classes, and that they have lots of making and experiencing activities.
Keywords
3D Printer; STEAM; 4th Industrial Revolution; Instructional Design; Satisfaction;
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