• Title/Summary/Keyword: 기술기반 STEAM 교육

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Teaching Differential Equations based on STEM Education (STEM교육을 기반으로 한 미분방정식의 교육)

  • Ha, Jun-Hong
    • Journal of Practical Engineering Education
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    • v.7 no.1
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    • pp.1-9
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    • 2015
  • STEM Education in the US and Korean STEAM are reviewed. The present STEM education focuses on K-12 and it does not concern STEM education in university. In this paper, we define a STEM education that can be made available in university and we establish a way of teaching and learning differential equations based on the STEM education. The class provides students with a chance to explore the capstone design projects that are developed by seniors and do hands-on activities. We introduce and set a Mobius strip with an instant delivery pathway to solve real problems as a symbol of STEM education.

Development of a Virtual Reality-Based Physics Experiment Training Simulator Centered on Motion of Projectile (포물선 운동을 중심으로 한 가상현실 기반 물리 실험 교육 시뮬레이터 개발)

  • Kim, Yeon Jeong;Yun, Sei Hee;Shin, Byoung-Seok
    • KIPS Transactions on Software and Data Engineering
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    • v.10 no.1
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    • pp.19-28
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    • 2021
  • Recently, in the field of education, various attempts have been made to apply virtual reality technology to an educational field and use it as an educational medium. Accordingly, in the science subject area, it is necessary to simulate science experiments that can make various and active experiments out of various limitations such as space and situation by using virtual reality environment construction technology. In this study, after selecting a physics course from a science subject, an experimental simulation using a parabolic motion formula, one of physical phenomena, is implemented in a virtual space, and then used in actual physics education based on the learning standards of the STEAM theory. Prove this is possible. Through this, it was confirmed that a specific educational model using virtual reality space can be designed, and it shows that education can be conducted with more effective educational methods in various subjects of education through the combination of traditional educational model and modern technology. Regarding the results of the research, it suggests the possibility of future research plans and practical use in the educational field.

A Study on the Characteristics of Future Schools for Students with Future Convergent STEAM Talents (미래 융합형 과학기술인재(STEAM)를 위한 미래학교 특성 탐색)

  • Kwak, Misun;Kwak, Youngsun;Lee, Soo-Young
    • Journal of The Korean Association For Science Education
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    • v.39 no.4
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    • pp.479-488
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    • 2019
  • The purpose of this research is to derive competencies necessary for students with future convergent STEAM talents, and to explore ideal student images, teaching-learning strategies, evaluation methods, and teachers' competencies and their training methods for future schools developing students' competencies. In order to figure out the features of the future schools, 25 experts from related fields, including in-service teachers, administrators, and college students in science and technology, participated in a future workshop. According to the results, students with future convergent science and technology talents are expected to have flexible thinking and creative thinking competencies to solve problems in innovative ways rather than traditional ways. In other words, it takes the power to accept and accommodate unexpected situations and solve problems appropriately in those situations. To cultivate such competencies, therefore, future schools should also be flexible and proactive. Rigid schools delivering knowledge-based information make it impossible to cultivate flexible and creative talents. Future schools should change into leaner-centered project-based classes so that students can naturally cope with various situations and solve large and small problems, and prepare assessment systems that can provide feedback based on the student's performances rather than achievement standards.

Effect of Systems Thinking Based STEAM Education Program on Climate Change Topics (시스템 사고에 기반한 STEAM 교육 프로그램이 기후변화 학습에 미치는 효과)

  • Cho, Kyu-Dohng;Kim, Hyoungbum
    • The Journal of the Korea Contents Association
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    • v.17 no.7
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    • pp.113-123
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    • 2017
  • This research is designed to review the systems thinking and STEAM theory while ascertaining the effects of the classroom application of the STEAM programs based on systems thinking appropriate for studying climate change. The systems thinking based STEAM program has been developed by researchers and experts, who had participated in expert meetings in a continued manner. The program was applied to science classes over the course of eight weeks. Therefore, the application effects of the systems thinking based STEAM program were analyzed in students' systems thinking, STEAM semantics survey, and students' academic achievement. The findings are as follows. First, the test group has shown a statistically meaningful difference in the systems thinking analysis compared to the control group in the four subcategories of 'Systems Analysis', 'Personal Mastery', 'Shared Vision' and 'Team Learning' except for 'Mental Model'. Second, in the pre- and post-knowledge tests, the independent sample t-test results in the areas of science, technology, engineering, art and mathematics show statistically meaningful differences compared to the control group. Third, in the academic performance test regarding climate change, the test group displayed higher achievement than the control group. In conclusion, the system-based STEAM program is considered appropriate to enhance amalgamative thinking skills based on systems thinking. In addition, the program is expected to improve creative thinking and problem-solving abilities by offering new ideas based on climate change science.

A Strategy using Writing based on STEAM Instruction for Information Gifted Students' Creative Problem-Solving (정보영재의 창의적 문제해결력을 위한 STEAM 기반 쓰기 활용 전략)

  • Jeon, Su-Ryun;Lee, Tae-Wuk
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.8
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    • pp.181-188
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    • 2012
  • In this paper, we propose an a strategy using writing based on STEAM Instruction for information gifted students' creative problem-solving. It is needed a complex and dynamic interaction of variety elements for creative problem solving. And it should be provided experience encompassing various disciplines thorough convergence education for leading to the these interactions and developing the ability to solve complex problems. Writing has already been verified educational effects in a variety subjects. And writing gives a positive impact on creative problem solving by helping awareness of the problem and encouraging critical thinking. In addition, writing can be used as an effective tool for improving problem solving based on similarities between problem-solving process. Learners will find algorithm thorough the process analyzing and writing experience with high-tech products like vending machines, mobile phones and can learn naturally the principles of various disciplines used in real life. Furthermore, learners will experience interaction, convergence of various thinking and cultivate creative problem- solving skills.

A Study on Establishment of Convergence Education School for the Gifted (융합형 영재교육기관 설립에 관한 연구)

  • Lee, Jae-Ho
    • Journal of The Korean Association of Information Education
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    • v.15 no.3
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    • pp.459-467
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    • 2011
  • In these days it can be said that knowledge based society has been passed through and creative society is approaching, and the important keywords to the coming creative society should be the knowledge, the creativity, and the convergence. In order to make preemptive responses to this 21 century's new creative society, cultivation of gifted students with integrated prototype is also an imperative reason to prepare. With this historical background Korean Ministry of Education, Science, and Technology announced "a general plan on invigoration of elementary and middle school level art education for cultivation of creativeness and humanity" containing the acting curriculums of science and art integrated on June 2010, and also announced "the second general plan for support on development of science and technology professionals" including STEAM education for elementary and middle school level at January 2011. In this paper we developed a strategy appliable to establish an education institution for gifted students specialized on promoting the students to the convergence type gifted students. For the purpose, we derived the necessity for convergence education for the gifted and the implication points through analysis on the examples, and developed a strategy to establish an education institution for gifted students.

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A Study on the Development of Digital Yut Playing System Based on Physical Computing (피지컬 컴퓨팅을 기반으로 한 디지털 윷놀이 시스템 개발에 관한 연구)

  • Koh, Byoungoh
    • Journal of The Korean Association of Information Education
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    • v.21 no.3
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    • pp.335-342
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    • 2017
  • The artificial intelligence, robot technology, Internet of things, and life sciences that create added value while dramatically transforming human life have been highlighted in the fourth industrial revolution, the next industrial revolution. In order to adapt to the 4th industry, it is necessary to educate students to develop fusion thinking and computing thinking ability. Therefore, in this study, we developed a digital Yut Playing system based on physical computing, reflecting STEAM and decomposition, pattern recognition, abstraction, and algorithm design, which are components of computing thinking. By experiencing the developed system and applying it to education, it raised interest and interest in programming education and improved programming lesson for fusion thinking and computing thinking ability.

Elementary Teachers' Perception in Using Smart-Technology in STEAM Class : Focus on Application Type, Difficulties and Support Required (STEAM 수업에서 스마트테크놀로지 적용에 대한 초등교사의 인식 -적용 유형과 어려움 및 지원을 중심으로-)

  • Han, Areum;Na, Jiyeon
    • Journal of The Korean Association For Science Education
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    • v.39 no.6
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    • pp.777-790
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    • 2019
  • The purpose of this study is to investigate the experience of teachers who apply Smart-technology in elementary school STEAM class and the reasons, difficulties when applying the technology and required support. Semi-structured in-depth interviews were conducted with six elementary school teachers with specialized knowledge in STEAM education who have experienced STEAM lessons several times before. The research findings are as follows: First, research participants utilized a variety of Smart-technology in STEAM class, most of which were experiential or interactive technology. Among the STEAM learning criteria, the Smart-technology in 'Creative Design' course was most often applied. Second, they adopted Smart Technology in STEAM class to encourage students to feel interested, actively participate in the class, enjoy indirect experience, and nurture interest in state-of-the-art technology. They used it to prepare for future societies and organize classes that are suitable for STEAM learning criteria. They also used Smart-technology because it was easy to use. Third, they found it difficult to find, secure, and use suitable Smart-technology when applying Smart-technology in the STEAM class. They also had trouble restructuring the curriculum. In addition, there were difficulties in using Smart-technology in the class such as lack of class hours, increased level of activity, insufficient physical environment and unexpected malfunction of Smart-technology, thus interrupted the class. After the class, it was hard to manage Smart-technology and also, there were difficulties in assessment, record, and negative awareness of surrounding people. Fourth, they mentioned that's suggesting education guidelines, develop, and distribute educational materials are required to enable 'Creative Design,' reduce educational content, provide training, secure Smart-technology equipment and provide Wi-Fi, support teacher's club and communities and create an atmosphere to emotionally support teachers in order to activate using Smart-technology in STEAM class.

Development and Application of Scientific Inquiry-based STEAM Education Program for Free-Learning Semester in Middle School (중학교 자유학기제에 적합한 과학 탐구 중심의 융합인재교육 프로그램 개발 및 적용)

  • Jeong, Hyeondo;Lee, Hyonyong
    • Journal of Science Education
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    • v.41 no.3
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    • pp.334-350
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    • 2017
  • The purposes of this study are to develop scientific-inquiry based on STEAM education program and to investigate the effects of the program on middle-school students' interests, self-efficacy, and career choice about science, technology/engineering, and mathematics. In order to develop this program, the literature investigation and previous studies were conducted, so that finally the developmental direction was based on scientific inquiry and the developmental theme and model were selected. A total 92 first-graders in G middle-school of Daegu city were participated in this study. A single group pre-post test paired t-test was conducted to figure out changes of students' interest, self-efficacy, and career choices before or after applying this program. In addition, in-depth interviews were conducted with 14 students to find their specific responses. The results of this study were as follows. First, STEAM education program on the theme of 'RC Airplane' was developed on the basis of the 'ADBA' model. Second, the developed STEAM educational program not only results a decisive difference statistically but also has significant effects on middle-school students' interests, self-efficacy, and career choice in science, technology/engineering, and mathematics, who are involved in the free-semester program, across the overall affective domain. In conclusion, the STEAM educational program in this study could affect significant meanings to middle-school students during the free-semester. It could contribute to facilitate middle-school students' education for happiness and to grow the creative STEAM talents.

The Application of Convergence lesson about Private Finance with Life Science subject in Mongolian University (몽골대학에서 개인 금융과 올바른 삶 교과간 융합수업 적용)

  • Natsagdorj, Bayarmaa;Lee, Kuensoo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.12
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    • pp.872-877
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    • 2018
  • STEAM is an acronym for Science, Technology, Engineering, Arts, and Mathematics. It is considered important to equip students with a creative thinking ability and the core competences required in future society, helping them devise new ideas emerging from branches of study. This study is about the convergence of instructional design in private finance for the life sciences, which aims to foster talent through problem-based learning (PBL). Skills like collaboration, creativity, critical thinking, and problem solving are part of any STEAM PBL, and are needed for students to be effective. STEAM projects give students a chance to problem-solve in unique ways, because they are forced to use a variety of methods to solve problems that pop up during these types of activities. The results of this study are as follows. First is the structured process of convergence lessons. Second is the convergence lesson process. Third is the development of problems in the introduction of private finance and the life sciences for a convergence lesson at Dornod University. Learning motivation shows the following results: understanding of learning content (66.6%), effectiveness (63.3%), self-directed learning (59.9%), motivation (63.2%), and confidence (63.3%). To make an effective model, studies applying this instructional design are to be implemented.