• Title/Summary/Keyword: Attitudes to STEAM

Search Result 37, Processing Time 0.027 seconds

The Effect of the STEAM Activities on the Elementary Student's Science Process Skills and Science-Related Attitudes (STEAM 활동이 초등학생의 과학탐구능력 및 과학에 대한 태도에 미치는 영향)

  • Chae, Hee In;Noh, Suk Goo
    • Journal of Science Education
    • /
    • v.37 no.3
    • /
    • pp.417-433
    • /
    • 2013
  • The purpose of this study was to analyze 'how STEAM activities affect students' science process skills and science-related attitudes'. For more accurate, we have set 31 sixth-grade students from Gyeong-gi Province as an experiment group, and another 31 as a comparative group. We developed a STEAM program based on the educational concepts: Creative Design and Emotional Touch. Through pre-post experiment design, we have introduced TSPS, and Test of Affective Aspects. For TSPS, the comparative group scored higher average grade before the process. After the process, however, the experiment group exceeded the other. The result was considerable enough to verify that the science process skills were bolstered through the STEAM program(p<.05), Similar result was derived regarding the science related attitude. Students in the comparative group originally showed higher degree of interest to science. When the STEAM program was carried out, the standing reversed. The increase in the number of science related attitude indicates the program valid(p<.001). Furthermore, when we asked the students who participated in the experiment how they recognized the STEAM activity, we received positive answers: they consider the program efficient and well suited to the class environment. Conclusively, the STEAM program was proven to be effective for improving science process skills and attitude, and was perceived affirmative.

  • PDF

Effects of STEAM-based Environmental Program for Elementary School Students' Environmental Literacy (STEAM 기반 환경교육 프로그램이 초등학생의 환경 소양에 미치는 영향)

  • Lee, Sung-Hee
    • Hwankyungkyoyuk
    • /
    • v.25 no.1
    • /
    • pp.66-76
    • /
    • 2012
  • The purpose of this study was to investigate the effects of and development of the STEAM-based on environmental programs to enhance environmental literacy of elementary school students. Through the questionnaires and the analysis of students' outcomes, the effects on literacy in both quality and quantity were verified. By applying the STEAM-based to environmental programs for enhancing environmental literacy to elementary students, the results of this study was as follows: First, its application was meaningful in that the level of $p$<.05 in point view of environmental literacy was a result of the pre-post test in the experiment group, which was made up of the 6th graders in the elementary school. Second, analysis of students' reflective journals showed that the participants' understanding, actions, and attitudes were positively affected by the programs in terms of environmental literacy. In conclusion, the STEAM-based on environmental programs for environmental education was very effective in enhancing environmental literacy.

  • PDF

Development and Implementation of STEAM Program based on Programming using Kodu (Kodu를 이용한 프로그래밍 중심 STEAM 교육 프로그램 개발 및 적용)

  • Kim, Tae-Hun;Yang, Young-Hoon;Kim, Jong-Hoon
    • Journal of Fisheries and Marine Sciences Education
    • /
    • v.25 no.5
    • /
    • pp.1020-1030
    • /
    • 2013
  • The purpose of this study was to develop the STEAM educational program based on the computer programming. STEAM education has been recently attracted to a lot of people. We had a focus of computer science in STEM fields. We used the programming language f or learning KODU. We selected appropriate topics for STEAM education and learning programming. We developed the educational program of 30 hours about selected topics and had classes for 4th and 5th grade elementary students. In order to verify the effectiveness of the educational program, we analyzed the results of pre- and posttest about GALT(Group Assessment of Logical Thinking), TTCT(Torrance Tests of Creative Thinking), science-related affective domain, and mathematical interests and attitudes tests. In the analysis results, the education program we developed had positive impacts on creativity, logical thinking, and science-related affective domain of elementary school students.

Effects of Web-based STEAM Program Using 3D Data: Focused on the Geology Units in Earth Science I Textbook (3차원 데이터 활용 웹기반 STEAM 프로그램의 효과 : 지구과학I의 '지질 단원'을 중심으로)

  • Ho Yeon Kim;Ki Rak Park;Hyoungbum Kim
    • Journal of the Korean Society of Earth Science Education
    • /
    • v.16 no.2
    • /
    • pp.247-260
    • /
    • 2023
  • In this study, when applying the 'geological structure' content element of high school earth science I developed according to the 2015 curriculum to the STEAM program using a web-based expert system using 3D data of Google Earth and drones, the creative problem-solving ability of high school students, attitudes toward STEAM, and the results of this study are as follows. First, after applying the STEAM program, high school students' creative problem-solving ability showed meaningful results at the p<.001 level. Second, STEAM attitudes showed a significant value at the p<.001 level, confirming that they had a positive impact on high school students' attitudes towards STEAM. It was judged that web-based class activities using Google Earth and drones were useful for integrated thinking such as learners' sense of efficacy and value recognition for usefulness of knowledge. High school students' satisfaction with the STEAM program was 3.251, showing a slightly high average. It was confirmed that web-based class activities such as drones and Google Earth had a positive impact on learners' class satisfaction. However, it was interpreted that the lack of time for class activities limited the ability of the learners to increase their interest in class. The proposal of this research is as follows. First of all, in consideration of the production of presentation materials and practical training in the STEAM program, activities such as block time and advance instruction for class understanding before class are necessary. Secondly, in order to revitalize STEAM education in the high school curriculum, we judge that research on the development of various integrated education programs that can be applied to the high school grade system is necessary.

The Effects of STEAM program using Storyline on Elementary Students' Creative Personality and Science-Related Attitude (스토리라인을 활용한 STEAM 프로그램이 초등학생의 창의적 인성 및 과학태도에 미치는 효과)

  • Park, SunJu
    • Journal of The Korean Association of Information Education
    • /
    • v.17 no.4
    • /
    • pp.487-496
    • /
    • 2013
  • This study examined the effects of STEAM program using authoring tool on elementary school students' creative personality and science-related attitude. For this study, after analyzing curriculum from the first term of 6th grade and extracting the learning elements and topic, I developed lesson plans and App contents. As a result of applying STEAM program using Storyline to 6th grade elementary school class. dividing two groups-experimental group, comparison group-for this study, tested t-test, the test result of experimental group got a meaningful result statistically. There was positive effect on improving elementary school students' creative personality and science-related attitude.

Factor Analysis of Elementary School Student's Learning Satisfaction after the Robot utilized STEAM Education (로봇 활용 STEAM 교육에 참가한 초등학생들의 학습지속 요인분석)

  • Shin, Seung-Young
    • The Journal of Korean Association of Computer Education
    • /
    • v.15 no.5
    • /
    • pp.11-22
    • /
    • 2012
  • This study aimed to analyze applying TAM model the process that flow factors such as 'harmony of challenge and technology' exert effects on learners' attitudes of keeping learning in STEAM class employing robots. For the study, the 'Energy and Tools' chapter of the science textbook for the 6th grade's second semester was re-arranged, and applied for 189 students, and among them, only the 174 usable data were used for the analysis. As a result of analysis, students' learning immersion factor(factor of harmony of challenge and technology) had deeper effects on the factor of ease of learning than usefulness of learning and this in turn, had an effect on their intention to keep learning ultimately through the factor of value of learning as the study found. As a result of research, it was found that for indications identified, in order to use robots in STEAM class, for the students' intention to keep learning, it's essential for learners to have proper and active attitudes towards learning and basic knowledge of robots, and aspects of values should be considered that based on this, robot can assist in learning and affect results of learning in STEAM class. On the other hand, the factors of ease of learning and the combination of the challenge and technology do not gives direct (+) effect on the intention to continue learning and the value for learning, respectively. However, each of the two factor has indirect influence on each of the dependent variable within the significant range, which is the reason the author includes the result of the analysis.

  • PDF

The Recognition and Needs of Elementary School Teachers about STEAM Education (STEAM 교육에 대한 초등교사의 인식과 요구)

  • Geum, Young-Choong;Bae, Seon-A
    • 대한공업교육학회지
    • /
    • v.37 no.2
    • /
    • pp.57-75
    • /
    • 2012
  • The purpose of this study was to survey and analyze the recognition and needs of elementary school teachers about STEAM education. Mail and E-mail surveys were conducted for 533 elementary school teachers for the purpose of the study. The following were found results of the study were as follow: First, although elementary school teachers understood positively the necessity of STEAM education, showed average levels of recognition on STEAM education. Second, the rate of the elementary school teachers who had experience in applying STEAM education was low. Third, elementary school teachers required to education closely related to real life, and interesting education according to the direction for STEAM education. Fourth, elementary school teachers asked for the integration centering activities related real life, followed by the integration focusing on thema related to real life, the integrating centering student's needs and interests, and the integration focusing on issues according to the appropriate integration methods for STEAM education. Fifth, elementary school teachers required creative design/problem solving ability, academic performance ability, and interpersonal relationship skills with regard to the ability to develop through STEAM education. Lastly, elementary school teachers demanded the development and distribution of STEAM education, teacher's recognition and attitudes towards STEAM education, teacher's training for STEAM education, the distribution of reference materials and etc in order to stimulate STEAM education.

Development and Effectiveness Evaluation of the STEAM Education Program on Food Groups for Kindergarteners (식품군을 활용한 유치원생 대상 STEAM 교육 프로그램 개발 및 효과평가)

  • Ahn, Jinkyeong;Kim, Seyoen;Kim, Donghyuk;Lee, Jounghee
    • Korean Journal of Community Nutrition
    • /
    • v.27 no.5
    • /
    • pp.361-372
    • /
    • 2022
  • Objectives: The purpose of this study was to explore the effectiveness of the STEAM (Science, Technology, Engineering, Arts, and Mathematics) education program on the use of specific food groups in improving nutrition-related knowledge and attitude, dietary behavior, creative problem solving, and STEAM attitude. Methods: We selected two classes at a kindergarten in Jeollabuk-do, South Korea. A total of 44 kindergarteners from the two classrooms participated in this study. The experimental group and the control group were formed with 22 students each. The experimental group attended 11 STEAM classes on the use of the grain, fruit, and milk food groups. First, we performed the paired t-test to examine changes from pre-to-post classes for both groups. Then, we used ANCOVA to compare post-test scores between the experimental and control groups with the adjustment of pre-test scores. Results: The results demonstrate that the STEAM education program on the use of the food groups significantly improved (1) nutrition-related knowledge and attitude, and dietary behavior (P < 0.001), (2) creative problem solving (P < 0.001), and (3) STEAM attitude (P < 0.001) in the intervention group when compared with the control group. Conclusions: The STEAM education program on the use of food groups is effective in enhancing nutrition knowledge and attitude, dietary behavior, creative problem solving, and STEAM attitudes among kindergarten students.

Development and Application of Elementary School STEAM Program using Drone (드론을 활용한 초등학교 수학 융합 자료 개발 및 적용 결과)

  • Yoon, GyeongRan;Kim, Ju Hu;Huh, Nan;Ko, Ho Kyoung
    • Education of Primary School Mathematics
    • /
    • v.20 no.3
    • /
    • pp.225-235
    • /
    • 2017
  • The study in this paper considers how elementary school students' interest in mathematics and STEAM literacy could be promoted by conjoining the learning of mathematics with the learning of drone topics. Survey instrument was developed to measure student attitudes toward mathematics and science subjects and to evaluate student beliefs on learning mathematics embedded in science topics. Data were collected from elementary school students by administering pre- and post-tests: students were intervened with examples of math problems embedded in certain science contexts. The findings indicate that elementary school students' experience of solving mathematics problems embedded in science contexts positively affects the promotion of their attitudes toward, beliefs on science subjects and science and engineering career path selection. We hope that the mathematics program using the drone will be used in the classroom for STEAM.

Development and Effect of Creative Convergence HTE-STEAM Program using Natural Disaster (자연재해 주제를 활용한 창의융합 HTE-STEAM(융합인재교육) 프로그램 개발 및 효과)

  • Han, Shin;Kim, Yonggi;Kim, Hyoungbum
    • Journal of the Korean Society of Earth Science Education
    • /
    • v.12 no.3
    • /
    • pp.291-301
    • /
    • 2019
  • The purpose of this study is to develop HTE-STEAM program using natural disasters for high school students and to verify their attitude and satisfaction with STEAM. We developed the HTE-STEAM program utilizing natural disasters and tested the effectiveness of 243 students from G High School and N High School. For data analysis, a single group pretest and post response t-test were conducted to verify the effects on attitudes and satisfaction with STEAM. The research results are as follows. First, we developed STEAM education programs for high school students by selecting the topic of "natural disasters" in the area of earth science and flying drones as lifesaving drones. The six-hour program was designed to give students the experience to solve problems by applying essential knowledge related to natural disasters and drones, and what they learned in other situations. Second, there was a significant statistical test result in the t-test of the corresponding sample by the difference between the pre and post score of the STEAM attitude test (p <.05). The drone-based HTE-STEAM program had a significant improvement in the overall attitude toward STEAM education, which consists of seven subfactors. Third, in the HTE-STEAM satisfaction test, the average value of the lower job offer was 3.64 ~ 3.76, which showed a positive response overall. It is judged that the students' satisfaction is improved through the students' understanding of the problem situation and the design of creative convergence and production process.