• Title/Summary/Keyword: S-STEAM education

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

  • Geum, Young-Choong;Bae, Seon-A
    • 대한공업교육학회지
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    • v.37 no.2
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    • pp.57-75
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    • 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.

Exploring the Exemplary STEAM Education in the U.S. as a Practical Educational Framework for Korea

  • Yakman, Georgette;Lee, Hyonyong
    • Journal of The Korean Association For Science Education
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    • v.32 no.6
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    • pp.1072-1086
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    • 2012
  • Science, Technology, Engineering, and Mathematics (STEM) education in the U.S. has been identified as a significant national reform in K-16 education and curriculum in order to prepare students for the global economy of the 21st century. Korea has been facing very similar challenges to improve science, technology and mathematics education, in particular, the affective aspect of learning science and mathematics. Science, Technology, Engineering, Arts, and Mathematics (STEAM) education has become a crucial issue in Korean education system. The major purpose of this exploratory study is to inform the exemplary framework of STEAM education in the U.S. for Korea and to provide descriptive and analytical accounts on STEAM teaching and learning as an innovative integrated convergence education. This study integrates the outcomes of research papers on STEM education and recent literature. It employs content analysis methodology qualitatively by analyzing and synthesizing the findings, conclusions, discussions, and recommendations of accumulated research works related to STEM/STEAM education. This study will help gain a stronger sense of the STEAM framework and will guide to develop the educational programs for Korea.

Educational Implications for Science Education of STEAM-based Research and Education(STEAM R&E) Projects for Secondary School Students (STEAM 기반 학생 연구 활동 분석을 통한 과학 교육에 대한 시사점 고찰)

  • Kim, Nam-Hui;Shim, Kew-Cheol
    • Journal of The Korean Association For Science Education
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    • v.37 no.1
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    • pp.125-133
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    • 2017
  • The purpose of this study is to analyze the characteristics of STEAM-based research and education (STEAM R&E) projects for secondary school students. From 2012 to 2015, 400 STEAM based Research and Education (R&E) projects have been conducted, and they were selected for this study. The major findings are as follows: First, Science (S) and Mathematics (M) were identified at a high rate in STEAM-based Research and Education (R&E) projects, and Art (A) was identified with the lowest rate. Second, 'STEM' type was identified at the highest rate among STEAM-integrated types. And there were not any trends as the years go by, but STEAM-integrated types, where three or more STEAM elements were integrated, were identified at an increasing rate. It means that students use STEAM elements in various ways gradually. Accordingly, the results suggest: The information material that guide how to utilize STEAM factors diversely should be provided for project participants to improve their creativity and problem-solving abilities.

A Study of IT Centered Smart Grid's STEAM Curriculum and Class for 3rd and 4th Graders in Elementary School (초등학교 3-4학년을 위한 SMART GRID기반 IT주제 STEAM 교육과정 및 수업 방안)

  • Ko, Yeonghae;Park, Namje
    • Journal of The Korean Association of Information Education
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    • v.17 no.2
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    • pp.167-175
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    • 2013
  • This paper examined various study case about smart grid and STEAM education. We develop this STEAM education of IT subject using smart grid for 3rd and 4th graders in elementary school. We make this program and teaching materials by considering about student's intellectual level and interests. We offered this program to 10 elementary 4th graders in Jeju island step by step for 6 period to evaluate the effectiveness of the developed program and teaching materials. Future work will include the follow-up and extended study. It will be expected that students will be able to develop their abilities by this STEAM education using IT.

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The effects of S-STEAM program on creativity and multiple intelligences of young children (과학 중심 융합인재교육(S-STEAM) 프로그램이 유아의 창의성 및 다중지능에 미치는 영향)

  • Song, Min-Seo;Kim, Hyoung-Jai
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.4
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    • pp.361-372
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    • 2016
  • The purpose of this study was to develop a STEAM-based science education program for children and to verify its effectiveness. An S-STEAM-based science education program for young children was developed through careful analysis of prior research on science education for young children and S-STEAM. The participants were 29 four-year-old children from daycare centers located in Seoul (an experimental group of 14 and comparative group of 15). The S-STEAM program was applied to the experimental group, while the control group went through a general science education course provided by the government. TTCT of Creative Thinking (TTCT: Figures A and B) was used as a research tool, and a multiple intelligence test tool was applied to teachers of the groups. Afterwards, analysis of covariance was implemented to find the S-STEAM program's effects. First, the results showed positive effects on overall creativity, as well as in fluency, originality, abstractness, elaboration, and openness components of creativity. Second, the results showed positive effects on overall multiple intelligences and its components of linguistic, musical, spatial, logical/mathematical, physical exercise, interpersonal, and naturalist intelligence.

Development of HTE-STEAM Constellation Education Program Using Astronomical Teaching Aid: Focused on Cultivating Core Competencies for Future Society through the Concept of Space and Time (천문 교구를 활용한 HTE-STEAM 별자리 교육 프로그램 개발 연구 : 시공간 개념을 통한 미래 사회 핵심역량 함양을 중심으로)

  • Ahra Cho;Yonggi Kim
    • Journal of the Korean Society of Earth Science Education
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    • v.17 no.1
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    • pp.34-48
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    • 2024
  • With the global rise in interest in competency-based education, the Ministry of Education of the Republic of Korea outlined six core competencies in the 2015 revised curriculum, essential for future society's 'creative and convergent talent'. This study introduces an HTE-STEAM constellation education program designed to develop the core competencies outlined in the 2015 revised curriculum and address the limitations of hands-on astronomy education. The program's effectiveness was assessed through a pilot test. The program was implemented at G Library, an out-of-school education site in Cheongju-si, Chungcheongbuk-do, targeting students from 3rd to 6th grade. The study's results include: First, the HTE-STEAM program significantly impacted all aspects of the STEAM attitude test except for 'self-concept', particularly influencing 'science and engineering career choice', 'consideration', and 'communication'. Thus, it has led to positive outcomes in the cultivation of future society's core competencies, including 'creative thinking skills', 'communication skills', and 'community skills'. Secondly, the HTE-STEAM constellation education program, despite covering the challenging concept of spacetime, was deemed easy by many students. Observations of students applying the spatial concepts they learned by using teaching aids suggest that the program was effective in enhancing students' understanding of the spatial structure of the sky and the universe. Additionally, this program aligns with the 2022 curriculum's updated standards for understanding the sky's spatial structure. Consequently, the HTE-STEAM constellation education program positively cultivates future society's core competencies and serves as a valuable complement to night observation practices in schools.

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 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 and Application of Activity-Based STEAM Education Program for Elementary School Students - Focused on Theme of "Ultraviolet(UV)" (초등학생을 위한 활동중심 STEAM 교육프로그램의 개발 및 적용 - '자외선' 주제를 중심으로)

  • Han, Shin;Kim, Hyoungbum
    • The Journal of the Korea Contents Association
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    • v.19 no.6
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    • pp.513-523
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    • 2019
  • The purpose of this study is to develop and apply activity-based STEAM education programs to verify elementary school students' logical thinking skills, attitudes to STEAM, and changes in satisfaction. The activity-based STEAM education program was developed in a total of 3 rounds under the theme of 'Let's get through Ultraviolet rays.' The finally developed program, which was revised and supplemented by process of preliminary commitment to elementary school students, proved its effectiveness through statistical methods in 168 sixth-grade in S elementary school students in Gyeonggi-do. The results of the study are as follows: First, the activity-based STEAM education program was developed around the topic of "Let's get through Ultraviolet rays" based on the "The solar system and Star" unit of the 5th and 6th grades of elementary school science. Second, by applying the developed activity-based STEAM education program to elementary school students, their cognitive development level by science behavioral system was improved after class, and proportion of the logical thinking skills and logic of variable control represented a significant value(p<.05). Third, the attitudes toward STEAM education, consisting of seven sub-factors, presented significant statistical test results across other factors, except for communication and usability factors(p<.05). Fourth, in the satisfaction test, the average value of the lower section was 3.59 to 3.85 points, and overall it was positive.

Exploring Domestic and International Elementary School Convergence Science Education Program - Korea, the U.S., and the U.K. - (국·내외 초등학교 융합 과학 교육 프로그램 탐색 - 한국, 미국, 영국을 중심으로 -)

  • Na, Sanghoon;Kwon, Nanjoo
    • Journal of Korean Elementary Science Education
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    • v.33 no.2
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    • pp.231-241
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    • 2014
  • This study is subject to compare the STEAM and the STEM education of Korea, the U.K., and the U.S. to find their differences and similarities, as well as the implications in implementing the STEAM education in Korea. In order to accomplish this, the educational objectives, contents and topics, teaching and learning methods, subjects and timing for education, and convergence curriculum were compared; also, after choosing the representative program of each country, a cross-comparative analysis was done for the teaching and learning method distribution ratio, content element distribution ratio, program distribution ratio, STEAM domain ratio, curriculum structure and domain ratio, frequency of inquiry process, basic inquiry, integrated inquiry frequency, hourly basic inquiry, and integrated inquiry process. As a result, it was possible to obtain 77 programs, a total of 656 class hours of Korea, 65 programs and 846 class hours of the U.S., and 75 programs and 774 class hours of the U.K. The results are as follows: Korea's STEAM and the U.K. and the U.S.' STEM all include science, technology, engineering, arts, and mathematics, but in terms of frequency, Korea's STEAM has higher figure in arts. However, the U.K. and the U.S. have higher frequency of debate and discussion, and there were many cases of a student, after receiving feedback from other students, modifying the work.