• 제목/요약/키워드: STEAM(Science, Technology, Engineering, Arts, Mathematics) Education

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초등학교 교사들의 융합인재교육(STEAM)에 대한 인식 연구 (A Study of the Elementary School Teachers' Perception in STEAM(Science, Technology, Engineering, Arts, Mathematics) Education)

  • 신영준;한선관
    • 한국초등과학교육학회지:초등과학교육
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    • 제30권4호
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    • pp.514-523
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    • 2011
  • The purpose of this study was to investigation the elementary school teachers' perception in STEAM(Science, Technology, Engineering, Arts, Mathematics) Education. For this study, 93 elementary school teachers who have taught mathematics/science in gifted class were selected and a fifteen items questionnaire designed to elicit teachers' perception of steam education was to administered to them. The major findings are as follows: First, the ratio of teachers who understood a steam education exactly is very low. But teachers have positive thoughts about the need of steam education. Second, teachers thought that steam education has a good effect on elementary education. Third, teachers thought that steam education will be an alternative teaching and learning method. Fourth, teachers have negative thoughts to participate in class work related on steam education. To improve negative attitudes on steam education, incentives for teachers seems to be required. In order to spread steam education among the elementary school teachers successfully, the expansion of school facilities, administrators and staff in mind, improving financial support, strengthening education through the development of content and teaching strategies were analyzed as a challenge.

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

  • Yakman, Georgette;Lee, Hyonyong
    • 한국과학교육학회지
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    • 제32권6호
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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.

PBL 모형을 적용한 초등학교 영어·과학 융합 수업 모델 설계 (An Instructional Design for the Converged English-Science Teaching Method using PBL Model in Elementary School)

  • 박인화
    • 한국산학기술학회논문지
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    • 제21권7호
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    • pp.66-72
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    • 2020
  • 급격히 변화하고 있는 21세기 현대 사회에서 국가 경제력을 갖춘 인재 양성을 위해 최근 미국, 영국 등 선진국을 중심으로 STEM(Science Technology Engineering Mathematics) 교육이 점차 강조되고 있으며 우리나라에서는 Arts(예술)를 추가하여 STEAM(Science Technology Engineering Arts Mathematics) 교육이 나타났다. 융합(STEAM) 교육 목표는 기존의 주입식 및 암기식 교육이 아닌 학습자들의 흥미도와 학습에 대한 동기 부여를 강화하여 체험, 탐구, 실험이 중심이 되어 융합적 사고와 실생활 문제를 해결할 수 있는 능력을 갖추어 국가 경제력을 강화하는 것이다. 본 연구가 이루어진 Y 초등학교에서는 세계 공용어로 자리매김한 영어와 4차 산업 혁명으로 인한 발전으로 거의 모든 분야에서 찾아볼 수 있는 과학을 융합하여 학습자들이 주도적으로 수업에 참여하여 문제해결능력을 향상할 수 있는 PBL 모형과 ADDIE 모형이 기반이 된 수업 모형을 설계하였다. 이 모형은 크게 5가지 절차로 분석(Analysis), 설계(Design), 개발(Development), 실행(Implementation), 평가(Evaluation)로 구성된다. 국가 경제력을 갖춘 인재 양성이라는 목표도 중요하지만, 교육 현장에 있는 교사들이 융합(STEAM)교육의 중요성을 인지하고 이에 알맞은 수업 설계에 관한 연구가 지속하며 강화되어야 한다.

수학교육 관점에서 본 MST 교육에서 STEAM 교육까지 통합교육의 흐름 분석 (To Analyze the Trend of Integrated Education from MST to STEAM on Mathematics Education)

  • 김인경
    • 한국수학사학회지
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    • 제29권1호
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    • pp.45-69
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    • 2016
  • In this study, we investigate integrated educations as an alternative educational method. I look around the developments of the integrated educations from MST education through STEAM education, especially in mathematics education. I analyzed integrated educations such as MST, STS, STEM, STEAM educations and compare them to each other, in mathematics education. And I discuss how to apply STEAM education to Korean mathematics education. I suggest a proper integrated education, in particular, STEAM education, as one that is suitable for Korean mathematics education.

물리학습을 위한 STEAM 기반의 안드로이드 앱 개발 (A Development of Android Application for Physics Learning Based on STEAM)

  • 김태훈;김종훈
    • 수산해양교육연구
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    • 제24권1호
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    • pp.25-33
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    • 2012
  • Though science and technology are evolving rapidly in recent years, the traditional science education has limits for students to be satisfied their interests and needs because they couldn't follow these speeds. STEAM as a education integrating science, technology, engineering, arts and mathematics has strengths of increasing interests and understandings in science and technology and improving integrated thinking and problem solving ability for leaners. In this study we analyze the elementary school curriculum and construct physics learning based on STEAM and develop a android application to increase interests in science and improve problem solving ability. In the future, we need to analyze and develop the curriculum and contents for the STEAM education.

로봇을 활용한 STEAM기반 프로그래밍교육이 초등학생의 창의성 및 인성에 미치는 효과 (The Effects of STEAM-based Programming Education with Robot on Creativity and Character of Elementary School Students)

  • 채수풍;전석주
    • 정보교육학회논문지
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    • 제19권2호
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    • pp.159-166
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    • 2015
  • STEAM이란 선진국에서 먼저 시작한 STEM에 예술을 융합시켜 창의적 사고를 증진하도록 의도된 다 학문적 교육 프로그램이다. STEAM은 다양한 학문들을 융합하고 연결하는 교육적인 활동들을 통해 학생들의 창의성을 유발할 수 있다. 본 연구에서는 로봇을 활용하여 과학, 기술, 수학, 미술, 음악의 STEAM 교육요소를 융합하였고 다음에 보다 흥미 있고 효과적인 방법으로 학생들의 창의성과 인성(협동과 의사소통에 초점)을 키우는 STEAM 기반 프로그래밍교육 프로그램을 개발하였다. 개발된 교육프로그램을 활용하여 서울소재 초등학교 6학년 학생들을 대상으로 수업을 진행하였다. 실험의 결과로 대부분의 학생들이 STEAM 기반 프로그래밍 교육과정에 참여한 후에 창의성과 인성부분에서 향상되는 결과를 보여주었다.

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

  • 하준홍
    • 실천공학교육논문지
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    • 제7권1호
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    • pp.1-9
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    • 2015
  • 본 연구에서는 미국에서 시발된 STEM(Science, Technology, Engineering, Mathematics)교육과 이를 벤치마킹하여 만든 한국의 STEAM(Science, Technology, Engineering, Arts, Mathematics)교육의 실태를 조사하여 대학용 STEM교육을 주관적으로 정의하고 이를 달성하기 위한 방안을 제안한다. 현재의 STEM교육은 초등학교에서 고등학교를 대상으로 하고 있지만, 조만간 그 여파가 대학에까지 미칠 것이 예측되므로 STEM교육을 기반으로 하는 수학교육 방안을 제안한다. 대학 4학년 때에 수행하는 졸업설계작품을 통한 기술(T)과 공학(E)에 대한 탐구활동과 hands-on 활동을 2학년 때에 배우는 수학교과목 중 하나인 미분방정식의 학습도구로 취급하는 새로운 교육 및 학습방안을 제안한다. STEM교육의 중요성을 교훈하기 위해서 실제 사회의 문제가 즉시 전달되어야 한다는 것을 강조한 통로가 설치된 뫼비우스 띠를 STEM교육의 심벌로 도입 및 설정한다.

교과대체형 STEAM(융합인재교육) 프로그램 개발 및 적용 후 학생들의 인식 분석 - 6학년 에너지 관련 단원을 중심으로 - (Development and Students' Perceptions after Application of a Subject Substitute STEAM Program - Focusing on Energy Unit in 6th Grade Curriculum -)

  • 임성만;채동현;김은정;현동걸;김오범;한제준
    • 대한지구과학교육학회지
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    • 제7권1호
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    • pp.119-132
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    • 2014
  • In recent years, Korea encourages teachers to do STEAM education(Science, Technology, Engineering, Arts & Mathematics), which includes Arts to STEM education to train creative science technology talent. Related to this, we developed a subject substitute STEAM program for the 6th grade students in elementary school and applied it in a field. The STEAM program which substitutes contents in curriculum related to Energy unit was developed and it was taught to twenty four sixth grade students during regular classes. During the classes, all activities of students were observed and they were written in recording notes during the observation. After all STEAM program ended, how students recognize the subject substitute STEAM program compared to general class, understand learning contents and think about the program before and after the STEAM classes were analyzed through questionnaire and interviews. The results were as follows. First, some students had difficulty in reconciling different ideas in group, creative thinking and crafts but most students liked the STEAM classes because many activities are fun and it is easy to understand. Second, learners regarded practical use of knowledge, learning different subjects together and interests as the reasons they can understand learning contents easily during STEAM program. Third, learners recognized STEAM classes are good to understand knowledge, think creative ideas and improve social skills after the STEAM classes while they showed anticipation, worry and fear before taking the classes. It is found that a subjective substitute STEAM program is helpful to increase learners' interests in learning, understand learning contents, increase creativity and have a good personality through a qualitative research.

융합인재교육(STEAM)의 아웃리치 프로그램 개발 및 운영 사례 (A Case Study of the STEAM Educational Outreach Program Development and their Application)

  • 서원석;이창훈
    • 공학교육연구
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    • 제18권6호
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    • pp.38-45
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    • 2015
  • This study aims to conduct a case study of the Science, Technology, Engineering, Arts, and Mathematics (STEAM) outreach program development and their application. This program was operated by 184 middle and high school students at C University on October 2014. The major results of these studies were as follows: First, The theme of the outreach program consisted of four engineering areas, aerospace engineering, chemical engineering, architectural engineering, and mechatronics (robot) engineering; moreover, the materials for the students' workbook, the guidebook for teachers, and the program operation manual for staffs in a university were developed by working with four authors and ten subject matter experts. Second, the satisfaction level with the contents and activities was ranged from 4.24-4.31 out of 5 points. Third, the vitalizing activation plan was discussed for the sustainable development and operation of the STEAM outreach program.

아나모픽 착시예술을 활용한 초등 과학 융합 프로그램 개발 및 적용 (The Development and Application of Elementary Science Convergence Program using Anamorphic Optical Illusion Art)

  • 안재홍;권난주
    • 한국초등과학교육학회지:초등과학교육
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    • 제34권2호
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    • pp.224-237
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    • 2015
  • In this study, in regard to the change of the paradigm to STEAM (Science, Technology, Engineering, Arts, and Mathematics), we have looked into the ways to apply scientific inquiry through the arts, discussed the educational implications for the ways to step forth with the science and the arts in educational field. In the development of the strategies related to the optical illusion arts, to make sure that the design-oriented science education to reach its goal to make effective teaching, students need to be understood in the method of the artistic designs. Totally it had two rounds for inspection about operation of the convergence with curriculum. As a result, students changed attitude to concentrate in class naturally while doing their art work, participating in person rather than simply looking. It is caused by the scientific approach to strategy of illusion arts. In addition, we could see that students change into a proactive manner as well as teachers comments that they are communicate and make a complete the work with others. A lot of researches give that science can provide the ideas as a method to arts, arts can provide creative ideas to science, but it is still lacking that research can be applied to education specifically on how to. An efforts in the number of collaborative research will continue to introduce, as this study STEAM of science and arts in the field of education be shifted paradigm.