• Title/Summary/Keyword: STEAM(Science, Technology, Engineering, Arts, Mathematics) Education

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

  • Ahn, Jaehong;Kwon, Nanjoo
    • Journal of Korean Elementary Science Education
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    • v.34 no.2
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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.

Redesigning of STEAM Learning/Teaching Program for Robot (로봇 STEAM 교수학습 프로그램 제안)

  • Park, HyunJu;Baek, Yoon Su
    • Journal of Engineering Education Research
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    • v.18 no.6
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    • pp.3-10
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    • 2015
  • The purpose of this study was to analyze STEAM learning/teaching program that relates robots and to develop and redesign STEAM teaching/learning program with a robot for elementary and secondary schools. 'Learning with a robot' is considered as one of the best candidates for STEAM education. This article mainly concerns a robot that can be helpful to improve students' interests in learning science and mathematics in schools. As the results of the STEAM learning/teaching program analyzing, the program for elementary schools contained more contents of liberal arts and fine arts, and the program for secondary schools contained more contents of science, technology, and math. In the middle school program, context for learning, class activities of creative design and emotional touch, evaluation, and job and career information were evenly implemented. In the elementary and high school program, there were few information about robotics career. We extracted all robot utilizable subjects and units from school curriculums, and redesigned contents which can be applicable to regular classes for schools. As the result of this study, we conclude that 'learning with a robot' can encourage students' interests in STEM area.

Development of educational program based on STEAM using Picocricket (피코크리켓을 활용한 STEAM 기반 학습 프로그램 개발)

  • Kim, Myung-Jung;Lee, Tae-Wuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.01a
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    • pp.123-126
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    • 2015
  • 본 논문에서는 지식융합시대에 발맞춰 피코크리켓을 활용한 STEAM 기반 학습 프로그램을 개발하고자 한다. STEAM 교육은 Science, Technology, Engineering, Arts, Mathematics 다섯 가지의 학문을 융합적으로 가르치는 교육을 의미한다. 이는 빠르게 변화하고 있는 사회에 적응하고 실생활 문제해결 및 창의적인 사고력을 배양하기 위해서 여러 교과를 같이 융합하여 가르쳐야 한다. 이를 위해 다양한 교육용 로봇을 활용해 STEAM 교육이 진행되고 있으며 이번 연구에서는 피코크리켓을 활용한 학습프로그램을 개발하고자 한다. 피코크리켓은 통합적인 문제상황을 해결하는 과제를 제시하고 해결하는데 유용한 교육용로봇이며 학습프로그램에 효과적으로 활용될 것이다.

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Development of Learning Criteria and Contents Analysis of Clothing Domain in Technology and Home Economics for STEAM Education (융합인재교육(STEAM)을 위한 중학교 기술·가정교과 의생활 영역의 학습준거 개발 및 내용분석)

  • Park, Eun-Hee
    • Journal of the Korea Fashion and Costume Design Association
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    • v.18 no.2
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    • pp.145-159
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    • 2016
  • This study developed the learning criteria for Science, Technology, Engineering, Arts & Mathematics to establish the theoretical background of the education pursued by STEAM. The learning criteria was developed on a basis of 6 kinds of Technology Home Economics textbooks by 2009 Amended Curriculum, and the factors of STEAM were extracted according to related contents. From the results of this study, the unit 'Dress and Self-expression' assimilated T.E.A.M with learning related to clothing psychology, consumer behavior, fashion design, and Korean fashion. The unit 'eco-friendly clothing and fixing clothes' was found to assimilate S.T.E.A.M. with learning related to clothes science and dress structure. Accordingly we can understand this unit also consists of the S. T. E. A. M assimilation such as clothes science, fashion marketing, dress structure, dress aesthetics, design and so on. Both units 'dress and self-expression' and 'eco-friendly clothing and fixing clothes' were found to consist of suggesting situations, creative planning and emotional experience following the learning criteria of STEAM. Therefore, these units will be the basic material for developing STEAM programs centering upon 'Home Economics' among the curriculum.

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Development and Effect of H-STEAM centering on Secondary Education of Korea

  • CHO, Yunkyung
    • International Journal of Advanced Culture Technology
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    • v.6 no.3
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    • pp.1-11
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    • 2018
  • The purpose of this study is to develop and analyze the meaning and contents of the "H-STEAM teaching & learning model" which combines Science, Technology, Engineering, Arts & Mathematics (STEAM) with the elements of Humanities. We developed this model based on the key competencies linked with career path for middle school students in Korea, with the recognition of two issues. First, the existing Korean STEAM education lacks the elements of humanities, thus failing to achieve an authentic convergence education. Second, it is necessary to develop a program that might correspond to the Free Semester Program that was first introduced in 2013, and implemented at full scale in 2016 for middle school students in Korea. The advantages of H-STEAM are as follows: First, H-STEAM enables students to flexibly think while traversing the physical world and the symbolic world in the process of dealing with the daily problems. Second, it combines advanced technology with human sensibility and imagination, and enables students to derive creative outcomes that stimulate their minds. Third, it makes students feel and realize a point of contact between the subject that students learn, and jobs of the real world.

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.

A Case Study on Development of Fine Dust STEAM Program for Enhancing Engineering Creative Problem Solving Ability of Chinese Elementary School Students (중국 초등학생의 공학 창의적 문제해결력 향상을 위한 미세먼지 STEAM 프로그램 개발 사례 연구)

  • Quan, Hai Yan;Byun, Moon Kyoung
    • Journal of Engineering Education Research
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    • v.23 no.2
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    • pp.14-23
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    • 2020
  • Based on the constructivist learning environments model and the learner-centered psychological principles, STEAM education program with the theme of eliminating smog was developed. Through the program, senior elementary school students will learn and apply the convergence knowledge of science, technology, engineering, arts and mathematics such as the human body's respiratory system (S), immune system (S), big data (M, T), computer programming(M), and aduino sensor utilization (E) directly to solve the problem. After expert validity testing, we found that developed program meet the standards of STEAM education program development and can develop creative thinking skills to find and solve problems in students' daily lives. In addition, this study is meaningful in providing a reference example for the development of STEAM education programs that enhance convergence knowledge in the future.

Bringing Computational Thinking into Science Education

  • Park, Young-Shin;Green, James
    • Journal of the Korean earth science society
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    • v.40 no.4
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    • pp.340-352
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    • 2019
  • The purpose of science education is scientific literacy, which is extended in its meaning in the $21^{st}$ century. Students must be equipped with the skills necessary to solve problems from the community beyond obtaining the knowledge from curiosity, which is called 'computational thinking'. In this paper, the authors tried to define computational thinking in science education from the view of scientific literacy in the $21^{st}$ century; (1) computational thinking is an explicit skill shown in the two steps of abstracting the problems and automating solutions, (2) computational thinking consists of concrete components and practices which are observable and measurable, (3) computational thinking is a catalyst for STEAM (Science, Technology, Engineering, Arts, and Mathematics) education, and (4) computational thinking is a cognitive process to be learned. More implication about the necessity of including computational thinking and its emphasis in implementing in science teaching and learning for the envisioned scientific literacy is added.

An Analysis on STEAM Education Teaching and Learning Program on Technology and Engineering (융합인재교육(STEAM)에서 기술 및 공학 분야에 대한 교수학습 프로그램 분석)

  • Ahn, Jaehong;Kwon, Nanjoo
    • Journal of The Korean Association For Science Education
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    • v.33 no.4
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    • pp.708-717
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    • 2013
  • The new paradigm of the 21st Century science education explores a wide range of possibilities that can foster students' interest toward science and creative convergence thinking. In this study, through the analysis of programs that were developed in 'STEAM leader school' and 'STEAM teacher association for research' supported by the 'Ministry of Education, Science, and Technology,' we analyzed the linking frequency with each of STEAM education's fields and teachers' perception for the convergence strategy of technology and engineering. The results of this study show that linking frequency of technology and engineering is lower than the field of arts and mathematics in elementary school, but higher in middle and high school. 'Introduction technology contents in lives' in technology and 'crafts activity' in engineering are the most used teaching and learning strategy in STEAM education. But, although 'crafts activity' is engineering's major way of learning, many teachers understand and use it as a technological teaching learning strategy. It is important to understand that each of STEAM education's field has a unique nature and educational implications, for the effective settlement of STEAM education, we need to consider teaching and learning strategy in various way.

Analysis of Research Trends in STEAM Education for the Gifted (영재교육에서의 융합인재교육(STEAM) 연구 동향 분석)

  • An, Hae-Ran;Yoo, Mi-Hyun
    • Journal of Gifted/Talented Education
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    • v.25 no.3
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    • pp.401-420
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    • 2015
  • The purpose of this study was to perform a comparative analysis of the research trends in STEAM education in gifted education and suggest educational implications to improve the current STEAM education for the gifted. The results were as follows. First, STEAM education has been increasing in the past couple of years and gifted and talented education took up relatively high proportion of it. This demonstrates that gifted education closely related to creative and versatile individuals plays a leading role in STEAM education. Second, researches on STEAM education and STEAM education for the gifted targeted elementary school students the most. Third, researches on the development of STEAM program for the gifted have been mainly addressing science-oriented convergence programs. Among them, programs including all the five combined factors(Science, Technology, Engineering, Arts and Mathematics) were the most common. In terms of learning types, a criterion-referenced teaching-learning model has been developing and there were diverse learning types which applied teaching-learning models tailored to characteristics of a gifted child. The researches related to STEAM programs'application effects on creativity were most dominant.