• Title/Summary/Keyword: STEAM 교육 프로그램

Search Result 235, Processing Time 0.021 seconds

The Development and Application Effects of Convergence Program for Field Trip and STEAM Education related Geology (지질 관련 야외 학습과 STEAM 교육을 융합한 프로그램 개발 및 적용 효과)

  • Kim, Deok-Ho;Hong, Seung-Ho
    • Journal of Korean Elementary Science Education
    • /
    • v.33 no.2
    • /
    • pp.364-379
    • /
    • 2014
  • In this study, a theme-centered STEAM program converged with field trip was developed in the 'The stratum and fossils' unit of elementary science. The objectives were to find the influences on academic achievement, creative problem solving abilities and scientific attitude of elementary school students. The STEAM education program was composed of content which can be applied effectively by converging field trip and STEAM elements. As the results applied the STEAM program to elementary school students, the experimental group improved effectively in the academic achievement, creative problem solving abilities and scientific attitude compared to the control group, which took the theoretical lesson. In conclusion, it is necessary to develop systematically and continuously programs converging STEAM and field trip in various units of science subject which field trip is possible.

The Effect of STEAM Education Program using Movies on the Creative Personality, Creative Problem-solving Ability and Scientific Attitude of Elementary Scientific Gifted (영화를 활용한 융합인재교육 프로그램이 초등과학영재의 창의적 인성, 창의적 문제해결력 및 과학적 태도에 미치는 영향)

  • Kim, Ji-Hwan;Bang, Mi Sun;Bae, Sung Chur;Hong, Yeon Sook;Choi, Jong Gyung;Lee, Na Ri;Seo, Seung Gab;Bae, Jinho;Lee, Yong-Seob;Lee, Hyeong Cheol;So, Keum-Hyun
    • Journal of Science Education
    • /
    • v.38 no.1
    • /
    • pp.120-132
    • /
    • 2014
  • This research aimed at developing STEAM Program with the medium of films for scientific talents in elementary schools and examining its influence on the problem solving ability, creative personality, and scientific attitude. The results were as follows: First, the STEAM program using movies was proved to be effective in forming creative personality, and a significant difference was found especially in the areas of patience/obsession, self conviction, sense of humor, curiosity, imagination, openness, adventurous spirit, and spirit of independence(p<.05). Second, the STEAM program using movies was found to be a successful way to improve their problem solving ability, and in particular, the difference was significant in the areas of planning an experiment and creative problem solving ability(p<.05). Third, the program was also found to be effective for the enhancement in their scientific attitude, and the difference, particularly in the areas of curiosity, openness, criticism, cooperation, spontaneity, patience, creativity and scientific attitude, was significant(p<.05). The study results above indicated that the STEAM program using movies was an efficacious way in forming creative personality, and enhancing creative problem solving ability and scientific attitude.

  • PDF

Analysis of learner's attitude and satisfaction through development and application of metaverse environment STEAM educational program (메타버스 환경의 융합(STEAM) 교육 프로그램 개발과 적용을 통한 학습자 태도 및 만족도 분석)

  • Jeon, Jae Cheon;Jang, Jun Hyeok;Jung, Soon Ki
    • Journal of The Korean Association of Information Education
    • /
    • v.26 no.3
    • /
    • pp.187-195
    • /
    • 2022
  • Recently, with interest in metaverse, attempts are being made to utilize the metaverse platform in various forms. In this paper, we focused on the educational application potential of metaverse, and developed and applied a metaverse STEAM program to provide an effective learning experience to learners in non-face-to-face educational situations. The developed program utilizes Minecraft and ZEPETO, familiar to students, as metaverse learning platforms, and consists of a total of 16 lessons of 5 modules in the form of modules so that alternative classes can take place in the educational field. Through this, the learner's change in STEAM attitude and learning satisfaction were measured, and through the developed STEAM program, the learner's interest, consideration, communication, usefulness, self-concept, self-efficacy, and career choice areas significantly increased. In addition, positive results were confirmed in all areas of the learner satisfaction test related to satisfaction, interest, and overall class. In the future, considering the characteristics of the metaverse, it is necessary to break free from the constraints of time and space to communicate anew, and various learner-centered educational approaches based on a high degree of freedom and immersion should be implemented.

The Development and Application of the SW-STEAM Program by Utilizing Software Supporting the Creation of VR for Elementary Science Class (초등 과학 수업에 VR 구현 프로그램을 활용한 SW 융합교육프로그램의 개발과 적용)

  • Kim, Hye-Ran;Choi, Sun-Young
    • Journal of Korean Elementary Science Education
    • /
    • v.39 no.2
    • /
    • pp.296-305
    • /
    • 2020
  • The purpose of this study was to analyse the effects of the SW-STEAM program by utilizing software supporting the creation of VR for elementary science class. Two classes of 5th grade were selected, and were engaged in different teaching and learning methods during 12 class hours. The experimental group which is consisted of 20 students participated in the SW-STEAM program by utilizing software supporting the creation of VR, the comparative group which comprised 19 students was thaught by using a traditional instruction. Teaching unit was 'the solar system and stars' in 5th grade science text book. The results of this study were as follows. The SW-STEAM program by utilizing software the creation of VR had a positive effect on elementary school students' creative problem solving ability, scientific interest, science achievement. Therefore, the SW-STEAM program by utilizing software supporting the creation of VR could be meaningful works to encourage students' creative problem solving ability, scientific interest, science achievement, and this study will help elementary teachers teach 'the solar system and stars' in 5th grade science text book more interesting.

The Effects of 'Silver Care Expert' Future Career-related STEAM Program for the Elementary Students' Future Time Perspective, Career Awareness and Scientific Attitudes ('실버케어 전문가' 미래직업 연계형 STEAM 프로그램이 초등학생의 미래지향 시간관, 진로인식 및 과학적 태도에 미치는 영향)

  • Yoo, Mi Hyun;Choi, Jung Jin;Park, Mun Sook;Chae, Su Jin;Kim, Bo Ra;Son, Mi Hyun;Lim, Eun- Kyong;Yu, Hwasoo;Seo, Jong Won;Kim, Ju Mi;Kim, Soo Hyun
    • Journal of Science Education
    • /
    • v.41 no.1
    • /
    • pp.111-134
    • /
    • 2017
  • The purpose of this study was to develop 'Silver Care Expert' STEAM Program for the elementary students and investigate the effects of the program on creative thinking activity, scientific attitude and leadership. Participants were 110 elementary school students. Before and after the program, the participants were asked to take the test about future time perspective, career awareness and scientific attitude. The major results of this study were as follows. First, the total score of experimental group's future time perspective and all 2 sub-domains was significantly improved than those of comparative group(p<.05). Second, total score of experimental groups' career awareness and all 4 sub-domains were significantly increased than those of comparative group after the STEAM program(p<.05). Third, the total score of experimental groups' scientific attitude and all 7 sub-domains were significantly improved than those of comparative group(p<.05). Fourth, according to students' post-program opinions, experimental group students showed very positive perception like that science class was very interesting and they became interested in science and technology. In conclusion, 'Silver Care Expert' STEAM Program was very effective to improve elementary students' future time perspective, career awareness, scientific attitudes.

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
    • /
    • v.41 no.3
    • /
    • pp.334-350
    • /
    • 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.

A study on How to Improve the Professionalism Enhancement Program for Teachers in Charge of Energy and Climate Change Education Based on STEAM Perspectives (융합인재교육의 관점에서 에너지 및 기후변화 교육 연수 프로그램 개선 방안)

  • Lee, Sung-Hee;Shin, Dong-Hoon
    • Journal of Science Education
    • /
    • v.36 no.1
    • /
    • pp.22-34
    • /
    • 2012
  • This study was aimed to discuss how to improve the professionalism enhancement program for teachers in charge of energy and climate change education based on STEAM perspectives. It analyzed the program according to the specialties of the teachers in charge of training, and identified the degree of professionalism enhancement of the participating teachers through the pre- and post-survey. Also, researchers described the strengths and weaknesses, opportunities and threats of this program that were found through the interviews with trainees by participating in the program in person. The results were as follows; First, teacher's training course in charge of energy and climate change education should be approached from the perspective of STEAM education. Second, teachers should have time to discuss their activities after they complete experience learning related with STEAM education. Third, it should be a 60-hour intensive course, but the burden for the teachers should be reduced by using online programs. Fourth, the training program should be planned based on the focus on improving the professionalism. Also, there should be enough time to prepare for the training program. Fifth, energy and climate change teacher training program should be practice-oriented, using hands-on experiences and experiments, in fusion education. Sixth, it would be better to run energy and climate change teacher training programs according to the level of schools. However, several courses could be mixed between different levels of schools.

  • 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 of Convergence Education Program for Elementary School Gifted Education Based on Mathematics and Science (초등학교 영재교육을 위한 수학·과학 중심의 융합교육 프로그램 개발)

  • Ryu, Sung-Rim;Lee, Jong-Hak;Yoon, Ma-Byong;Kim, Hak-Sung
    • Journal of the Korea Convergence Society
    • /
    • v.9 no.10
    • /
    • pp.217-228
    • /
    • 2018
  • The purpose of this study is to develop STEAM program for gifted education by combining educational contents of humanities, arts, engineering, technology, and design into various subjects, focusing on mathematics-science curriculum of elementary school. The achievement standards and curriculum contents of elementary mathematics-science curriculum were analyzed while considering 2015 revised national curriculum. And then, a 16 class-hour convergence education program consisting of 3-hour block time was developed by applying the STEAM model with 4 steps. The validity of the program developed through this process was verified, and four educational experts evaluate whether the program can be applied to the elementary school. Based on the evaluation results, the convergence education program was finalized. As a result of implementing the gifted education program for mathematics-science, students achieved the objectives and values of convergence education such as creative design, self-directed participation, cooperative learning, and interest in class activities (game, making). If this convergence education program is applied to regular class, creative experiential class, or class for gifted children, students can promote their scientific creativity, artistic sensitivity, design sence, and so on.

A Study on the Development of Experiential STEAM Program Based on Visual Impairment Using 3D Printer: Focusing on 'Sun' Concept (3D프린터 활용 체험형 STEAM 프로그램 개발 연구: '태양' 개념을 중심으로)

  • Kim, Sanggul;Kim, Hyoungbum;Kim, Yonggi
    • Journal of the Korean Society of Earth Science Education
    • /
    • v.15 no.1
    • /
    • pp.62-75
    • /
    • 2022
  • In this study, experiential STEAM program using 3D printer was produced focusing on the content elements of 'solar' in the 2015 revised science curriculum, and in order to find out the effectiveness of the STEAM program, analyzed creative problem solving, STEAM attitude, and STEAM satisfaction by applying it to two middle school 77 students simple random sampled. The results of this study are as follows. First, a solar tactile model was produced using a 3D printer, and a program was developed to enable students to actively learn experience-oriented activities through visual impairment experiences. Second, in the response sample t-test by the difference in pre- and post-score of STEAM attitude tests, significant statistical test results were shown in 'interest', 'consideration', 'self-concept', 'self-efficacy', and 'science and engineering career choice' sub-factors except 'consideration' and 'usefulness / value recognition' sub-factors (p<.05). Third,, the STEAM satisfaction test conducted after the application of the 3D printer-based STEAM program showed that the average value range of sub-factors were 3.66~3.97, which improved students' understanding and interest in science subjects through the 3D printer-based STEAM program.