• Title/Summary/Keyword: STEAM 교육 프로그램

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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.

An Analysis of Content and Convergence Method of Scientific Technology and Humanities in Elementary School STEAM Programs (과학기술과 인문학 융합 내용 및 융합 방법 실태 분석 -초등학교 융합인재교육(STEAM) 프로그램 개발 과제를 중심으로-)

  • Han, Hyojeong;Kwon, Soonhee
    • Journal of The Korean Association For Science Education
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    • v.37 no.2
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    • pp.313-322
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    • 2017
  • This study aims to analyze the content and methodological aspects of converging scientific technology and humanities in 233 elementary school STEAM programs developed and publicized from 2012 to 2015, to provide the basic materials and implications for editing and supplementing the development of future STEAM programs or policies, or on-site applications of developed programs. The analysis results show that among the Liberal Arts courses of the STEAM program, including Korean, Social Studies, and Ethics, the level of convergence was lowest in Ethics. This seems to be due to the fact that convergence between scientific technology and humanities tended to emphasize a cross-studies convergence over a content convergence done with a specific purpose. In terms of methodological convergence between scientific technology and humanities, the level of convergence of humanities at a normative level was relatively lower than that at a descriptive level. Although a quantitative comparison of the two methods was not significant, it is rather concerning that due to simply converging descriptive humanities, students may not be so aware of the double-sidedness of scientific technology, despite the discovery of some programs that need re-evaluations of their ethical or normative directions. Moreover, the results showed that the cases of converging scientific technology and humanities at a normative level that were analyzed in the STEAM program can be divided into 'complementation of humanities to utilizing scientific technology' and 'complementation of humanities to research in scientific technology and development.' Based on such research results, the study discusses the development of STEAM programs and policies and directions for editing and supplementing programs on-site.

The Development of STEAM Program based on Reverse Engineering on the Subject of Autonomous Vehicle (자율주행자동차를 주제로 한 역공학 기반 STEAM 프로그램 개발)

  • Chong, HaeYoung;Kim, KiSoo;Yoon, JiA;Kim, YoungMin;Huh, HyeYeon
    • 대한공업교육학회지
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    • v.44 no.2
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    • pp.164-183
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    • 2019
  • The purpose of this study is to develop a STEAM program based on reverse engineering. To achieve the purpose of this study, STEAM program was developed on the subject of autonomous vehicle. The results of this study are summarized as follows. The program was developed based on STEAM program development model based on reverse engineering. Developed in a five step procedure (analysis, design, development, implementation, evaluation) with the subject of autonomous vehicle. First, in the analysis step, we explored the definition, goal, content area, and teaching and learning methods of STEAM based on reverse engineering. We extracted the goals and content areas to be included in the educational program. Second, in the design step, topics were selected through consultation with experts. At this time, based on the linkage between the 2015 revised curriculum and the STEAM curriculum, we selected and organized educational goals and learning contents. Third, in the development step, we developed a teacher 's guidebook and student' s textbook, and applied the program to 71 students in the second grade of OO middle school in Seoul. Fifth, at the evaluation stage, the evaluation was made by experts and students based on the program that was implemented, and revised and supplemented based on the results.

The Effect of STEAM Program using Arduino on Preservice Science Teachers' STEAM Core Competencies (아두이노를 활용한 STEAM 프로그램이 예비 과학교사의 융합인재 핵심역량에 미치는 영향)

  • Kim, Sun Young;Hyun, Yun Se
    • Journal of Science Education
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    • v.44 no.2
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    • pp.183-196
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    • 2020
  • This study explores the effects of STEAM program using Arduino on preservice science teachers toward their STEAM core competencies. The STEAM program using Arduino consists of four stages: presentation of situation, creative design, emotional touch, and evaluation. The preservice science teachers learned the theoretical backgrounds of STEAM and Arduino. Then, they were given the chance to think about an environmental issue, which is fine dust. The preservice teachers designed an air cleaner and a fine dust measuring instrument using Arduino. The preservice science teachers also produced the air cleaner and the measuring instrument using Arduino. They measured the level of fine dust in the classroom before and after the use of the air cleaner. That is, the preservice teachers experienced each stage of STEAM: seriousness of fine dust, design and production of the measuring instrument of fine dust and air cleaner, and evaluation of the effectiveness of air cleaner. Further, they reflected on their experiences of STEAM program using Arduino. The results indicate that these preservice science teachers statistically improved communication competency, problem-solving competency, gathering information competency, logical analytical thinking competency, and creativity competency. However, there were no statistical improvements on teamwork competency and self-development competency. This study suggests that experiencing STEAM program using Arduino is valuable for the preservice science teachers to develop STEAM core competencies and further implement STEAM program their science classes in the future.

Development of STEAM Program Using the Infographic and 3D Modeling for Creative Problem Solving Ability (창의적 문제해결력 향상을 위한 인포그래픽과 3D모델링을 활용한 STEAM 프로그램 개발)

  • Jeon, JeeHyun;Kim, DongHo
    • Journal of The Korean Association of Information Education
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    • v.21 no.1
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    • pp.67-76
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    • 2017
  • Recently, the Ministry of Education is pursuing various educational reforms for the cultivation of creative talent in preparation for the fourth industrial revolution. In this study, we developed STEAM program using the info-graphic and 3D modeling. As a result of applying the developed STEAM program to 2 classes of 6 grade in ${\circ}{\circ}$ elementary school in Seoul, it showed that creative problem solving ability of all students participating in the program has improved. Particularly, Motivational component has shown the greatest improvement among the creative problem solving ability elements. Through the results of this study, it is expected that various STEAM programs using the infographic and 3D modeling will be developed and applied in the field of elementary school for the cultivation of creative talent with creative thinking ability in preparation for future society.

Suggesting an Analysis Framework for Korea STEAM Programs in the Perspective of Engineering Design (공학설계 측면에서 한국 STEAM 프로그램 분석틀 제안)

  • Lee, DongYoung;Nam, Younkyeong
    • Journal of the Korean Society of Earth Science Education
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    • v.11 no.1
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    • pp.63-77
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    • 2018
  • The purpose of this study was to analyze Korea STEAM Programs in the perspective of Engineering Design. A pilot study of analyzing 41 STEAM programs was conducted by using Guzey et al. (2014)'s STEM program analysis framework. Based on the pilot study result, we suggested specific criteria to analyze Korea STEAM program and developed an analysis framework by considering characteristics of Korea STEAM program we found. The analysis framework suggested by this study has 5 more criteria compared to the Guzey et al. (2014)'s framework. By using the suggested framework, we analyzed another 76 STEAM programs developed by the grant of Korea foundation for the Admin of Science & Creativity (KOFAC) in 2016. The analysis results show that only 28.5% of total 76 Korea STEAM programs are focused on Engineering Design and the programs categorized as 'Complete Engineering Design Lesson' were only 5.4%. More than half of the programs (62.3%) are focused on only science contents with crafting and/or concept drawing activities.

The three-year comparative study of effects of STEAM education programs based on physical computing (3년간의 피지컬 컴퓨팅 기반의 STEAM 프로그램의 효과 비교 연구)

  • kim, Sughee;Lee, Chulhyun
    • The Journal of Korean Association of Computer Education
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    • v.19 no.1
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    • pp.11-18
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    • 2016
  • STEAM education introduced full-scale since 2011, it was reflected in the 2009 modified science curriculum. Partially it was decided not by result of study, but by the government policy. So practical study was needed for steam education. The researchers have studied effect of steam education based on physical computing from 2012 to 2014 on fourth grader. To study of effects of steam education, the researcher administer pre-to-post of science attitude test, science achievement test, logical ability test, psychological test for youth, satisfaction level test for school curriculum. The result shows that science attitude, logical ability, and satisfaction level for school curriculum of steam treatment group were enhanced. We conclude that steam education solve the proposed problem which low motivation and interest for science in comparison with science achievement.

The Effect of Science-centered STEAM Program on Science Positive Experience: Focused on the "Earth and Moon" Unit In Elementary School Science (과학중심 STEAM 프로그램이 과학긍정 경험에 미치는 효과: 초등학교 과학 "지구와 달" 단원을 중심으로)

  • Mun, Juyoung;Shin, Youngjoon
    • Journal of Science Education
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    • v.42 no.2
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    • pp.214-229
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    • 2018
  • The purpose of this study was to investigate the effect of science-based STEAM program on the positive science experience of elementary school students. The participants of this study were 64 fourth graders of S elementary school located in Gyeonggi-do. They were divided into the experimental group of 30 students and the comparative group of 34 students. The program was reorganized into the STEAM program, which emphasized communication with students in the second semester of 4th grade, centered on 'Earth and Moon' unit which were carried out in total 16 times. The experimental group was giving the science-centered STEAM program, and the comparative group was giving the general instruction model based on the instructional book guidelines. The results of the study are as follows. The science-centered STEAM program showed a further influence on the positive science experience of elementary school students. Based on these results, it can be confirmed that the class using the science-centered STEAM program positively influenced the improvement of students' positive science experience.

The Effects on the STEAM Learning Program of Intelligent Life in Elementary School (초등학교 슬기로운 생활에서 융합인재교육 프로그램의 효과)

  • Kim, Hye Ran;Choi, Sun Young
    • Journal of Science Education
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    • v.37 no.3
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    • pp.550-561
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    • 2013
  • The purpose of this study was to explore the effect of science academic achievement, inquiry ability, scientific attitude of students using the STEAM Learning Program. To verify about the effects of science-based STEAM program, a teaching plan and worksheet for students based on STEAM has been constructed and applied. The subjects of this program were the first grade students of both an experimental class(34 students) and a comparative class (34 students) located in Kyonggi Province. The results of this study were as follows: First, there is a significant difference in inquiry ability between two groups. STEAM Learning program accomplished higher achievement than traditional science instruction. Second, STEAM Learning program influenced science academic achievement positively. Third, there is a statistically significant effect on scientific attitude of students than traditional instruction. In conclusion, the STEAM Learning Program was useful to develop the elementary school student's inquiry ability, scientific attitude.

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STEAM Training Program for Constellation Space Composition Using Laser Cutter and LED Light Source

  • Heo, Min;Yoo, Geoyung Han;Kim, Yonggi;KIM, HyoungBum
    • The Bulletin of The Korean Astronomical Society
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    • v.46 no.2
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    • pp.54.2-54.2
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    • 2021
  • 지구과학 분야에서 가장 어렵게 느껴지는 내용인 천문분야는 다른 과학 분야와 달리 탐구 대상이 천체들이 먼거리에 있고, 쉽게 관측하기 어려우며, 실험실에서 동일실험과 반복 실험이 불가능하여, 추상적이고 직접 관측하기 어려운 개념에 관한 연구들이 많다. 따라서 이 연구에서는 레이저 커팅기를 사용해 지구과학교과 중 별자리를 구성하는 별들의 상대적 거리를 수학적으로 계산하는 과정과 고등학교 물리교과 중 LED 광원의 원리를 알고 LED 모듈을 제작하여 최종적으로 아름답고 과학적으로 가치가 있는 입체 별자리 교구를 제작하는 형태의 STEAM 교육 프로그램을 개발하고 시범학교 적용을 하였다. 이에 지능정보화 사회에 발맞춰 천문학 지식을 창의 교육의 형태로 교육하는 새로운 교육법을 실현한 연구결과들을 발표하고자 한다. 또한 개발한 프로그램의 효과성을 검증하기 위해 STEAM 관련 태도 검사와 논리적 사고력 검사 및 만족도 검사를 실시하였다. 연구결과 개발된 프로그램이 STEAM 태도 검사와 논리적 사고력에 효과가 있는 것으로 나타났으며, 천문수업에 대한 학생들의 인식은 긍정적이었다. 따라서 후속 연구에서는 다양한 학년 및 위계에 맞는 프로그램의 개발과 다양한 지역 등의 현장 적용을 통한 연구가 진행되어야 할 것으로 판단된다.

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