• Title/Summary/Keyword: STEAM 수업

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A Case Study of Preservice Secondary Science Teachers' Demonstration of STEAM Lessons (중등 예비과학교사의 STEAM 수업 시연에 대한 사례 연구)

  • Choi, Sookyeong;Lee, Jaewon;Noh, Taehee
    • Journal of The Korean Association For Science Education
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    • v.35 no.4
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    • pp.665-676
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    • 2015
  • In this case study, we analyzed the processes of STEAM lessons conducted by preservice secondary science teachers. Three preservice science teachers at a college of education in Seoul participated in this study. After the workshop for STEAM education, they planned and practiced STEAM lessons. All of the teaching-learning materials were collected before lessons, and their lessons were observed and videotaped. Semi-structured interviews were also conducted before and after their lessons. The processes of STEAM lessons were analyzed while focusing on PCK and PDC. Their difficulties, needs, and views on STEAM education were also studied. It was found that they have taken much efforts to reflect the objectives and characteristics of STEAM education, and prepared teaching-learning materials by searching on the internet and arranging creative contents. Their great difficulty was to determine topics for STEAM lessons. While one preservice teacher satisfied with her lesson perceived STEAM education positively, the others perceived that it would be very difficult to practice STEAM lessons in school. For their STEAM lessons to be successful, the workshop needs to include some specific information on grades, proper topics for each grade, ways of making materials, and tips for effective STEAM lessons. In addition, it will be effective if the workshop is carried out after their study on constructivist learning theory and if they experience successful STEAM lessons.

A Study on Application of STEAM education with Robot in Elementary School (초등학교에서 로봇을 활용한 STEAM 교육의 적용 연구)

  • Park, Jung-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.4
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    • pp.19-29
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    • 2012
  • According to the result of PISA and TIMSS, it was reported that interest for Math and Science was far lower compared to high achievement of Them. The purpose of this study is to investigate effects of robot based STEAM education on elementary school students' Math learning behavior and Science motivation. Robot based STEAM education integrated science, mathematics and art with a theme of 'Energy' was practiced for test group and For control group, those three subjects were taught separately in order to achieve this purpose. Curriculum of fourth grade second semester's science, mathematics and art was analysed to teach a robot based STEAM class and STEAM class Model with the theme 'Energy was designed and applied to elementary students. In science class, heat transfer experiment was conducted with robots and the result was related to drawing polygonal lines in mathematics. In art class, robot components were used to describe the heat energy in shapes and colors. The research shows that students' Math learning behavior and Science motivation were improved more with robot based STEAM education than with traditional lessons(p<.05). It proves that robot based STEAM class can be effective for improving interest in elementary Math and Science.

A Case Study on STEAM Lesson through the Teachers' Learning Community (교사학습공동체를 통한 STEAM 수업 사례 연구)

  • Jung, Kyunghwa;Shin, Youngjoon
    • Journal of The Korean Association For Science Education
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    • v.38 no.2
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    • pp.147-160
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    • 2018
  • The purpose of this study is to construct a Teachers' Learning Community (TLC) with three teachers from the same school and to develop a joint teaching plan for students through the TLC. The conclusions from this study are as follows: The TLC with the same grade helps teachers to implement STEAM classes, where teachers overcame difficulties of STEAM lessons and successfully implemented them. Teachers in this study expressed difficulties of STEAM lessons including lack of time, difficulties of STEAM lesson implementation, and difficulties of developing a good STEAM lesson. Teachers worked together to develop a common teaching plan, to overcome the burden of teaching, and to plan better lessons through discussions and cross-checking. In addition, teachers newly discovered difficulties of lesson implementation as they watch each other teaching using a joint lesson plan. Teachers will conduct a better lesson as they improve these difficulties, where a better lesson means having students reach learning goals and learn from the lesson. Teachers in TLC felt that their lesson improved and they themselves growing through a series of courses of watching and learning each other's lessons.

Effects of Eco-STEAM Program on Elementary School Students' Environmental Literacy and STEAM Attitude (과학과 Eco-STEAM 수업이 초등학생들의 환경소양과 STEAM 태도에 미치는 효과)

  • Lee, Sang-Gyun
    • Journal of the Korean Society of Earth Science Education
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    • v.10 no.1
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    • pp.62-75
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    • 2017
  • The purpose of this study is to examine the effects of Environmental literacy and STEAM Attitude through the use of the Eco-STEAM program for elementary students. For the purpose of this study, a teaching plan and worksheet for students using Eco-STEAM Programs was developed and applied. Through the questionnaires and the analysis of students' outcomes, the effects on Environmental literacy and STEAM Attitude in both quality and quantity were verified. The results of this study are as follows: First, the improvement in the Environmental Literary score has statistically meaningful difference(p<.05). Second, the change in students' STEAM attitude by applying the Eco-STEAM program has statistically meaningful difference (p<.05). Third, according to the analysis of a questionnaire used to evaluate the program, students had a positive perception of the STEAM program and gained higher level of satisfaction about the lesson. Therefore, Eco-STEAM Program applied in this study might be useful to improve Environmental Literacy, and can be expected to improve STEAM literacy and should be widely applied to Science education.

Effects of STEAM Lessons Using Scratch Programming Regarding Small Organisms in Elementary Science-Gifted Education (스크래치 프로그래밍을 활용한 '작은 생물' STEAM 수업이 초등과학 영재에게 미치는 효과)

  • Choi, Youngmi;Hong, Seung-Ho
    • Journal of Korean Elementary Science Education
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    • v.34 no.2
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    • pp.194-209
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    • 2015
  • 본 연구의 목적은 스크래치 프로그래밍을 활용한 초등과학 '작은 생물' STEAM 수업을 개발하고 적용하여, 초등 영재학생의 창의적 인성, 창의적 문제해결력, 과학적 태도의 향상에 어떠한 영향을 미치는지 알아보고자 하였다. 개발한 STEAM 수업은 과학 지식과 스크래치 프로그래밍을 통합한 내용적 융합의 방법을 통해 학습자가 창의적 설계와 감성적 체험을 효과적으로 경험할 수 있도록 설계되었다. 연구 대상은 26명의 초등과학 영재학생들이었으며, 양적 및 질적 접근을 통해 자료를 수집하였다. 7차시의 수업을 적용한 결과, 개발한 STEAM 수업이 창의적 인성 및 과학적 태도에 효과가 있었다. 창의적 인성 하위 요소 중, 독립성에서 효과가 있었으며, 과학적 태도 측면에서는 자발성 및 인내심에서 유의한 상승을 보였다. 본 연구는 생명 과학 및 컴퓨터 프로그래밍처럼 STEAM 수업을 위한 효과적인 수단을 통합하는 일이 과학 기술에 대한 학생들의 창의성과 흥미를 신장시킬 수 있음을 제안한다.

The Effects of Mentoring Experience in STEAM Classes on Pre-service Mathematics Teachers' Teaching Competency for STEAM Education (STEAM 수업에서의 멘토교사 경험이 예비수학교사들의 STEAM 교수 역량에 미치는 효과)

  • Han, Hyesook
    • Communications of Mathematical Education
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    • v.32 no.1
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    • pp.1-22
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    • 2018
  • The purpose of the study was to examine the effects of mentoring experience in STEAM classes on pre-service mathematics teachers' teaching competency for STEAM education. The study was conducted with 23 pre-service mathematics teachers who participated in the mentoring program affiliated with free learning semester system during one semester. To investigate the changes of pre-service mathematics teachers' teaching competencies for STEAM education and the effects of the mentoring program, pre, post questionnaires, lesson journals, and whole group discussion data were collected. According to the results, pre-service mathematics teachers' competencies for 'knowledge of STEAM education', 'subject matter knowledge', 'teaching and learning methods', and 'learning environments and circumstances' categories were improved significantly after the mentoring program. Especially, some results indicated that pre-service mathematics teachers' teaching experiences in real STEAM classrooms were very helpful for the development of understandings of STEAM education and construction of practical knowledge.

An Understanding of Secondary Science Teachers' Performance on STEAM Lessons in the Perspective of the CHAT (중등 과학교사의 융합인재교육(STEAM) 실행에 대한 문화역사적 활동이론(CHAT) 측면에서의 이해)

  • Choi, Sookyeong;Kim, Minhwan;Noh, Taehee
    • Journal of The Korean Association For Science Education
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    • v.35 no.6
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    • pp.949-959
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    • 2015
  • In this case study, we analyzed the STEAM lessons conducted by secondary science teachers in the perspective of the CHAT. Two science teachers at high schools in Seoul participated in this study. All of the teaching-learning materials were collected before lessons, and their lessons were observed and videotaped. We also observed the atmospheres in both school offices and classrooms. Semi-structured interviews were conducted before and after their lessons. All the data collected were categorized according to the elements of the activity system and analyzed by using the constant comparative method. The analyses of the results revealed that both teachers did not consider the student-centered self-directed activities in their STEAM lessons, but that they differed in the subject element such as teacher's professionalism on STEAM. Various elements of the activity system such as environmental characteristics of the school and policies about the STEAM influenced the performance of their STEAM lessons. Contradictions in the elements of the activity system brought about various changes. Successful experiences of the STEAM lessons by complex effects of the elements positively influenced their performances on their STEAM lessons. Based on these results, we have made some suggestions for the establishment of the STEAM in secondary schools.

The Development of STEAM Program with the Unit 'Energy and Transportation Technology' on the Subject of Technology.Home Economics (기술.가정 교과 '에너지와 수송 기술' 단원에서 활용할 STEAM 프로그램 개발)

  • Kim, Ki Yeol;Ham, Hyung In;Kim, Ki Soo
    • 대한공업교육학회지
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    • v.38 no.1
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    • pp.29-48
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    • 2013
  • The purpose of this research is to provide a desirable case of STEAM education utilizing 'Energy and Transportation Technology' unit on the subject of technology home economics. The middle school students learned with the integrated approach based on STEAM integrated education, and through production process they had the opportunity for application and expression in diverse forms. The results of this process to achieve the purpose are as follows. First, as the procedural model to develop STEAM program utilizing 'Energy and Transportation Technology' unit on the subject of technology home economics, the five stages: preparation, development, verification, practice, and evaluation, were presented. The preparation stage was composed of requirement analysis, the selection of program subject, and STEAM program curriculum analysis, the selection and organization of STEAM program lesson. The development stage was composed of the development of lesson plan, multimedia teaching materials, worksheet and worksheet answer key. In the verification stage, the verification of validity by experts was conducted, and in the practice stage, the developed program was applied to the middle school students in the educational field, and in the evaluation stage, based on the evaluations received from learners and teachers, it was revised and supplemented. Second, the STEAM program was developed into the program summary map, lesson plan, multimedia teaching materials, worksheet and worksheet answer, etc., and after the validity was secured through experts' verification, it was revised and supplemented and applied to actual classes. Third, the results of the learners' evaluation of the developed STEAM program showed that the degree of satisfaction with the program was high with the average score of the entire questions being 4.00 on a five-point scale. As the teachers also evaluated the developed STEAM program as very effective, the opinions of learners and teachers were collected and the program was finally improved and completed.

Effects of STEAM-based Mathematics Instruction on Elementary School Students' STEAM Attitudes (STEAM 기반 수학 수업이 초등학생의 융합적 태도에 미치는 효과)

  • Lee, Jong-hak
    • Journal of the Korean School Mathematics Society
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    • v.20 no.4
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    • pp.345-368
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    • 2017
  • The purpose of this study is to investigate the educational significance of STEAM in school mathematics education by developing a STEAM program that learns mathematical and scientific principles based on patterns and analyzing the effects of developed program. For this purpose, we conducted an experimental class based on the STEAM program developed. STEAM attitude and satisfaction were tested for 120 elementary school students. The results of this study are as follows. First, in terms of STEAM attitude, STEAM-based experimental instruction did not differ significantly in the second grade students. However, there were positive effects in the other five grades. Second, in terms of satisfaction, the proportion of students who were 'generally' was 89%. the proportion of students who were 'not generally' was 3%. Study subject students were found to be generally satisfied with the STEAM-based instruction.

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Elementary Teachers' Perception in Using Smart-Technology in STEAM Class : Focus on Application Type, Difficulties and Support Required (STEAM 수업에서 스마트테크놀로지 적용에 대한 초등교사의 인식 -적용 유형과 어려움 및 지원을 중심으로-)

  • Han, Areum;Na, Jiyeon
    • Journal of The Korean Association For Science Education
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    • v.39 no.6
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    • pp.777-790
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    • 2019
  • The purpose of this study is to investigate the experience of teachers who apply Smart-technology in elementary school STEAM class and the reasons, difficulties when applying the technology and required support. Semi-structured in-depth interviews were conducted with six elementary school teachers with specialized knowledge in STEAM education who have experienced STEAM lessons several times before. The research findings are as follows: First, research participants utilized a variety of Smart-technology in STEAM class, most of which were experiential or interactive technology. Among the STEAM learning criteria, the Smart-technology in 'Creative Design' course was most often applied. Second, they adopted Smart Technology in STEAM class to encourage students to feel interested, actively participate in the class, enjoy indirect experience, and nurture interest in state-of-the-art technology. They used it to prepare for future societies and organize classes that are suitable for STEAM learning criteria. They also used Smart-technology because it was easy to use. Third, they found it difficult to find, secure, and use suitable Smart-technology when applying Smart-technology in the STEAM class. They also had trouble restructuring the curriculum. In addition, there were difficulties in using Smart-technology in the class such as lack of class hours, increased level of activity, insufficient physical environment and unexpected malfunction of Smart-technology, thus interrupted the class. After the class, it was hard to manage Smart-technology and also, there were difficulties in assessment, record, and negative awareness of surrounding people. Fourth, they mentioned that's suggesting education guidelines, develop, and distribute educational materials are required to enable 'Creative Design,' reduce educational content, provide training, secure Smart-technology equipment and provide Wi-Fi, support teacher's club and communities and create an atmosphere to emotionally support teachers in order to activate using Smart-technology in STEAM class.