• Title/Summary/Keyword: STEAM Education

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The Analysis on Research Trends for STEAM education in Korea: Based on Physical Computing (STEAM 교육의 국내 연구 동향 분석 : 피지컬 컴퓨팅 중심)

  • Kim, Seong-won;Lee, YoungJun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.07a
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    • pp.143-146
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    • 2015
  • 본 논문에서는 피지컬 컴퓨팅을 활용한 STEAM 교육의 연구 동향을 분석하고자 한다. 연구 결과를 분석한 결과는 다음과 같다. 첫 번째로 연도별 분석의 결과, STEAM 교육은 활발히 실시되고 있었지만 피지컬 컴퓨팅을 활용한 STEAM 교육은 상대적으로 적게 실시되고 있었다. 연구 내용별로 분석한 결과, 피지컬 컴퓨팅을 활용한 STEAM 교육 프로그램을 개발하고 적용하기 위한 연구가 가장 활발하였다 (87%). 또한, 연구 방법에 따라 분석한 결과, 질적 연구와 혼합 연구가 대다수를 차지하고 있는 것을 확인할 수 있었다(92%). 마지막으로 피지컬 컴퓨팅을 활용한 연구 대상은 초등학생이 가장 많은 비중을 차지하고 있었고(52%), 고등학생 (28%), 문헌 (16%)순으로 많았다. 연구 결과를 통하여 피지컬 컴퓨팅을 활용한 STEAM 교육은 연구 내용, 방법, 대상이 편중되어있다는 것을 확인할 수 있었다. 이를 통하여 피지컬 컴퓨팅과 STEAM 교육의 학교 현장의 도입을 위해서 다양한 분야에서 연구가 필요하다는 것을 확인할 수 있었다.

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Design Principles for Learning Environment based on STEAM Education

  • Kim, Sunyoung
    • International Journal of Advanced Culture Technology
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    • v.9 no.3
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    • pp.55-61
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    • 2021
  • In this study, a learning environment based on STEAM theory was proposed to support and improve learners' activities and achievements for convergent design education. The learning environment design influence STEAM education with intentional design and schedule coordination, schools can create informal environments that are crucial to STEAM education. The physical surroundings of the learning space should be applied to teaching methods and learning activity, especially for STEAM-based education, physical space conditions should support the learner's design thinking and process. Furthermore, STEAM-based education environment should support a vast array of experiences that allow students to learn the context around ideas and skills. For spaces for learning environment based on STEAM, common design principles should be considered such as technology integration, safety and security, transparency, multipurpose space, and outdoor learning. Therefore, the learning environment based on STEAM needs flexible and mobile, connected, integrated, organized, flipped, and team-focused surroundings to support the learners understand, participate, cooperate, and accomplish the design process.

Analysis of Elementary School Teachers' Perception on Field Application of STEAM Education (융합인재교육(STEAM)의 현장적용에 대한 초등 교사들의 인식조사)

  • Lim, Soo-min;Kim, Youngshin;Lee, Tae-sang
    • Journal of Science Education
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    • v.38 no.1
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    • pp.133-143
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    • 2014
  • The purpose of this study is to analyze elementary school teachers' perception on application of STEAM education. For this study, a survey was administered to 80 primary teachers. The result showed as follows: First, even though, elementary school teachers have known about the meaning and aims of the STEAM education in detail, they often took a neutral attitude toward the actual teaching method. In addition, they take a negative attitude toward having the gathering. Second, only a few elementary school teachers prepared and used the teaching materials related to the STEAM education in class and teach students the concept based on the STEAM education. Only a few elementary school teachers said that they used the developed modules. However, the demand, developing the modules, was extremely high. This result means that the easy and available modules should be developed to establish the STEAM education. Third, only a few elementary school teachers applied the subject, activity, and estimation related to the STEAM education in actual class. Forth, even though, after applying, there much be the positive affects, most elementary school teachers could not recognize the positive affects. At the same time, elementary school teachers suggested the curriculum should be reorganized for students to connect between the results of the STEAM education and the contents of the textbook, and the easy and available program should be developed and spread, also. The attitude of elementary school teachers toward the application of the STEAM education was normally negative. Therefore, it is needed to include more STEAM related contents in the science textbooks and to develop various STEAM education materials and circulate them as well as to establish adequate teaching and assessment methods for STEAM education.

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

  • Yakman, Georgette;Lee, Hyonyong
    • Journal of The Korean Association For Science Education
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    • v.32 no.6
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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.

The Effects of Science Lesson Applying STEAM Education on the Creativity and Science Related Attitudes of Elementary School Students (융합 인재 교육(STEAM)을 적용한 과학수업이 초등학생의 창의성과 과학 관련 태도에 미치는 영향)

  • Lee, Si-Ye;Lee, Hyeong Cheol
    • Journal of Korean Elementary Science Education
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    • v.32 no.1
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    • pp.60-70
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    • 2013
  • As the necessity of creative and convergent people who will lead the future society is emphasized, STEAM education is becoming an issue as new science education method. The purpose of this study was to verify the effects of science lesson applying STEAM education on the creativity and science related attitudes of elementary school students. In this study, the science lesson applying STEAM education meant integrated lesson included 'Creative planning' and 'Emotional experience'. The study subjects were four classes of the 4th grade of D elementary school in Busan. Two classes including 43 students were experimental group and the others including 40 students were comparison group. For the purpose of study, 'The state change of water' unit in the 4th grade elementary science text book was analyzed and recomposed applying STEAM education. And the recomposed unit was applied to experimental group, whereas comparison group was taught traditional science lesson. The results of this study were as follows. First, the science lesson applying STEAM education influenced significantly the improvement of the creativity of elementary school students. Second, the science lesson applying STEAM education influenced significantly the improvement of the science related attitudes of elementary school students.

Development and Application of STEAM Education Program based on Topic-specific Project (주제중심 프로젝트 기반 STEAM 교육 프로그램 개발 및 적용)

  • Lee, Youngseok;Cho, Jungwon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.12
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    • pp.5770-5775
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    • 2012
  • For this study, we reviewed theoretical background of STEAM education and domestic and international studies in STEAM education, by doing so, we developed and applied the STEAM education program based on topic-specific project. This program is designed for the 3rd and 4th lesson of 6th graders' science in elementary school. As a result, the positive attitude about science of the students who went through the researched program increased with meaningful difference compared to that of the sample population. The result of this study shows that the STEAM education program based on topic-specific project can brings positive changes for the science-related affective domains.

Developing STEAM Education Program Using LilyPad Arduino (릴리패드 아두이노를 활용한 STEAM 교육 프로그램 개발)

  • Park, YoungSun;An, SangJin;Lee, YoungJun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.01a
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    • pp.157-160
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    • 2013
  • 현대 사회는 과학 기술적 지식뿐만 아니라 창의성과 예술적 감성을 겸비한 융합 인재를 필요로 하고 있다. 이에 교육과학기술부는 STEAM 교육 강화를 발표하였고, 대학과 각급 학교에서 STEAM 교육 실행방향에 대한 논의와 다양한 프로그램 개발이 진행되고 있다. 본 연구에서는 초등학교에서의 STEAM 교육 방안으로 릴리패드 아두이노의 활용 가능성을 검토하여 STEAM 교육 프로그램을 설계하고, 이에 대한 교육적 효과를 논의하고자 한다.

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Analysis of Status about Theses and Articles Related to Domestic STEAM Education (국내 STEAM 교육 연구 논문의 현황 분석)

  • Kim, Young-Heung;Kim, Jin-Soo
    • 대한공업교육학회지
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    • v.42 no.1
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    • pp.140-159
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    • 2017
  • The purpose of this research was to collect and select the theses and articles of the STEAM education in domestic and to analyze a research status by the review, then to suggest a direction of the further research in technology education. The objects of this research were the theses and articles of the STEAM education in domestic published from January 2007 to June 2016. I collected the theses and articles by using the search engine of the Korean Academic Information Service, the Korea Education and Research Information Service, the National Assembly Digital Library, and finally selected 821 theses and articles for the objects. I analyzed the theses and articles by verifying their subjects, abstracts and contents, and applied the analysis framework developed in advance. I used the frequency analysis, the cross analysis to analyze the datas statistically. Also, I used SPSS 18.0 program. Drawing on the finding of this research, major conclusions of this research were as follows. First, the researches of the STEAM education in domestic had been studied numerously from 2012 to 2015, but it has been decreased since 2016. Second, the researches of the STEAM education in domestic have been studied numerously for the development of the educational program and the instructional source. Third, the research objects of the STEAM education in domestic have been studied numerously for elementary school, middle school and high school in a row. Forth, the researches of the STEAM education in domestic have been focused numerously on a science. Fifth, the researches of the STEAM education in domestic have been concerned mainly about the creativity effect among other educational effects.

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

  • Lim, Sung-Man;Chae, Dong-Hyun;Kim, Eun-Jeong;Hyun, Dong-Geul;Kim, O-Beom;Han, Je-Jun
    • Journal of the Korean Society of Earth Science Education
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    • v.7 no.1
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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.

Development and Application of a Subject Substitute STEAM Lesson in Elementary School Science Education (초등과학교육에서 차시대체형 STEAM 수업 개발 및 적용)

  • Chae, Dong-Hyun;Moon, Byoung-Chan;Kim, Eun-Jeong
    • Journal of the Korean Society of Earth Science Education
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    • v.7 no.3
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    • pp.327-337
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    • 2014
  • In this research, a subject substitute STEAM program was developed in context of a trend of STEAM education and a new science contents in a 2009 revised curriculum, which can replace the 2009 revised curriculum contents of 'Sound' unit in the third and the fourth grade. The developed program was taught to the 4th graders in a field. After applying the program, how students acknowledge the subject substitute STEAM program was analyzed through questionnaire. The research results were as follows. First, the subject substitute STEAM program of 3 sub programs was developed with centered around 'sound' unit for 4th graders. Second, students made a positive estimation of the STEAM program because of various activities and learning subject related to daily life. Third, they considered difficult term, necessary craft skills in creative design, understanding scientific principle and a lot of necessary time as difficulties of the STEAM program. And they also recognized that making stuff activity and learning aid material like activity sheet, picture and video helped to understand a lesson. Lastly, students had a positive thinking or negative thinking about STEAM program before they learn. But after learning the STEAM program, all of them showed their positive attitude to the STEAM program.