• Title/Summary/Keyword: STEAM Education Program

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The Effects of STEAM Program on Preservice Science Teachers' Communication Competency: Their Experiences and Reflection on STEAM Education (STEAM 프로그램이 예비 과학교사의 의사소통역량에 미치는 영향: STEAM 교육에 대한 경험과 성찰)

  • Kim, Sun Young;Jeon, Jae Hyeong
    • Journal of Science Education
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    • v.43 no.1
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    • pp.136-156
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    • 2019
  • This study examined the effects of STEAM program on preservice science teachers' communication competency and further explored their experiences of and reflection on STEAM program. The study design is one group pretest-posttest with mixed methodology using both quantitative and qualitative data. The STEAM program consists of three stages: introduction of STEAM, participation in STEAM activities, and reflection on the STEAM program. The preservice science teachers improved their communication competency after the STEAM program (p < .01). The preservice science teachers represented statistically higher scores on the three subscales of communication competency: Interpretation ability, self-presenting ability, and understanding others' viewpoints. In addition, the preservice science teachers reflected on their STEAM experiences. During the first stage of 'Presentation of the Problem Situation,' the preservice science teachers mentioned that they roused their curiosity due to everyday experience-related, social issues or present issues. In the stage of 'Creative Design,' the preservice science teachers mentioned that they selected the final idea through mutual consent of the members, the practical possibility of everyday life, the previous experience-based decisions, or persuasive power. Further, about 87.5% of preservice science teachers mentioned that they were fully engaged in the 'Emotional Learning' stages due to the application of integrated thinking, everyday related issues, and communication among group members. About 85% of the preservice science teachers mentioned that they could challenge new problems in future situations.

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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Development and Application of Elementary Information Security Education STEAM Program through Simulation Hacking Play Activities (모의해킹 놀이 활동을 통한 초등 정보보호교육 STEAM 프로그램 개발 및 적용)

  • Park, Namje
    • Journal of The Korean Association of Information Education
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    • v.20 no.3
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    • pp.273-282
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    • 2016
  • The new STEAM program suggested in this paper aims at helping students to have interest in information security engineering experts and to design their career creatively through the project on future promising career. The program was designed to help teachers and students understand the jobs and capabilities required for information security experts through direction and execution of the information security expert project. Teaching tools of information security through simulation hacking play activities based on hexagon cell is designed to provide students with the chance to indirectly experience the job of a computer security expert through an unplugged education. Because the content of cyber security is unfamiliar and difficult to understand, the program is designed to allow students to access the key principle of the job, rather than to describe the technical part. Using this program, students will be able to communicate with each other to solve the problems, to have interest in computer security experts, and to design their careers in a creative manner.

Effects of Out-of-school STEAM Programs Based on Social-Emotional Learning (사회정서학습 기반의 학교 밖 STEAM 프로그램의 효과)

  • Lee, Hyunjoo;Lee, Soo-Yong;Jung, Jaeeun;Lee, Saebyoul;Choi, Eunhye;Kwak, E-Rang;Kim, Younghwa;Chang, Hyewon
    • Journal of Korean Elementary Science Education
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    • v.41 no.4
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    • pp.740-753
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    • 2022
  • This study was conducted to develop and apply an out-of-school STEAM program model based on Social-Emotional Learning (SEL) for underprivileged students in the lower grades. To this end, a STEAM program based on SEL was developed, with the following characteristics. First, by integrating traditional STEAM learning elements and SEL elements, a structured program was designed with consistent stages, including mindfulness meditation→present an authentic situation→creative design→emotional experiences→reflection. Second, the program was structured so that elementary school students could develop mathematical thinking and scientific inquiry skills in problem-solving situations in daily life. Third, the detailed themes for each STEAM program involved storytelling-based problem situations, as well as activities centered on play and sympathy to reflect the educational needs of underprivileged students. From these characteristics, a total of five programs were developed and applied to 16 teachers and 354 lower-grade elementary school students in 16 community children centers nationwide. The results were as follows. First, while students' satisfaction with the STEAM program was 4.16, there were no significant differences in STEAM satisfaction according to gender. Second, while all students' interest and self-efficacy, which was one of sub factors of STEAM attitude, were significantly improved, no significant difference was seen in STEAM attitudes according to gender. Third, although students' SEL competencies were not significantly improved, relationship skills, which were among the sub factors of SEL competencies, were significantly improved, and there were no significant differences in SEL competencies according to gender. From these results, a discussion on the effect of the out-of-school STEAM program for underprivileged students and directions for follow-up studies was suggested.

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.

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 Application of Education Program Art Area Subject-based STEAM for Improvement of Elementary Students' Creativity: With a Scratch Programming Language (초등학생의 창의성 신장을 위한 예술 영역 교과 중심의 STEAM 교육 프로그램 개발 및 적용: 스크래치 프로그래밍 언어를 활용하여)

  • SEO, Youngho;JUNG, Seungbum;KIM, Jonghoon
    • Journal of Fisheries and Marine Sciences Education
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    • v.28 no.1
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    • pp.69-82
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    • 2016
  • In this study, Art area -based STEAM education programs that take advantage of the Scratch was to analyze the effect of the development of elementary school students' creativity. The winter break of ${\bigcirc}{\bigcirc}$ university education donation application students 3, 4, 5th grader was verified two research hypothesis to the target. First, Art area -based STEAM education programs will be effective on the development of elementary school students' creativity. Second, Art area -based STEAM education programs will be more effective on the development of the elementary school girls' creativity than the elementary school boys' creativity. Art area -based STEAM education programs is to show a significant difference on the development of elementary school students' creativity, mean change of elementary school girls were remarkable than boys.

The effects of science·job competence through STEAM education based on a Fine Arts among Secondary School Students - Focused on the food design class using 3D printer - (미술교과 중심의 융합인재교육(STEAM)이 중학생의 과학·직업역량에 미치는 영향 - 3D프리터를 활용한 식품디자인수업을 중심으로 -)

  • Kim, Hyo-jung
    • Journal of Communication Design
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    • v.55
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    • pp.20-30
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    • 2016
  • This study was to verify the effect of art-education-oriented integrated human resource education (STEAM) on scientific competence and job competence of middle school students. The theme of the program developed for this study is "food design" using a 3-D printer. The 5 mockup lectures were developed for 237 students in ninth and tenth grades of Y Middle School in Gyeonggi-do Province, and the pre-/post-results were analyzed. As a result of analyzing the competence of STEAM education before and after the program, the job competence of general, science, and food science of students was improved after the program in general. Especially among three sub-areas of scientific competence, the change in component of research shows the most significant change in test statistics. The result of test statistics of food science job competence showed the most significant change among three sub-areas: general, scientific, and food science. This program was developed for on-site to be used for a school lecture, and the program may be reformed or used for different themes.

Development and Application of the Scientific Inquiry-based STEAM Education Program about Earthquakes (지진에 대한 과학 탐구 기반의 STEAM 교육 프로그램 개발과 적용)

  • Lee, Hyundong;Bae, Taeyoun;Lee, Hyonyong
    • Journal of the Korean earth science society
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    • v.37 no.7
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    • pp.476-488
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    • 2016
  • The purposes of this study were to develop a scientific inquiry-based STEAM education program and to investigate its effect on changing middle school students' self-efficacy in science, job awareness, and attitudes toward STEM. A scientific inquiry-based STEAM program was developed with the theme of 'earthquakes', using the ADBA model, which was taking up the total of six class periods. The final program, which had been revised and completed after being pre-tested with middle school students, was implemented to 105 third-graders of middle school in a metropolitan city. One sample pre-post paired t-test before and after applying the program to the same group was conducted, and its effectiveness was analyzed in terms of self-efficacy in science, job awareness, attitudes toward science, technology, engineering and mathematics. Results showed that the STEAM program on the theme of 'earthquakes' demonstrated its effect on improving the students' of self-efficacy in science subject and their awareness of science-related jobs. Furthermore, this program indicated a statistical significance in improving middle school students' attitudes, awareness, and abilities, values, and continuing interest towards science, technology, engineering, and mathematics. Therefore, we suggest that this scientific inquiry based STEAM program be used to help students to improve their scientific investigation skills as well as their creative and integrated thinking abilities in schools.

Development of Convergence Education (STEAM) Program for High School Credit System (고교학점제를 위한 융합교육(STEAM) 프로그램 개발)

  • Kwon, Hyuksoo;Kim, Eojin;Kim, Jaewoon;Min, JaeSik;Bae, SangIl;Son, MiHyun;Lee, Hyonyong;Choi, JinYoung;Han, MiYoung;Ham, HyungIn
    • Journal of Science Education
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    • v.46 no.1
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    • pp.93-108
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    • 2022
  • The purpose of this study is to develop a STEAM program that can be used in the high school credit system to be fully implemented in 2025, and to examine its validity and effectiveness. The STEAM program analyzed the 2015 revised curriculum centering on science, technology, and engineering through the 2015 revised curriculum analysis, and then selected the five latest issues: hydrogen fuel, climate crisis, data science, appropriate technology, and barista. In accordance with this self-developed program development format (frame), it was developed for seven months through a process of group deliberation. The draft of the STEAM program for 29 sessions of five types, developed to indirectly experience the career path and occupation of high school students, was verified through consultation with 2 STEAM education experts. It was applied at five different high schools for a pilot implementation. As a result of the pilot application, it was confirmed that the students' STEAM attitude significantly improved in the post-test than the pre-test, and the students' high satisfaction with the program was confirmed. In addition, through an interview with the pilot application teacher, it was positively evaluated that 'the content and level of the program are suitable and through experience solving real-life problems, you can apply the content knowledge of related subjects and have an opportunity to experience careers.' Based on the results of the pilot application, the high school credit system STEAM program for students and teachers was finally completed in 29 lessons of five types. Through this study, the development and operation of the next-generation STEAM program that can be applied in the high school credit system should be actively developed, and a plan to improve teachers' professionalism so that the high school credit system can be established and operated properly for blended classes triggered by COVID-19. The necessity of design was suggested. This study is expected to be used as basic data for the development and operation of STEAM programs in the high school credit system, which will be fully implemented in 2025.