• Title/Summary/Keyword: STEAM Education Program

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Development and Effect of STEAM Program Using Analogy : Focused on the Instructional Unit of 'Solar System' in Middle School (비유를 활용한 STEAM 프로그램 개발 및 효과 : 중학교 '태양계' 단원을 중심으로)

  • Han, Shin;Kim, Hyoungbum;Kim, Yong-Ki;Song, Ha-Myung
    • Journal of the Korean Society of Earth Science Education
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    • v.13 no.1
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    • pp.15-28
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    • 2020
  • This study aimed to develop an HTE (It is an abbreviation for Here, There, and Everywhere) STEAM program combining with the use of an analogy in a middle school subject unit 'the solar system' and realize creative education for intelligent information society through a process of verifying the effectiveness of the program. For reference, the program was applied to 354 students in the first grade of two middle schools in South Korea - one was A middle school in Sejong City, the other B middle school in Pyeongtaek City. The STEAM program was revised and made up for the weak points for three times by a group of experts, and then it got verified for validity. The final version of the program was applied to middle school education sites in Korea for six periods in total. In other to confirm the effectiveness, two types of tests - logical thinking ability test and STEAM attitude test - were conducted before and after the program treatment. On top of that, the STEAM satisfaction test was also implemented in order to explore the students' recognition of the program after the program treatment. The results of this study were as follows. First, it turned out the STEAM program using the analogy was effective in improving the students' logical thinking ability. Second, the STEAM program blended with the analogy was also effective in improving the students' STEAM attitude. Third, the students' recognition of the STEAM program using the analogy was quite positive, and the program was efficacious in intriguing the students' interests in science. Judging from the results of the program, the students' satisfaction with the classes they take will be expected to be higher if the STEAM program is implemented in the next-term classes with more sufficient time.

Development and application of a STEAM program using classroom wall gardens

  • Kwack, Hye Ran;Jang, Eu Jean
    • Journal of People, Plants, and Environment
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    • v.24 no.4
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    • pp.365-376
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    • 2021
  • Background and objective: This study aims to develop and apply programs in agriculture and life sciences for promoting divergent thinking in STEAM using classroom wall gardens. The process of the STEAM program such as presentation of the situation, creative design, and success experience is proposed to utilize STEAM education as a distinguished program. Methods: Four types of classroom wall gardens were used in this program, such as the 'plaster pot wall garden', 'attachable LED wall garden'. 'coffee pack wall garden', and 'hanging wall garden' for each classroom. For this purpose, official letters were sent to relevant institutions (elementary schools) specified by the research institute, and classes were conducted on the selected elementary school students. Results: A satisfaction survey and effect analysis were conducted on the students participating in the program. The program was designed to take a total of 11 hours, comprised of teaching plans including the topics, purpose of production, subject outlines, learning goals, and elements of STEAM subjects and stages. Conclusion: According to the survey on student satisfaction and understanding, it was found that students participating in the program have a high level of understanding and participation, as well as increased interest in science. Also, the program helped the students to connect with other subject areas. The level of student satisfaction was especially high in the upper grades. It is believed that the results of this research contribute to the development of STEAM education programs in agriculture and life sciences as well as other subject areas.

Development and Application of STEAM Education Program by Producing UCC - 2nd Graders in Elementary School - (UCC 제작을 통한 STEAM 교육 프로그램 개발 및 적용 - 초등학교 2학년을 대상으로 -)

  • Kim, Yeo-Jin;Yang, Young-Hoon;Kim, Jong-Hoon
    • Journal of The Korean Association of Information Education
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    • v.17 no.3
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    • pp.339-346
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    • 2013
  • For this study, we searched recent trend of STEAM education and developed 'STEAM education program by producing UCC'. We developed and applied this program which is designed for 'wise of life' of 2nd graders in elementary school for the real class. As a result, the creativity index of the students who went through the researched program increased with meaningful difference compared to that of sample population. And positive response increased in both of interest and attitude among affective region related to science. The result of this study shows that 'STEAM education program by producing UC' can bring positive change for the expansion of creativities and scientific attitude.

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
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    • v.33 no.2
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    • pp.364-379
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    • 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.

Development of Science STEAM Program Using Storytelling (스토리텔링을 활용한 과학과 STEAM 프로그램 개발)

  • Lee, Sang-Gyun
    • Journal of the Korean Society of Earth Science Education
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    • v.6 no.2
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    • pp.136-144
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    • 2013
  • The purpose of this study is to examine the effects of creative thinking activities and scientific attitude through the use of storytelling in the STEAM program for elementary students. For the purpose of this study, a teaching plan and worksheet for students using storytelling in STEAM was developed and applied. The results of this study are as follows: First, the change in students' creative thinking activities by applying the STEAM program using storytelling has statistically meaningful difference (p<.05). Second, the improvement in the scientific attitude score 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, using storytelling STEAM program applied in this study might be useful to improve creative thinking activities, and can be expected to improve scientific attitude and should be widely applied to gifted education.

Development of Cyber Network Centered Career Education Program based on STEAM Education for $3^{rd}$ and $4^{th}$ Graders in Elementary School (초등학교 3-4학년을 위한 사이버 네트워크 주제의 STEAM기반 진로교육프로그램 개발)

  • Ko, Yeonghae;Park, Namje
    • Journal of The Korean Association of Information Education
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    • v.17 no.4
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    • pp.467-474
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    • 2013
  • This paper examined various study case about cyber network and STEAM education. We develop this STEAM career education of Cyber Network subject for 3rd and 4th graders in elementary school. We make this program by considering about student's intellectual level and interests. We offered this program to elementary 3rd and 4th graders in Jeju island step by step to evaluate the effectiveness of the developed program and teaching materials. Future work will include the follow-up and extended study. It will be expected that students will be able to develop their abilities of career exploration.

The Effect of Science-based STEAM Program using a Portfolio on Elementary Students' Formation of Science Concepts (포트폴리오를 활용한 과학 기반 STEAM 수업이 초등학생들의 과학 개념 형성에 미치는 영향)

  • Kang, Juhee;Ju, Eun Jeong;Jang, Shinho
    • Journal of Korean Elementary Science Education
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    • v.32 no.4
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    • pp.593-606
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    • 2013
  • The purpose of this study was to examine the effect of science-based STEAM program using a portfolio on elementary students' formation of science concepts and investigate students' opinion about the program. The developed program was applied to 1 experimental class(10 boys and 12 girls) and general science lessons, using a science textbook, was applied to 1 controlled class(11 boys and 13 girls) of $5^{th}$ grade students at S elementary school in Seoul through a total 6 sessions. Concept tests of the solar system were conducted before and after lessons and analysis of covariance was conducted. The results of this study were as follows. First, science-based STEAM program using a portfolio was effective to form science concepts. Second, students opinion about science-based STEAM program using a portfolio was positive. Students think the program was effective in understanding science contents, promoting thinking, self-motivation. It is expected that this study will be basic material to expand STEAM in science education.

The Effect of the Design Based STEAM Program Utilizing Smart Device for Interest in Science and STEAM Literacy (스마트 기기 활용 설계 기반 STEAM 프로그램이 과학 흥미도와 융합인재소양에 미치는 효과)

  • Lee, Sang-Gyun
    • Journal of the Korean Society of Earth Science Education
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    • v.8 no.3
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    • pp.240-250
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    • 2015
  • The purpose of this study is to examine the effects of interest in science and STEAM Literacy through the use of the design based STEAM program utilizing Smart Device for elementary students. For the purpose of this study, a teaching plan and worksheet for students using STEAM Programs was developed and applied. The results of this study are as follows: First, the improvement in the interest in science score has statistically meaningful difference(p<.05). Second, the change in students^{\backprime} STEAM Literacy by applying the design based STEAM program utilizing Smart Device 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, design based STEAM Program utilizing Smart Device applied in this study might be useful to improve STEAM Literacy, and can be expected to improve interest in science and should be widely applied to Science education.

Development and Management of the Advanced STEAM Teacher Training Program (STEAM 심화과정 교사연수 프로그램 개발 및 운영)

  • Hahn, Insik;Hwang, Shinyoung;Yoo, Jungsook
    • Journal of The Korean Association For Science Education
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    • v.36 no.3
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    • pp.399-411
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    • 2016
  • The purpose of this study is to investigate implications for future STEAM education by analyzing the surveys by the in-service teachers who participated in the Advanced STEAM Teacher Training Program(ASTTP) for raising interests and understanding of science and technology and nurturing STEAM literacy and problem-solving ability of students. ASTTP was developed for promoting 'teacher competence for STEAM.' ASTTP is a 60-hour program(4 credits), which includes offline intensive course of 38 hours, online training course of 12 hours, a course of implementation at schools for 5 hours, and a workshop for 5 hours (based on the 2014 program). For the offline intensive course, teachers take various professional development classes and activities, such as open-laboratory tours, advanced experiments, mentoring programs, and team projects as well as lectures on diverse disciplines. For the online course, teachers take online classes freely while they are encouraged to work with other teachers in groups. After taking both online and offline courses, the teachers are required to implement their STEAM lesson plans in their classrooms. Finally at the workshop, some selected teachers share how successfully they have implemented STEAM education. About 700 teachers have successfully taken the program from 2012 to 2014. Based on the surveys by the teachers, the program has been modified and improved. Our analysis shows increased professional development in STEAM education for the participating teachers. This study can provide some implication and helpful insights for people who need to develop and manage teacher training programs for STEAM education and other education programs in general.

The Elementary School Students' Interest and Perception on the Interactive Art STEAM Program (인터랙티브 아트를 활용한 STEAM 프로그램에 대한 초등학생들의 흥미와 인식)

  • Hyun, Dong-Geul;Lee, Myeong-Soo;Shin, Ae-Kyung;Lim, Sung-Man;Kim, Seong-Un;Yang, Kyoung-Sik
    • Journal of Science Education
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    • v.38 no.3
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    • pp.691-702
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    • 2014
  • The purposes of this study were to develop the Interactive art STEAM program integrated science and art and to investigate the interest and perception of the elementary school students about the STEAM program. The Interactive art STEAM program was developed by the STEAM program team consisting of science education specialists, an art education specialist, and classroom teachers. The program included the science concepts which were relevant to the indicator reaction of acids and bases. The STEAM program had 3 steps: seeing the many interactive arts related to the program, and imitating the interactive arts, then creating new projects with the interactive art. The program was administered to a small class consisting of 11 $6^{th}$ grade students of an elementary school in S city. The results showed that Interactive art STEAM program improved students' interest about science and art classes. Also the students convinced that science and art could be integrated through the experiences of the Interactive art STEAM program. They were satisfied with the program and wanted to participate in another STEAM program.

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