• Title/Summary/Keyword: STEAM Education Program

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Impact of Science Club Activities Associated with STEAM Activities on Students' Self-Efficacy and Attitudes toward Science (과학 동아리 활동과 연계된 STEAM 활동이 학생들의 자기효능감과 과학에 대한 태도에 미치는 영향)

  • Jung, Ji-ye;Wee, Soo-meen;Lim, Sung-man
    • Journal of the Korean Society of Earth Science Education
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    • v.8 no.2
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    • pp.183-192
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    • 2015
  • The purpose of this study was to identify STEAM education program fit for club activities in consideration of the present curriculum and investigate its effect on science club students' self-efficacy and attitude toward science by applying it to science club students. In consideration of such chapters as 'Solar System' and 'Exosphere and Space Development' in the 2009 Revised Curriculum, this study developed a STEAM education program related to the observation of the solar system and the measurement of a distance of the stars in consideration of the present curriculum. For this study we selected 14 science club students in H Middle School, located in G Province and applied a 7 weeks' program to them. To find out change in their self-efficacy and attitude toward science, this study conducted tests of self-efficacy and attitude toward science for a single group before and after introducing this program and analyzed the results. The results of this study could be summarized as below. Firstly, science club activities with this STEAM education program applied improved students' self-efficacy significantly. Secondly, there was a significant difference found in students' attitude toward science through science club activities with this STEAM education program applied as they showed higher scores in the attitude toward science in the posttest than the pretest. Lastly, despite a research limit that this science inquiry program was conducted for a short period of time, this program was found to have positive effect on the improvement of students' self-efficacy and attitude toward science.

Development and Application of the STEAM Education Program Focused on the Sensor-Based Scratch Programming (센서 기반 스크래치 프로그래밍 중심의 STEAM 교육 프로그램 개발 및 적용)

  • Kim, Tae-Hun;Kim, Byeong-Su;Kim, Jong-Hoon
    • Journal of The Korean Association of Information Education
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    • v.18 no.1
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    • pp.65-74
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    • 2014
  • The STEAM education and the computer science education have become increasingly important with the advert of science technology that enhances the national competitiveness. The purpose of the research is to develop the STEAM education program focused on programming education. I introduced a programming activity utilizing a sensor that can trigger students' interest with relation to other school subject factors. I applied the education program to grade 4-5 students, then compared and analyzed effects of the education program by conducting pretest and posttest regarding the creativity, reasoning skills, and the affective domain in science learning. Overall, the analysis reveals that the STEAM education program developed in this study improved fluency, originality and creativity index of the students' creativity, reasoning skills and scientific attitudes.

The Effects of STEAM Program on the Scientific Communication Skills and the Learning Flow of Elementary Gifted Students (STEAM 프로그램이 초등영재학생의 과학적 의사소통능력과 학습몰입에 미치는 영향)

  • Bak, Aerina;Kim, Yong Kwon
    • Journal of Korean Elementary Science Education
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    • v.33 no.3
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    • pp.439-452
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    • 2014
  • The purpose of this study is to find out the effect of STEAM program on the scientific communication skills and the learning flow of elementary gifted students. The main findings of this study are as follows: First, STEAM program that mathematical, technical, engineering and art factors were combined based on basic concepts of science were developed. Seconds, the change in the scientific communication skills of experimental group applying STEAM program had statistically meaningful difference (p<.05). Third, the flow of experimental class improved, but it had no meaningful difference statistically (p>.05). But it is expected that continuing level adjusted STEAM program might have positive effect on improving the flow with the following three reasons: 1) The gifted students' flow level on learning before experiment was rather too high to expect short term effect. 2) It was hard for them to achieve flow experience because topic difficulties and students' capacities were not balanced. 3) topic commitments and autotelic behaviors of gifted students were observed during classes. Fourth, by the result of the student satisfaction questionnaire survey on this program, students actively participated in the STEAM program with interest and curiosity. As achieved self-directed problem solving, versatile communication activities and success experiences, their class satisfaction was high. Based on such results, it was expected that the gifted class applied of STEAM program could enhance scientific communication capacity of the elementary gifted students and would further positively influence flow of learning as well. In addition, it was considered to have integrated approach value to elementary gifted and talented education in the aspect that it could satisfy various educational demands of gifted students.

The Effect of the Experience-based Ecology-Environmental STEAM Program on Ecological Sensitivity of Elementary Students (체험중심 생태환경 초등학생들의 생태적 감수성에 미치는 영향)

  • Kim, Sunil;Shin, Youngjoon
    • Journal of Korean Elementary Science Education
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    • v.38 no.4
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    • pp.465-474
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    • 2019
  • The purpose of this study was to investigate the effect of the experience-based ecology-environmental STEAM education on ecological sensitivity of elementary students. The research subjects were 62 third graders of S elementary school located in Incheon. They were divided into the experimental group of 33 students and the comparative group of 29 students. The experimental group was provided the educational program with the experience-based ecology-environmental STEAM education. The comparative group was provided the theoretical and ecological self activity program based on the textbook. The results of this study can be summarized as follows; First, the experience-based ecology-environmental STEAM education had a meaningful effect on improvement of ecological sensitivity. Second, we found that access to the ecological environment education is important in all subjects, not in education that is biased toward. Third, in ecological environment education, experience-oriented education methods are more meaningful than indirect experiences trapped in textbooks. Fourth, ecological environment education can contribute to the improvement of ecological sensitivity as well as the intellectual aspect of ecology and environmental science. In conclusion, it was found that the ecological environment program should be conducted with activities of experience.

Effect of Design Thinking-based STEAM Program for Primary and Secondary Students (초·중등학생을 위한 디자인적 사고기반의 STEAM교육 프로그램의 효과)

  • Kim, Se Mi;Kim, Jeong Kyoum;Kim, Sung Ho;Maeng, Joon Hee
    • Journal of Engineering Education Research
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    • v.21 no.2
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    • pp.17-27
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    • 2018
  • This study aims to investigate the effect of design thinking-based STEAM program for primary and secondary students. The design thinking-based STEAM program dealt with advanced scientific technology issues and it consisted of 8 topics. A questionnaire was developed to explore the change of Science concept awareness, Interest, Self-efficacy, Career consciousness of students through the program. The questionnaire consisted of following 4 areas, such as 'Science concept awareness', 'Interest', 'Career consciousness' and 'Self efficacy'. Pre-post test was conducted to 75 primary and secondary students. As a result of analyzing post-test compared to pre-test, 'Science concept awareness', 'Career consciousness' and 'Self efficacy' of students were improved. And the 'Interest' wasn't changed significantly. Through this research, it can be suggested that the design thinking-based STEAM program can be useful at school education to improve the Science concept awareness, Career consciousness and Self-efficacy of primary and secondary students. It is also proposed that further research of the various areas of interest and other affective variables will be needed.

Development of an Infographic-Based STEAM Program (인포그래픽 기반 STEAM 프로그램 개발 및 효과성 검증)

  • Hyun, Eun Ryung;Kim, Jeong Hyun;Shin, Tae Seob
    • Journal of Engineering Education Research
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    • v.25 no.5
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    • pp.68-74
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    • 2022
  • The purpose of this study was to develop an infographic-based STEAM program for high school students and test its effectiveness. In this study, we converged high school 'art' education with 'Korean language' and 'mathematics.' The program was divided into four phases. The effectiveness of the program was analyzed by conducting matched pair t-test for 377 students at a girl's high school in Seoul before and after the program. The study found that the students' self-concept on mathematics and their attitude towards choosing science and engineering career showed significant increases after the program. By connecting high school courses through data visualization based on cognitive information design, findings from this study suggest that our infographic-based STEAM program should be implemented more frequently at high schools.

The Effects of STEAM Program Using Landslide on High School Students' Affective Domain (산사태에 관한 STEAM 프로그램이 고등학생들의 정의적 영역에 미치는 영향)

  • Lee, Jungju;Wee, Soomeen
    • Journal of the Korean earth science society
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    • v.36 no.4
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    • pp.360-366
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    • 2015
  • The purpose of this study was to find out the effects of STEAM program on affective domain in high school students. For this purpose, we developed a STEAM program based on 'Landslide and Life' and applied it to 16 members of science club in high school for 7 weeks. We conducted a pre- and post-test of students' scientific attitude in affective domain. We also conducted a survey and in-depth interview about the STEAM program after the implementation of the program. Regarding scientific attitude, the STEAM program found positive on students' increased interest, value, confidence, and general attitude about science. Results of the program evaluation questionnaire, depicted that the most response was made to an item that the program was much helpful in affective domain and that there were positive changes in cognitive domain.

Analysis of Research Trends in STEAM Education for the Gifted (영재교육에서의 융합인재교육(STEAM) 연구 동향 분석)

  • An, Hae-Ran;Yoo, Mi-Hyun
    • Journal of Gifted/Talented Education
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    • v.25 no.3
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    • pp.401-420
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    • 2015
  • The purpose of this study was to perform a comparative analysis of the research trends in STEAM education in gifted education and suggest educational implications to improve the current STEAM education for the gifted. The results were as follows. First, STEAM education has been increasing in the past couple of years and gifted and talented education took up relatively high proportion of it. This demonstrates that gifted education closely related to creative and versatile individuals plays a leading role in STEAM education. Second, researches on STEAM education and STEAM education for the gifted targeted elementary school students the most. Third, researches on the development of STEAM program for the gifted have been mainly addressing science-oriented convergence programs. Among them, programs including all the five combined factors(Science, Technology, Engineering, Arts and Mathematics) were the most common. In terms of learning types, a criterion-referenced teaching-learning model has been developing and there were diverse learning types which applied teaching-learning models tailored to characteristics of a gifted child. The researches related to STEAM programs'application effects on creativity were most dominant.

Research on the Emotional Expression of Synesthesia through STEAM Education Program (융합인재교육(STEAM) 프로그램을 통해 배우는 공감각의 감성적 표현 연구)

  • Lee, Jin;Lee, Seungyon-Seny
    • The Journal of the Korea Contents Association
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    • v.13 no.9
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    • pp.448-454
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    • 2013
  • This paper proposes a methodology of expanding the mind in multi-disciplinary ways through STEAM education program based on science and art. The paper aims at analyzing both the analog- an digital-based emotional expressions experienced by students. Students use digital visualization technology using linguistic tool as well as sense of vision, hearing and touching. This is a STEAM education program designed for high school students and called "Kandinsky, Drawing the Sound". Kandinsky was a prominent proponent of synesthesia and through his artwork, students can learn how to express and develop synesthetic senses. Through this STEAM program, students are empowered to express diverse emotions reconstructed through plays, stories and synesthesia.

The Effect of STEAM Program on the Logical Thinking Ability of Middle School Students (융합인재교육(STEAM) 프로그램이 중학생의 논리적 사고력에 미치는 효과)

  • Bae, Sung-Hee;Kim, Hee-Soo
    • Journal of the Korean Society of Earth Science Education
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    • v.10 no.1
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    • pp.17-25
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    • 2017
  • The purpose of this study is to investigate the impact of logical thinking when applying STEAM program for middle school students. Therefore, you're creative, framework governing the conditions and be present, creative design of the emotional experience of class under the procedures of the program from a program by previous studies. STEAM improve program is entirely logical thinking to determine that 47 2nd grade in middle school student radio sampling four weeks, six round of poetry classes. Awareness stage after the program STEAM improved but there was little change in logical thinking and appears to be effective, particularly in conservation, combined logic.(p<0.05)