• Title/Summary/Keyword: STEAM Education Program

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Development and Effectiveness Evaluation of the STEAM Education Program on Food Groups for Kindergarteners (식품군을 활용한 유치원생 대상 STEAM 교육 프로그램 개발 및 효과평가)

  • Ahn, Jinkyeong;Kim, Seyoen;Kim, Donghyuk;Lee, Jounghee
    • Korean Journal of Community Nutrition
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    • v.27 no.5
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    • pp.361-372
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    • 2022
  • Objectives: The purpose of this study was to explore the effectiveness of the STEAM (Science, Technology, Engineering, Arts, and Mathematics) education program on the use of specific food groups in improving nutrition-related knowledge and attitude, dietary behavior, creative problem solving, and STEAM attitude. Methods: We selected two classes at a kindergarten in Jeollabuk-do, South Korea. A total of 44 kindergarteners from the two classrooms participated in this study. The experimental group and the control group were formed with 22 students each. The experimental group attended 11 STEAM classes on the use of the grain, fruit, and milk food groups. First, we performed the paired t-test to examine changes from pre-to-post classes for both groups. Then, we used ANCOVA to compare post-test scores between the experimental and control groups with the adjustment of pre-test scores. Results: The results demonstrate that the STEAM education program on the use of the food groups significantly improved (1) nutrition-related knowledge and attitude, and dietary behavior (P < 0.001), (2) creative problem solving (P < 0.001), and (3) STEAM attitude (P < 0.001) in the intervention group when compared with the control group. Conclusions: The STEAM education program on the use of food groups is effective in enhancing nutrition knowledge and attitude, dietary behavior, creative problem solving, and STEAM attitudes among kindergarten students.

The Analysis of Computational Thinking Practices in STEAM Program and its Implication for Creative Problem Solvers in the 21st Century

  • Park, Young-Shin;Green, James
    • Journal of the Korean earth science society
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    • v.41 no.4
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    • pp.415-434
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    • 2020
  • The purpose of this study was to explore if, what kinds of, how much computational thinking (CT after this) practices could be included in STEAM programs, and what kinds of CT practices could be improved to make STEAM revitalized. The CT analyzing tool with operational definitions and its examples in science education was modified and employed for 5 science-focused and 5 engineering-focused STEAM programs. There was no discerning pattern of CT practices uses between science and engineering STEAM programs but CT practices were displayed depending on their topics. The patterns of CT practices uses from each STEAM program could be used to describe what CT practices were more explored, weakly exposed, or missing. On the basis of these prescription of CT practices from each STEAM program, the researchers could develop the weakly exposed or missing CT practices to be improved for the rich experience in CT practices during STEAM programs.

The Application of a Science Camp and the Development of Experiment and Practice Program Based on STEAM for High School Students (고등학교 융합과학(STEAM) 실험-실습 프로그램 개발과 과학 캠프 적용)

  • Yoon, Mabyong;Hong, Jaeyoung
    • Journal of Science Education
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    • v.36 no.2
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    • pp.263-278
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    • 2012
  • The purpose of this study was to introduce the development and application of STEAM education science camp program conducted in J university for high school students and to suggest the ideal class design method and procedures along with STEAM logics and viewpoints. The pre-service science teachers participated in the class developed teaching materials in accordance with STEAM education model and the teaching procedures and materials were modified and supplemented through the education specialist group's assessment and the actual class. The developed program was applied to the second-year students(N=45) of a science-focus school in Jeonju City and the first and second-year students(N=61) of 13 high schools in Jeonbuk province who participated in the 'STEAM experiment camp' during the summer vacation in 2012. After the class, the learners' average satisfaction level in the program content and activities was 4.02 point out of 5 point and the pre-service science teachers' average satisfaction level in the program and teaching-learning was 4.28 point. Therefore, the STEAM education program of this case study can be a model to the teachers who desire to plan the science-focus STEAM class and conduct it.

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A Case Study on Development of Fine Dust STEAM Program for Enhancing Engineering Creative Problem Solving Ability of Chinese Elementary School Students (중국 초등학생의 공학 창의적 문제해결력 향상을 위한 미세먼지 STEAM 프로그램 개발 사례 연구)

  • Quan, Hai Yan;Byun, Moon Kyoung
    • Journal of Engineering Education Research
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    • v.23 no.2
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    • pp.14-23
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    • 2020
  • Based on the constructivist learning environments model and the learner-centered psychological principles, STEAM education program with the theme of eliminating smog was developed. Through the program, senior elementary school students will learn and apply the convergence knowledge of science, technology, engineering, arts and mathematics such as the human body's respiratory system (S), immune system (S), big data (M, T), computer programming(M), and aduino sensor utilization (E) directly to solve the problem. After expert validity testing, we found that developed program meet the standards of STEAM education program development and can develop creative thinking skills to find and solve problems in students' daily lives. In addition, this study is meaningful in providing a reference example for the development of STEAM education programs that enhance convergence knowledge in the future.

The Effects of STEAM-based Programming Education with Robot on Creativity and Character of Elementary School Students (로봇을 활용한 STEAM기반 프로그래밍교육이 초등학생의 창의성 및 인성에 미치는 효과)

  • Chai, Soophung;Chun, Seokju
    • Journal of The Korean Association of Information Education
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    • v.19 no.2
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    • pp.159-166
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    • 2015
  • STEAM is a multidisciplinary education program which intended to promote creative thinking by combining studies in the arts and STEM(Science, Technology, Engineer, Mathematics) fields. STEAM education can bring out creativities in students through educational activities of integrating and combining diverse studies. In this research, we integrated the educational elements of science, technology, engineering, mathematics, and arts using robots and then developed an educational program that raises the creative and character (focused on collaboration and communication) of students in a more fun and effective way. Using our developed educational program, we taught 6th grade students of an elementary school located in Seoul. As the result, most of students were found to be enhanced in their creativity and character after participating in the STEAM-based programming education course.

The Effects and Development of Project-Based STEAM Program (프로젝트 기반 STEAM 프로그램 개발 및 적용 효과)

  • Lee, Sang-Gyun;Lee, Ha-Lyong
    • Journal of the Korean Society of Earth Science Education
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    • v.6 no.1
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    • pp.78-86
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    • 2013
  • The purpose of this study is to analyze the effects of the Project based STEAM program on primary students' Problem solving process and creative personality. Based on the concept of project based learning and STEAM derived from a literature review, a learning program has been developed and applied to 28 elementary 4-6th students. Problem Solving Process and Creative personality tests were conducted before and after Project based STEAM program lessons. The results of this study are as follows. (1)Project-based STEAM was affected all components of problem solving process. (2) Project-based STEAM was affected all eight components of creative personality positively, (3) after using Project-based STEAM was good reaction by students. As a result, the elementary science class with Project-based STEAM had problem solving process for positive educational effect and creative personality. it means the science class with creative personality has potential possibilities and value to develop problem solving process and creative personality.

The Effects of STEAM-Based Integrated Subject Study on Elementary School Students' Creative Personality (STEAM 기반 통합교과 학습이 초등학생의 창의적 인성에 미치는 영향)

  • Kwon, Soon-Beom;Nam, Dong-Soo;Lee, Tae-Wuk
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.2
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    • pp.79-86
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    • 2012
  • The purpose of this study is to improve creative personality of elementary school students with integrated subject study program based STEAM education. On this study, I analyzed integrated subject study and STEAM, developed contents using educational robot applied integrated subject study program model. And analyzed result after applied to elementary school students. After dividing two groups-experimental group, comparison group-for this study, tested t-test. Finally I got a meaningful result statistically. There was an postive effect to improving elementary school students' creative personality by appling STEAM-based integrated subject study program.

Development and Application of STEAM Education Program Using the Lego Mindstorms Robot (레고 마인드스톰 로봇을 활용한 STEAM 교육 프로그램 개발 및 적용)

  • Choi, Jae-Hyeok;Choi, Ho-Meoyng;Park, Jongseok
    • Journal of Science Education
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    • v.42 no.1
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    • pp.1-11
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    • 2018
  • STEAM program as integrating Science, Technology, Engineering, Arts, and Mathematics became essential part of secondary education and software education will be a required subject in secondary schools. In this study, we propose the application of the Lego mindstorms robotics programs for the developments of both STEAM and software educational materials. Our program consisting of five hours of classes is made based on the problem solving strategies. According to students' impression obtained after our program had been applied, our program appears to provide students opportunities for conceiving creative thinking and problem solving strategies. It also shows positive results for the application to the software and science educations as well as other extracurricular such as after school programs or programs for gifted students.

The Effects of 3D Printing STEAM Class for Respiratory System on the Science Process Skill, Creative Problem Solving Ability, Scientific Interest and STEAM Program Satisfaction of Elementary Students (3D 프린터를 활용한 호흡계의 융합 수업이 초등학생의 과학 탐구 능력, 창의적 문제해결력, 과학 흥미도 및 STEAM 프로그램 만족도에 미치는 영향)

  • Ko, Dong Guk;Hong, Seung-Ho
    • Journal of Korean Elementary Science Education
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    • v.37 no.3
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    • pp.323-338
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    • 2018
  • The aims of this study are to develop the STEAM program focused '3D printing for respiratory system' and to ascertain its influence on elementary student's science process skills, creative problem solving abilities and scientific interest. The developed STEAM program was applied to 5th grade students of O elementary school located in J city. As a result of applying the STEAM program, the experimental group of the STEAM program class improved significantly in creative problem solving abilities and scientific interest than the control group of the theoretical class. The result of learner satisfaction survey of the STEAM program was high. Meanwhile, there was no significant difference in science process skills between the two groups. Therefore, the STEAM program class with the theme of '3D printing for respiratory system' could be meaningful works to encourage students' interest as well as their creative problem solving ability and scientific interest. In future, continuous and systematic studies on STEAM programs focused on 'structure and function of our body' are needed for elementary students' cognitive and affective developments.

Two-year Follow-Up Study on Effects of STEAM Education Program Based on Physical Computing (2년간의 추적 연구를 통한 Physical Computing 기반의 STEAM 프로그램의 효과)

  • Kim, Sug Hee;Yu, Heon Chang
    • The Journal of Korean Association of Computer Education
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    • v.17 no.2
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    • pp.77-86
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    • 2014
  • By PISA 2007, TIMSS 2011, Korean high school students had high academic achievement to science and mathematics, while they had low attitude. Prospective college students are increasingly avoiding natural science and engineering. Moreover, the opportunities to learn to computer science in middle and high school are disappeared rapidly. The necessity of STEAM program based on Physical computing arise under these situation. Therefore, we developed STEAM program and studied the effects of the program in 2012. The result showed that students' scientific interests and attitude, scientific problem solving ability, scientific creative problem solving ability, personality test for children, and satisfaction of school life were enhanced. This study is follow-up study for the same students who improved every domain of the measurements. They were administerd pre-test at start of 2012, post-test at end of 2012, and delayed post-test at the end of 2013, on same test. The result of the study showed that only attitude to Scientific Inquiry was enhanced, but there was no significant result on the other domain of the test in comparison with start of 2012. But this result demonstrate the effect of STEAM education conversely.

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