• Title/Summary/Keyword: STEAM Education Program

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Development and Application of the STEAM Teaching-Learning Program in 'Earth & Moon' Unit for Science Gifted Elementary School Students (초등과학영재를 위한 '지구와 달' 단원의 STEAM 교수·학습 프로그램 개발 및 적용)

  • Jeong, Sang Yun;Sohn, Jungjoo
    • Journal of Science Education
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    • v.37 no.2
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    • pp.359-373
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    • 2013
  • This study is aimed to find out the effect after the development and application of the STEAM teaching-learning program for science gifted elementary school students. The validity of the developed program was verified by three experts. The program consists of a total of eight classes and eight days were carried out. Recorded lessons, class observation journal, and recorded interview transcription data were measured and then analyzed the effect. 'Present situation' is a very important step was confirmed. The degree of understanding of a given situation affected to task commitment, the formation of scientific concepts, creative design and deliverable.

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Development of STEAM Program Using the Infographic and 3D Modeling for Creative Problem Solving Ability (창의적 문제해결력 향상을 위한 인포그래픽과 3D모델링을 활용한 STEAM 프로그램 개발)

  • Jeon, JeeHyun;Kim, DongHo
    • Journal of The Korean Association of Information Education
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    • v.21 no.1
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    • pp.67-76
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    • 2017
  • Recently, the Ministry of Education is pursuing various educational reforms for the cultivation of creative talent in preparation for the fourth industrial revolution. In this study, we developed STEAM program using the info-graphic and 3D modeling. As a result of applying the developed STEAM program to 2 classes of 6 grade in ${\circ}{\circ}$ elementary school in Seoul, it showed that creative problem solving ability of all students participating in the program has improved. Particularly, Motivational component has shown the greatest improvement among the creative problem solving ability elements. Through the results of this study, it is expected that various STEAM programs using the infographic and 3D modeling will be developed and applied in the field of elementary school for the cultivation of creative talent with creative thinking ability in preparation for future society.

Early Childhood Teachers' Perception of STEAM and Activation Measures for STEAM (융합인재교육(STEAM)에 대한 유아교사의 인식 및 활성화 방안)

  • Kim, Min-Ah;Kim, Seung-Hee
    • Korean Journal of Childcare and Education
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    • v.13 no.5
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    • pp.65-91
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    • 2017
  • Objective: This study aims to investigate early childhood teachers' perception of STEAM and suggest activation measures for STEAM according to teachers' background variables. Methods: The researchers conducted a pilot study, and then did survey research for 5 weeks. The participants of this study included 523 teachers of early childhood education institutions in Gwangju metropolitan city and Jeollanam-do Province. Results: The results of this study were as follows. First, early childhood teachers perceived the necessity of STEAM differently according to their age, experience, and academic background. The higher their age, experience, and academic background were, the more they wanted to participate in further teacher training and education. In particular, early childhood teachers' perception and activation measures were very different according to their workplace. These results come from the fact that the conditions in conducting STEAM are different according to their workplace. Conclusion/Implications: In order to activate STEAM, a teacher training program including practical contents and methods should be conducted. Also, it is necessary to carefully organize the content and structure of the teacher training program according to their workplace. This study is meaningful in terms of suggesting activation measures for STEAM by showing how early childhood teachers think about STEAM and what they demand.

The Development and Application Effects of STEAM Program about 'World of Small Organisms' Unit in Elementary Science (초등과학 '작은 생물의 세계' 단원에 대한 STEAM 프로그램 개발 및 적용 효과)

  • Choi, Youngmi;Hong, Seung-Ho
    • Journal of Korean Elementary Science Education
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    • v.32 no.3
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    • pp.361-377
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    • 2013
  • The purposes of this study were to develop STEAM teaching materials about 'world of small organisms' unit on elementary science education and to apply lesson using them for the 5th and 6th graders. Compared to other STEAM programs studied previously, the STEAM teaching materials of this study includes students' STEAM, teachers' guide, story-telling books and multimedia teaching aids consisted of practical resources to manage STEAM lessons. The whole program was designed from multidisciplinary integration to extradisciplinary integration through activities making creative products, meanwhile each period had discretionary S, T, E, A, M factors specifically. To examine the effects of integrated lesson on scientific knowledge, process skills, and affective domain, the study subjects were divided into two groups. The experimental group was composed of 69 individuals participated in STEAM lesson, while students of the control group were 67 individuals learned through general learning methods. The developed STEAM teaching materials affected significantly on scientific knowledge and affective domain of elementary school students, but process skills were not increased significantly. In the present study, therefore, the approach applying STEAM education could be suggested as alternative learning materials or supplementary teaching materials at the field of small organisms in elementary science sufficiently.

Effects of STEAM-based Environmental Program for Elementary School Students' Environmental Literacy (STEAM 기반 환경교육 프로그램이 초등학생의 환경 소양에 미치는 영향)

  • Lee, Sung-Hee
    • Hwankyungkyoyuk
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    • v.25 no.1
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    • pp.66-76
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    • 2012
  • The purpose of this study was to investigate the effects of and development of the STEAM-based on environmental programs to enhance environmental literacy of elementary school students. Through the questionnaires and the analysis of students' outcomes, the effects on literacy in both quality and quantity were verified. By applying the STEAM-based to environmental programs for enhancing environmental literacy to elementary students, the results of this study was as follows: First, its application was meaningful in that the level of $p$<.05 in point view of environmental literacy was a result of the pre-post test in the experiment group, which was made up of the 6th graders in the elementary school. Second, analysis of students' reflective journals showed that the participants' understanding, actions, and attitudes were positively affected by the programs in terms of environmental literacy. In conclusion, the STEAM-based on environmental programs for environmental education was very effective in enhancing environmental literacy.

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Developing an Online-based Learning STEAM Program for Elementary School Students using Metaverse (메타버스를 활용한 초등학생 대상 온라인 기반 학습형 STEAM 프로그램 개발)

  • Ki Rak Park;Hyoungbum Kim
    • Journal of the Korean Society of Earth Science Education
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    • v.16 no.1
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    • pp.43-55
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    • 2023
  • This study examined the effects of an online-based learning STEAM program using Metaverse on elementary school students' attitudes toward and satisfaction with STEAM in 197 students in grades 2, 4, and 6 at a rural elementary school. To conduct this study, we developed and implemented a four- to five-lesson online-based STEAM program in each grade level. The conclusions of this study are as follows. The online learning STEAM program had a statistically significant effect on improving elementary school students' attitudes toward STEAM, and students' satisfaction with the program was high. In addition, the pilot teacher said in an interview that 'the students' attention to the program was very high, and it was very interesting to use the Metaverse space'. Based on the results of the pilot, one STEAM program for students and teachers was developed for the fourth and fifth periods of each grade level in elementary school. Online learning programs using Metaverse have the potential to transform education during the pandemic by addressing educational inequalities and providing a flexible learning environment. Therefore, we propose a study on the development of online STEAM programs for middle and high school students.

Development and Effect of Creative Convergence HTE-STEAM Program using Natural Disaster (자연재해 주제를 활용한 창의융합 HTE-STEAM(융합인재교육) 프로그램 개발 및 효과)

  • Han, Shin;Kim, Yonggi;Kim, Hyoungbum
    • Journal of the Korean Society of Earth Science Education
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    • v.12 no.3
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    • pp.291-301
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    • 2019
  • The purpose of this study is to develop HTE-STEAM program using natural disasters for high school students and to verify their attitude and satisfaction with STEAM. We developed the HTE-STEAM program utilizing natural disasters and tested the effectiveness of 243 students from G High School and N High School. For data analysis, a single group pretest and post response t-test were conducted to verify the effects on attitudes and satisfaction with STEAM. The research results are as follows. First, we developed STEAM education programs for high school students by selecting the topic of "natural disasters" in the area of earth science and flying drones as lifesaving drones. The six-hour program was designed to give students the experience to solve problems by applying essential knowledge related to natural disasters and drones, and what they learned in other situations. Second, there was a significant statistical test result in the t-test of the corresponding sample by the difference between the pre and post score of the STEAM attitude test (p <.05). The drone-based HTE-STEAM program had a significant improvement in the overall attitude toward STEAM education, which consists of seven subfactors. Third, in the HTE-STEAM satisfaction test, the average value of the lower job offer was 3.64 ~ 3.76, which showed a positive response overall. It is judged that the students' satisfaction is improved through the students' understanding of the problem situation and the design of creative convergence and production process.

Developing Systems Thinking-based STEAM Programs and Analyzing its Effects on Middle School Students (중학생을 위한 시스템 사고 기반 STEAM 교육 프로그램의 개발 및 효과 분석)

  • Kim, Yuran;Jeon, Jaedon;Eom, Jooyoung;Lee, Hyonyong
    • Journal of the Korean earth science society
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    • v.41 no.1
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    • pp.75-91
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    • 2020
  • The purposes of this study are 1) to develop a pre-education program for teaching the basic concepts of systems thinking and STEAM program based on systems thinking and 2) to investigate the effects of the program on middle school students' systems thinking. The subjects were 4 seventh-graders and 4 ninth-graders in a middle school located in the province of Gyeongsangbuk-do. Data related to students' systems thinking was analyzed using the rubrics developed by Hung(2008). The results were reviewed by experts to verify the validity of the rubrics and the reliability of students' system thinking. In addition, the data analyzed with the rubrics, students' awareness of systems thinking, word associations, causal maps and interviews were systematically analyzed to investigate the effects of the program on students' systems thinking. The findings of this study were as follows: First, a pre-education program and teachers' guidebook for teaching and learning the concept of systems thinking and causal maps were developed. The pre-education program consisted of familiar TV entertainment program-Infinite Challenge (Muhandojeon)-with a theme of Global Warming. Second, a STEAM education program based on systems thinking which was composed of 5 steps: Analysis-Design-Build-Assessment-Systems thinking. The major theme of the program was an air extinguisher. The developed STEAM education program had positive effects on improving middle school students' systems thinking abilities such as understanding systems, relations within a system and system generalization. Therefore, it was concluded that the STEAM program could be instrumental for cultivating students' STEAM literacy with improved systems thinking.

The Present Status for Understanding and Recognition of STEAM Education in Pre-service Teachers Majoring in Teaching Profession of Engineering System (공학계열 교직전공 예비교사의 STEAM교육 이해도 및 인식현황)

  • Hyun, Eunryung
    • Journal of Engineering Education Research
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    • v.20 no.2
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    • pp.3-8
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    • 2017
  • This study examined a difference in a change of understanding and recognition on STEAM Education before and after participating in STEAM Education of university students majoring in teaching profession of engineering system who took part in 'STEAM Education of being made together with undergraduates for 2016' as part of the project for a center of supporting STEAM pre-service teachers. As a result, the pre-service teachers majoring in teaching profession of engineering system could be confirmed to have been improved the understanding and sympathy level with STEAM education as a whole following the execution of the program. Comparing it with other majoring system, the pre-service teachers majoring in teaching profession of engineering system were shown to be a little low in pre-perception or satisfaction, but were indicated later to have high intention of participation in STEAM education. This suggests that the pre-service teachers majoring in teaching profession of engineering system recognize the importance of STEAM education in the engineering education, but are feeling pressure about interpersonal communication. Accordingly, it is time that there is a need to have a system of officially providing the implementation of STEAM education and an opportunity of experience in the education for pre-service teachers aiming at the engineering education for future generation.

The Effects of Brain-Based STEAM Teaching-Learning Program on Creativity and Emotional Intelligence of the Science-Gifted Elementary Students and General Students (뇌 기반 STEAM 교수-학습 프로그램이 초등과학영재와 초등일반학생의 창의성과 정서지능에 미치는 효과)

  • Ryu, Je Jeong;Lee, Kil-Jae
    • Journal of Korean Elementary Science Education
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    • v.32 no.1
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    • pp.36-46
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    • 2013
  • The creative thinking and emotional trainings are very important educational issues in the knowledge-information-based future society. Recently STEAM education is suggested as one of the educational solutions to prepare the future society. The aims of this study are to develop STEAM teaching-learning program and analyze its effects on the creativity and emotional intelligence of science-gifted and general students in elementary school. Four different subject matters based on the 2007-revised curriculum were selected to construct the brain-based STEAM teaching-learning program consisting of 12 class hours. The program was applied to 50 elementary general students and 19 science-gifted elementary students. The findings of this research are as follows. The brain-based STEAM programs is effective to improve the creativity and emotional intelligence of science-gifted and general elementary students after class. The creativity of two groups was not statistically different before the class. However after class, the creativity of gifted-science students is significantly higher than that of general students. The emotional intelligence of gifted-science students was higher than that of general students before the class. Therefore in oder to analyze the different effects of the program on two groups in emotional intelligence, the test results of both group of students were analyzed by ANCOVA after class. This analysis also showed that the program is more effective in gifted-science students to improve the emotional intelligence compared to general students.