• 제목/요약/키워드: STEAM Education Program

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융합 인재 교육(STEAM) 연수를 통해 교수.학습 자료 개발 및 현장적용을 경험한 초등교사들의 인식 조사 (Primary Teachers' Perception Analysis on Development and Application of STEAM Education Program)

  • 이지원;박혜정;김중복
    • 한국초등과학교육학회지:초등과학교육
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    • 제32권1호
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    • pp.47-59
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    • 2013
  • The purpose of this study is to investigate the perception about STEAM education of primary teachers who have developed and applied STEAM education to their students through teacher training program. For this study, 101 among 172 attendance are responded to questionnaire of three categories consisting of development and application teaching material for STEAM instruction, and spreading STEAM education. The major findings are as follows: First, when primary teachers develop materials for STEAM education, they consider applicabilities in real classes. Second, they feel the burden of time when they develop STEAM material. Third, they think that their own program has significant educational effectiveness and that students enjoyed the program. Especially, they think that STEAM education program can raise students' interest about learning. Fourth, primary teachers point out the constraints for application of STEAM education program, which are lack of expertise and difficulty acquiring class time. Fifth, primary teachers evaluate the effect of STEAM education program on primary education is positive, and they answer that we need many teaching materials for STEAM education, operating as a regular curriculum, and securing budget. In order to spread STEAM education in field of primary education successfully, administrators have to consider and reflect the voice of teachers.

초등과학교육에서 차시대체형 STEAM 수업 개발 및 적용 (Development and Application of a Subject Substitute STEAM Lesson in Elementary School Science Education)

  • 채동현;문병찬;김은정
    • 대한지구과학교육학회지
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    • 제7권3호
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    • pp.327-337
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    • 2014
  • In this research, a subject substitute STEAM program was developed in context of a trend of STEAM education and a new science contents in a 2009 revised curriculum, which can replace the 2009 revised curriculum contents of 'Sound' unit in the third and the fourth grade. The developed program was taught to the 4th graders in a field. After applying the program, how students acknowledge the subject substitute STEAM program was analyzed through questionnaire. The research results were as follows. First, the subject substitute STEAM program of 3 sub programs was developed with centered around 'sound' unit for 4th graders. Second, students made a positive estimation of the STEAM program because of various activities and learning subject related to daily life. Third, they considered difficult term, necessary craft skills in creative design, understanding scientific principle and a lot of necessary time as difficulties of the STEAM program. And they also recognized that making stuff activity and learning aid material like activity sheet, picture and video helped to understand a lesson. Lastly, students had a positive thinking or negative thinking about STEAM program before they learn. But after learning the STEAM program, all of them showed their positive attitude to the STEAM program.

교과대체형 STEAM(융합인재교육) 프로그램 개발 및 적용 후 학생들의 인식 분석 - 6학년 에너지 관련 단원을 중심으로 - (Development and Students' Perceptions after Application of a Subject Substitute STEAM Program - Focusing on Energy Unit in 6th Grade Curriculum -)

  • 임성만;채동현;김은정;현동걸;김오범;한제준
    • 대한지구과학교육학회지
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    • 제7권1호
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    • pp.119-132
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    • 2014
  • In recent years, Korea encourages teachers to do STEAM education(Science, Technology, Engineering, Arts & Mathematics), which includes Arts to STEM education to train creative science technology talent. Related to this, we developed a subject substitute STEAM program for the 6th grade students in elementary school and applied it in a field. The STEAM program which substitutes contents in curriculum related to Energy unit was developed and it was taught to twenty four sixth grade students during regular classes. During the classes, all activities of students were observed and they were written in recording notes during the observation. After all STEAM program ended, how students recognize the subject substitute STEAM program compared to general class, understand learning contents and think about the program before and after the STEAM classes were analyzed through questionnaire and interviews. The results were as follows. First, some students had difficulty in reconciling different ideas in group, creative thinking and crafts but most students liked the STEAM classes because many activities are fun and it is easy to understand. Second, learners regarded practical use of knowledge, learning different subjects together and interests as the reasons they can understand learning contents easily during STEAM program. Third, learners recognized STEAM classes are good to understand knowledge, think creative ideas and improve social skills after the STEAM classes while they showed anticipation, worry and fear before taking the classes. It is found that a subjective substitute STEAM program is helpful to increase learners' interests in learning, understand learning contents, increase creativity and have a good personality through a qualitative research.

중학생을 위한 제로에너지 주택디자인 STEAM 교육프로그램 개발 연구 (A Study on the STEAM Program Development of Zero Energy House Design for Middle School Students)

  • 이윤희;이명아;한혜련;이재경
    • 한국실내디자인학회논문집
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    • 제26권6호
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    • pp.24-32
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    • 2017
  • STEAM education is an effective teaching method to develop self-problem-solving skills through creative thinking. In order to revitalize STEAM education, various program models are being developed recently. The purpose of this study is to develop a STEAM education program based on the project-based learing method that includes the process of solving global environmental problems. The STEAM element was extracted by linking the zero energy house design with the middle school curriculum, and the STEAM education program was developed considering career activities. It was analyzed whether the developed program can improve STEAM core competence and job preparation ability. The education program was conducted for middle school students and the program was evaluated through questionnaires. In order to strengthen the STEAM competency, project-based learning method was applied and it was able to enhance the active problem solving ability of learners. In addition, opportunities for career experience could be provided through career exploration programs and various activities. Through this STEAM education program, it is expected to contribute to cultivating human resources with convergence knowledge and core competency.

스크래치를 활용한 STEAM 기반 교육 프로그램 개발 및 적용 - 초등학교 6학년 과학교과를 중심으로 - (Development and Application of STEAM based Education Program Using Scratch - Focus on 6th Graders' Science in Elementary School -)

  • 오정철;이지훤;김정아;김종훈
    • 컴퓨터교육학회논문지
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    • 제15권3호
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    • pp.11-23
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    • 2012
  • 본 연구에서는 STEAM 교육의 이론적 배경과 국내 외 연구 사례를 살펴보고 스크래치를 활용한 STEAM 교육 프로그램을 개발하였다. 그리고 이 프로그램을 초등학교 6학년 과학 3단원 [에너지와 도구]와 4단원 [연소와 소화]를 중심으로 적용해 보았다. 그 결과 이 프로그램에 따라 활동한 학생들의 창의성 지수와 과학에 대한 긍정적 태도가 비교집단과 비교하여 유의미한 차이를 보이며 증가하였다. 연구결과 스크래치를 활용한 STEAM 교육 프로그램이 창의성을 증진시키며 과학에 관련된 정의적 영역인 과학 교육에 대한 인식, 흥미, 과학적 태도에 긍정적인 변화를 가져온다는 것을 확인하였다.

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지역기관을 활용한 중·고등학교 융합인재교육(STEAM) 프로그램 개발 및 적용 (A Study on Development and Application of STEAM Program for Middle and High School Students using Local Institution(KAIST))

  • 최진수;김영민;이영주
    • 공학교육연구
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    • 제23권5호
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    • pp.3-15
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    • 2020
  • With the 4th Industrial Revolution, educational change is required to cultivate the ability to adapt in the rapidly changing future. Accordingly, the importance of nurturing convergent talents to create new values using the humanities imagination, science and technology creativity, and engineering problem solving ability has emerged. The purpose of this study is to develop STEAM education program with Daedeok R&D Zone and KAIST resources for middle school and high school level. With this program, we investigated the effectivenss of STEAM education on creative problem solving ability, self-efficacy and the perception of STEAM education with pre-test and poste-test model. For this study, 91 students(46 middle school, 45 high school) participated in STEAM education program. As a result student participated in the STEAM program improved the creative problem-solving ability and students' interest in math and science. Also, students perceived STEAM program provided benefits of science-related career information. The suggestions were discussed based on the results.

STEAM 프로그램의 초등학교 차시 대체 적용을 위한 개발 방안 모색에 대한 사례 연구 (A Case Study of Development Plan for a Subject Substitute Application on Elementary School of STEAM Program)

  • 채동현;현종환;현동걸;임성만;김오범;한제준
    • 대한지구과학교육학회지
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    • 제7권2호
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    • pp.226-233
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    • 2014
  • This study is to develop a subject substitute STEAM program which can be applied instead of classes in school field and to seek development plan of a subject substitute STEAM program based on that. The program was developed by experts on science education and teachers who participated in developing STEAM program business conducted by the Korea Foundation for the Advancement of Science and Creativity and one 6th grade located in small and medium city was chosen for application. As a result, the subject substitute STEAM program attracted students' interest and helped to understand for them. In addition, the development plan was found that teachers' participation is very important, an inquiry activity related to real life is to be included and enough activity time is helpful in students' understanding, when developing a subject substitute STEAM program.

주제중심 프로젝트 기반 STEAM 교육 프로그램 개발 및 적용 (Development and Application of STEAM Education Program based on Topic-specific Project)

  • 이영석;조정원
    • 한국산학기술학회논문지
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    • 제13권12호
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    • pp.5770-5775
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    • 2012
  • 본 논문은 STEAM 교육의 이론적 배경과 국내 외 연구 사례를 살펴보고, 주제중심 프로젝트 기반의 STEAM 교육 프로그램을 개발하였다. 이 프로그램을 초등학교 6학년 과학 3단원 [에너지와 도구]와 4단원 [연소와 소화]를 중심으로 관련 주제들을 추출하여 적용해 보았다. 그 결과 이 프로그램에 따라 활동한 학생들의 과학 흥미도와 과학에 대한 긍정적 태도가 비교반과 비교하여 유의미한 차이를 보이며 증가하였다. 연구결과 주제중심 프로젝트 기반 STEAM 교육 프로그램이 과학 교육에 대한 인식, 흥미, 과학적 태도에 긍정적인 변화를 가져온다는 것을 확인하였다.

지역체험자원을 활용한 STEAM수업이 과학적 태도와 융합인재소양에 미치는 효과 (The Effect of the STEAM Program utilizing Regional Science Experiences Resource for Scientific Attitude and STEAM Literacy)

  • 이상균;김순식
    • 대한지구과학교육학회지
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    • 제6권3호
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    • pp.261-270
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    • 2013
  • The purpose of this study is to examine the effects of creative thinking activities and STEAM Literacy through the use of the STEAM program utilizing Regional Science Experience Resource 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 scientific attitude score has statistically meaningful difference(p<.05). Second, the change in students' STEAM literach by applying the STEAM program utilizing Regional Science Experiences Resource 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, STEAM Program utilizing Regional Science Experiences Resource applied in this study might be useful to improve STEAM Literacy, and can be expected to improve scientific attitude and should be widely applied to Science education.

친환경 단열설계를 위한 STEAM 창의교육 프로그램 개발연구 - 고등학생 대상의 업사이클링 벽체모듈디자인 중심으로 - (A Study on the Development of STEAM Creative Education Program for Eco Insulation Design - Focusing on Up-Cycling Wall Module Design for High School Students -)

  • 반자연;이윤희;한혜련;백혜영
    • 한국실내디자인학회논문집
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    • 제26권6호
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    • pp.97-105
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    • 2017
  • Korea is promoted STEAM education since 2011. Furthermore, in high school education, based on the in-depth elective course's teaching and learning contents of science. The STEAM program can improve students' competence because it encourages to self-directed learning through the vocational project performance. Therefore, in this study, we researched a design education program for the experience of fusion and complex design based on STEAM education concept. We developed an education program to design insulation wall systems using up-cycling concepts to increase energy efficiency. As a result, the characteristics of the fusion education and the theoretical study about the learner-centered education curriculum, the analysis of the high school curriculum, the STEAM elements, The program was revised and supplemented through consultation with STEAM experts. In addition, the developed program was applied to high school students, and each step were analyzed based on the educational method theory. The following results were obtained. First, this study presented a program to cope with the needs of high school intensive education. Second, it provided learning motivation by combining flipped-learning as a way to train STEAM education contents. Third, it is required to develop differentiated and continuous program development and data sharing Fourth, in order to operate and promote the future environment design STEAM school, it is necessary to expand educational programs for high school students in the region through linkage with various universities.