• Title/Summary/Keyword: STEAM Education Program

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The Analysis of Research Trends on STEAM Instructional Program and the Development of Mathematics-Centered STEAM Instructional Program (STEAM 교수-학습 프로그램의 개발 동향 분석 및 수학교과 중심의 STEAM 교수-학습 프로그램의 개발)

  • Han, Hyesook
    • Communications of Mathematical Education
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    • v.27 no.4
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    • pp.523-545
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    • 2013
  • The purposes of the study were to analyze STEAM instructional materials to find research trends on STEAM instructional program and to develop mathematics-centered STEAM instructional program for middle school second graders. To conduct this study, the researcher collected total 123 research papers and thesis focused on the development of STEAM instructional material and deduced implications for the development of mathematics-centered STEAM instrucational materials from the findings. The researcher found that important components of such as 'context for learning', 'internalization-mmersion', 'new challenge', and 'self-assessment' in STEAM education were not reflected properly in 19 mathematics-centered STEAM instructional programs. Therefore, the researcher put more emphasis on those components in the process of developing mathematics-centered STEAM program.

The Effects of Science based Enrichment STEAM Gifted Program on Creative Thinking Activities and Emotional Intelligence of Elementary Science Gifted Students (과학기반 심화융합영재 프로그램이 초등 과학영재의 창의적 사고활동과 정서지능에 미치는 영향)

  • Oh, Dong-ju;Bae, Jin-Ho;Park, Su-hong
    • Journal of Korean Elementary Science Education
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    • v.35 no.1
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    • pp.13-25
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    • 2016
  • The purpose of this study was to investigate the effects of science based enrichment STEAM gifted program on the creative thinking activities and emotional intelligence of elementary science gifted students. The study subjects were two science gifted classes of the 5th grade of local Office of Education in B Metropolitan City. One class including 20 students was experimental group and the other including 20 students was comparison group. For the purpose of study, the lesson unit 'The world of light through science' was practised, the science based enrichment STEAM gifted program was applied to experimental group, whereas comparison group was taught traditional gifted lesson. The results of this study were as follows. First, science based enrichment STEAM gifted program influenced significantly the improvement of the creative thinking activities of elementary science gifted students. Second, science based enrichment STEAM gifted program was showed to enhance the emotional intelligence of elementary science gifted students significantly.

Development and Application of STEAM Class for Stratum and Fossil with Questions (질문이 있는 '지층과 화석' 관련 STEAM 수업 자료 개발 및 적용)

  • Jeong, Mi-Young;Hong, Seung-Ho
    • Journal of Korean Elementary Science Education
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    • v.37 no.4
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    • pp.455-465
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    • 2018
  • The purpose of this study is to investigate the effect of 'strata-fossils' STEAM program with questions on the academic achievement, creative problem-solving ability and scientific interests of elementary students. For this purpose, the STEAM program with questions was developed and applied to the third and fourth graders in elementary school. As a result, the academic achievement, creative problem-solving ability and scientific interests of the group applying the program showed a significant improvement in the post-test than the pre-test. The result of learner satisfaction survey of the STEAM program was also high. This means that the STEAM program class with questions for 'strata-fossils' could be meaningful works to encourage students' academic achievement as well as their creative problem-solving ability and scientific interests. Therefore, it seems necessary to apply for other themes in elementary science continuously.

Development and Application of Activity-Based STEAM Education Program for Elementary School Students - Focused on Theme of "Ultraviolet(UV)" (초등학생을 위한 활동중심 STEAM 교육프로그램의 개발 및 적용 - '자외선' 주제를 중심으로)

  • Han, Shin;Kim, Hyoungbum
    • The Journal of the Korea Contents Association
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    • v.19 no.6
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    • pp.513-523
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    • 2019
  • The purpose of this study is to develop and apply activity-based STEAM education programs to verify elementary school students' logical thinking skills, attitudes to STEAM, and changes in satisfaction. The activity-based STEAM education program was developed in a total of 3 rounds under the theme of 'Let's get through Ultraviolet rays.' The finally developed program, which was revised and supplemented by process of preliminary commitment to elementary school students, proved its effectiveness through statistical methods in 168 sixth-grade in S elementary school students in Gyeonggi-do. The results of the study are as follows: First, the activity-based STEAM education program was developed around the topic of "Let's get through Ultraviolet rays" based on the "The solar system and Star" unit of the 5th and 6th grades of elementary school science. Second, by applying the developed activity-based STEAM education program to elementary school students, their cognitive development level by science behavioral system was improved after class, and proportion of the logical thinking skills and logic of variable control represented a significant value(p<.05). Third, the attitudes toward STEAM education, consisting of seven sub-factors, presented significant statistical test results across other factors, except for communication and usability factors(p<.05). Fourth, in the satisfaction test, the average value of the lower section was 3.59 to 3.85 points, and overall it was positive.

Elementary Pre-service Teachers and In-service Teachers' Perceptions and Demands on STEAM Education (융합인재교육에 대한 초등예비교사와 현직교사의 인식과 요구)

  • Lim, Cheong-Hwan;Oh, Boo-Jung
    • Journal of the Korean Society of Earth Science Education
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    • v.8 no.1
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    • pp.1-11
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    • 2015
  • The purpose of this study was to find out about the awareness and demands of pre-service and in-service elementary school teachers on STEAM education. For the purpose of this study, researcher administered survey questionnaires were conducted for 160 pre-service teachers and 191 in-service teachers who were sampled by convenience sampling method. The results were as follows. On the awareness and demand for knowledge and necessity on STEAM, first, on the understanding related knowledge, most respondents have heard of STEAM education(97.7%), and well aware of STEAM(91.4%) through the teacher training course(80.3%). Second, on the necessity, 60.4% respondents were located in "very necessary" and "necessary" entry. On the awareness and demand for applying STEAM, first, on the reasons of applying STEAM was to help the cognitive and affective development. Also 67.3% respondents would like to apply STEAM on their science class. The reason was necessity on STEAM, and the most suitable subject for blending with science of applying to STEAM was technology, on the other hand the most difficult subject was art. Second, on the effect of STEAM, most respondents had positive awareness on the all categories. Third, on the purpose of science education, also had positive awareness on the all categories of the purpose of science education. On the awareness and demand for blending ways of STEAM and improvements, first, on the blending ways of STEAM, topic centered blending related to real life had a majority. Second, on the improvements, to improve the STEAM education, many respondents pointed out the development of teaching and learning STEAM program and dissemination of related resources.

The effects of S-STEAM program on creativity and multiple intelligences of young children (과학 중심 융합인재교육(S-STEAM) 프로그램이 유아의 창의성 및 다중지능에 미치는 영향)

  • Song, Min-Seo;Kim, Hyoung-Jai
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.4
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    • pp.361-372
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    • 2016
  • The purpose of this study was to develop a STEAM-based science education program for children and to verify its effectiveness. An S-STEAM-based science education program for young children was developed through careful analysis of prior research on science education for young children and S-STEAM. The participants were 29 four-year-old children from daycare centers located in Seoul (an experimental group of 14 and comparative group of 15). The S-STEAM program was applied to the experimental group, while the control group went through a general science education course provided by the government. TTCT of Creative Thinking (TTCT: Figures A and B) was used as a research tool, and a multiple intelligence test tool was applied to teachers of the groups. Afterwards, analysis of covariance was implemented to find the S-STEAM program's effects. First, the results showed positive effects on overall creativity, as well as in fluency, originality, abstractness, elaboration, and openness components of creativity. Second, the results showed positive effects on overall multiple intelligences and its components of linguistic, musical, spatial, logical/mathematical, physical exercise, interpersonal, and naturalist intelligence.

The Development and Application of STEAM Education Program based on Kinetic Art (키네틱 아트를 도입한 STEAM 교육 프로그램 개발 및 적용 - 융합에 움직임을 더하다! -)

  • Jee, Kyoungjun;Hong, Eunju
    • Journal of Korean Elementary Science Education
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    • v.34 no.3
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    • pp.276-287
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    • 2015
  • The purpose of this study was to investigate the effects of STEAM program using Kinetic art. This program concentrates upon science and art in elementary school curriculum by 'Kinetic art'. The program was constructed 5 themes : Mobile, Light and Color, Rotation, Energy, Exhibition. The study was conducted 10 classes of the $5^{th}-6^{th}$ grade of the 5 school in G Metropolitan City. 5 classes (N=88) were experimental group and the other classes (N=72) were control group. The results of this study were as follows. First, the experimental group improved the STEAM literacy significantly (p<.01). Second, 10 interviewees who participated this study responded that this program was useful to understand the scientific knowledge, use their creativity, and become intimate with their friends. Third, visitors who watched the exhibition responded that this program will be useful to arose interest in science, understand the scientific knowledge, and improve convergent thinking ability.

The Development and Application of the SW-STEAM Program by Utilizing Software Supporting the Creation of VR for Elementary Science Class (초등 과학 수업에 VR 구현 프로그램을 활용한 SW 융합교육프로그램의 개발과 적용)

  • Kim, Hye-Ran;Choi, Sun-Young
    • Journal of Korean Elementary Science Education
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    • v.39 no.2
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    • pp.296-305
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    • 2020
  • The purpose of this study was to analyse the effects of the SW-STEAM program by utilizing software supporting the creation of VR for elementary science class. Two classes of 5th grade were selected, and were engaged in different teaching and learning methods during 12 class hours. The experimental group which is consisted of 20 students participated in the SW-STEAM program by utilizing software supporting the creation of VR, the comparative group which comprised 19 students was thaught by using a traditional instruction. Teaching unit was 'the solar system and stars' in 5th grade science text book. The results of this study were as follows. The SW-STEAM program by utilizing software the creation of VR had a positive effect on elementary school students' creative problem solving ability, scientific interest, science achievement. Therefore, the SW-STEAM program by utilizing software supporting the creation of VR could be meaningful works to encourage students' creative problem solving ability, scientific interest, science achievement, and this study will help elementary teachers teach 'the solar system and stars' in 5th grade science text book more interesting.

The Effects of Smart Media Based STEAM Program of 'Chicken Life Cycle' on Academic Achievement, Scientific Process Skills and Affective Domain of Elementary School Students (스마트미디어 기반의 '닭의 한살이' 융합인재교육(STEAM) 수업이 초등학생의 학업성취도, 과학 탐구 능력 및 정의적 영역에 미치는 영향)

  • Choi, Youngmi;Yang, Ji Hye;Hong, Seung-Ho
    • Journal of Korean Elementary Science Education
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    • v.35 no.2
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    • pp.166-180
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    • 2016
  • This paper examines the effects on academic achievement, scientific process skills and affective domain for elementary students learning the 'Chicken life cycle' through traditional science class versus a smart media based STEAM approach. Students designed and built a hatching jar and created a smart media content for chickens using time-lapse technology. This STEAM program was developed to improve their scientific concepts of animals over nine periods of classes using integrated education methods. The experimental study took place in the third grade of public schools in a province, with the STEAM approach applied in 2 classes (44 students) and the traditional discipline approach implemented in 2 classes (46 students). The STEAM education significantly influenced the improvement of academic achievements, basic scientific process skills and affective domain. The results suggest that this STEAM approach for teaching scientific concepts of animal life cycles has the performance in terms of knowledge, skills and affect gain achievements in elementary school students' learning when compared to a traditional approach. Moreover, the smart media based STEAM program is helpful to lead students to engage in integrated problem-solving designs and learning science and technology.

Effects of an Engineering-Focused STEAM Program Based on the Project Approach for Young Children on Their Scientific Inquiry Ability, Mathematical Problem-Solving Ability, and Creativity (유아 대상 프로젝트 접근법 기반 공학적 STEAM 프로그램이 유아의 과학적 탐구능력, 수학적 문제해결력, 창의성에 미치는 효과)

  • Kwangjae Yu;Jihyun Kim
    • Korean Journal of Childcare and Education
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    • v.19 no.4
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    • pp.29-52
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    • 2023
  • Objective: This research aims to examine the effect of a young children's engineering-focused STEAM program based on the project approach - a program that constructs components aligned with children's interests in their play through an engineering design process - on their scientific inquiry ability, mathematical problem-solving ability, and creativity. Methods: In this research, 42 five-year-old children from a public kindergarten in S district, I city, were randomly divided into experimental and comparative groups, each with 21 children. The engineering-focused STEAM program was conducted from April 18 to June 10, 2022, with the experimental group exploring the 'car' theme and the comparison group focusing on a different theme. The study employed an independent sample t-test and analysis of covariance(ANCOVA), using the pretest as a covariate to control variables. Results: The children-selected 'cars' themed engineering-focused STEAM program was effective in enhancing their scientific inquiry ability, mathematical problem-solving ability and creativity. Conclusion/Implications: The engineering-focused STEAM program, which emerges from young children's interesting daily play, had positive effects on enhancing their scientific inquiry ability, mathematical problem-solving ability, and creativity. This research can serve as fundamental data for developing education programs focused on engineering within the STEAM framework, guided by children's emergent play.