• Title/Summary/Keyword: STEAM Program

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The Development and the Effects of Educational Program applied on STEAM for the Mathematical Prodigy (융합인재교육(STEAM)을 적용한 초등 수학영재 교육 프로그램의 개발과 적용 효과)

  • Lee, Seungwoo;Baek, Jongil;Lee, Jeonggon
    • Education of Primary School Mathematics
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    • v.16 no.1
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    • pp.35-55
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    • 2013
  • The purposes of this study were to development and verify the effect of educational program apply on STEAM for the mathematical prodigy. To accomplish these purposes literature review on development of the program and qualitative study were conducted. The mixed-model design was applied for this qualitative experimental study. The conclusions of this study were as follows. First, the program for mathematical prodigy education applied on the conceptual model of STEAM integration approach was developed. Second, a learning satisfaction about constitution of the workbook was lowly. Third, principal of STEAM was the best interest and difficult of the program applied on STEAM. Fourth, the creativity and problem solving ability was founded about angle and velocity of mathematical domain and making the Angrybirds Game on GeoGebra environment. In spite of difficulty about principal of the Angrybirds Game, confidence and satisfaction were founded about a result product.

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.

Performance Design Analysis of the Bottoming System of Combined Cycle Power Plants (복합화력발전 하부시스템의 성능설계해석)

  • Lee, B.R.;Kim, T.S.;Ro, S.T.;Shin, H.T.;Jeon, Y.J.
    • Proceedings of the KSME Conference
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    • 2001.06d
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    • pp.738-743
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    • 2001
  • A computer program, capable of performing thermal design analysis of the triple pressure bottoming system of combined cycle power plants, was developed. The program is based on thermal analysis of the heat recovery steam generator and estimation of its size and steam turbine power. The program is applicable to various parametric analyses including optimized design calculation. This paper presents examples of analysis results for the effects of arrangement of heat exchanger units, steam pressures and deaerating sources on design performance indices such as steam turbine power and the size of heat recovery steam generator.

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Development of Convergence Education (STEAM) Program for High School Credit System (고교학점제를 위한 융합교육(STEAM) 프로그램 개발)

  • Kwon, Hyuksoo;Kim, Eojin;Kim, Jaewoon;Min, JaeSik;Bae, SangIl;Son, MiHyun;Lee, Hyonyong;Choi, JinYoung;Han, MiYoung;Ham, HyungIn
    • Journal of Science Education
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    • v.46 no.1
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    • pp.93-108
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    • 2022
  • The purpose of this study is to develop a STEAM program that can be used in the high school credit system to be fully implemented in 2025, and to examine its validity and effectiveness. The STEAM program analyzed the 2015 revised curriculum centering on science, technology, and engineering through the 2015 revised curriculum analysis, and then selected the five latest issues: hydrogen fuel, climate crisis, data science, appropriate technology, and barista. In accordance with this self-developed program development format (frame), it was developed for seven months through a process of group deliberation. The draft of the STEAM program for 29 sessions of five types, developed to indirectly experience the career path and occupation of high school students, was verified through consultation with 2 STEAM education experts. It was applied at five different high schools for a pilot implementation. As a result of the pilot application, it was confirmed that the students' STEAM attitude significantly improved in the post-test than the pre-test, and the students' high satisfaction with the program was confirmed. In addition, through an interview with the pilot application teacher, it was positively evaluated that 'the content and level of the program are suitable and through experience solving real-life problems, you can apply the content knowledge of related subjects and have an opportunity to experience careers.' Based on the results of the pilot application, the high school credit system STEAM program for students and teachers was finally completed in 29 lessons of five types. Through this study, the development and operation of the next-generation STEAM program that can be applied in the high school credit system should be actively developed, and a plan to improve teachers' professionalism so that the high school credit system can be established and operated properly for blended classes triggered by COVID-19. The necessity of design was suggested. This study is expected to be used as basic data for the development and operation of STEAM programs in the high school credit system, which will be fully implemented in 2025.

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.

The Effects on the STEAM Learning Program of Intelligent Life in Elementary School (초등학교 슬기로운 생활에서 융합인재교육 프로그램의 효과)

  • Kim, Hye Ran;Choi, Sun Young
    • Journal of Science Education
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    • v.37 no.3
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    • pp.550-561
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    • 2013
  • The purpose of this study was to explore the effect of science academic achievement, inquiry ability, scientific attitude of students using the STEAM Learning Program. To verify about the effects of science-based STEAM program, a teaching plan and worksheet for students based on STEAM has been constructed and applied. The subjects of this program were the first grade students of both an experimental class(34 students) and a comparative class (34 students) located in Kyonggi Province. The results of this study were as follows: First, there is a significant difference in inquiry ability between two groups. STEAM Learning program accomplished higher achievement than traditional science instruction. Second, STEAM Learning program influenced science academic achievement positively. Third, there is a statistically significant effect on scientific attitude of students than traditional instruction. In conclusion, the STEAM Learning Program was useful to develop the elementary school student's inquiry ability, scientific attitude.

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A Study of IT Centered Smart Grid's STEAM Curriculum and Class for 3rd and 4th Graders in Elementary School (초등학교 3-4학년을 위한 SMART GRID기반 IT주제 STEAM 교육과정 및 수업 방안)

  • Ko, Yeonghae;Park, Namje
    • Journal of The Korean Association of Information Education
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    • v.17 no.2
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    • pp.167-175
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    • 2013
  • This paper examined various study case about smart grid and STEAM education. We develop this STEAM education of IT subject using smart grid for 3rd and 4th graders in elementary school. We make this program and teaching materials by considering about student's intellectual level and interests. We offered this program to 10 elementary 4th graders in Jeju island step by step for 6 period to evaluate the effectiveness of the developed program and teaching materials. Future work will include the follow-up and extended study. It will be expected that students will be able to develop their abilities by this STEAM education using IT.

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A Study on the Development of Experiential STEAM Program Based on Visual Impairment Using 3D Printer: Focusing on 'Sun' Concept (3D프린터 활용 체험형 STEAM 프로그램 개발 연구: '태양' 개념을 중심으로)

  • Kim, Sanggul;Kim, Hyoungbum;Kim, Yonggi
    • Journal of the Korean Society of Earth Science Education
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    • v.15 no.1
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    • pp.62-75
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    • 2022
  • In this study, experiential STEAM program using 3D printer was produced focusing on the content elements of 'solar' in the 2015 revised science curriculum, and in order to find out the effectiveness of the STEAM program, analyzed creative problem solving, STEAM attitude, and STEAM satisfaction by applying it to two middle school 77 students simple random sampled. The results of this study are as follows. First, a solar tactile model was produced using a 3D printer, and a program was developed to enable students to actively learn experience-oriented activities through visual impairment experiences. Second, in the response sample t-test by the difference in pre- and post-score of STEAM attitude tests, significant statistical test results were shown in 'interest', 'consideration', 'self-concept', 'self-efficacy', and 'science and engineering career choice' sub-factors except 'consideration' and 'usefulness / value recognition' sub-factors (p<.05). Third,, the STEAM satisfaction test conducted after the application of the 3D printer-based STEAM program showed that the average value range of sub-factors were 3.66~3.97, which improved students' understanding and interest in science subjects through the 3D printer-based STEAM program.

Effects of Out-of-school STEAM Programs Based on Social-Emotional Learning (사회정서학습 기반의 학교 밖 STEAM 프로그램의 효과)

  • Lee, Hyunjoo;Lee, Soo-Yong;Jung, Jaeeun;Lee, Saebyoul;Choi, Eunhye;Kwak, E-Rang;Kim, Younghwa;Chang, Hyewon
    • Journal of Korean Elementary Science Education
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    • v.41 no.4
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    • pp.740-753
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    • 2022
  • This study was conducted to develop and apply an out-of-school STEAM program model based on Social-Emotional Learning (SEL) for underprivileged students in the lower grades. To this end, a STEAM program based on SEL was developed, with the following characteristics. First, by integrating traditional STEAM learning elements and SEL elements, a structured program was designed with consistent stages, including mindfulness meditation→present an authentic situation→creative design→emotional experiences→reflection. Second, the program was structured so that elementary school students could develop mathematical thinking and scientific inquiry skills in problem-solving situations in daily life. Third, the detailed themes for each STEAM program involved storytelling-based problem situations, as well as activities centered on play and sympathy to reflect the educational needs of underprivileged students. From these characteristics, a total of five programs were developed and applied to 16 teachers and 354 lower-grade elementary school students in 16 community children centers nationwide. The results were as follows. First, while students' satisfaction with the STEAM program was 4.16, there were no significant differences in STEAM satisfaction according to gender. Second, while all students' interest and self-efficacy, which was one of sub factors of STEAM attitude, were significantly improved, no significant difference was seen in STEAM attitudes according to gender. Third, although students' SEL competencies were not significantly improved, relationship skills, which were among the sub factors of SEL competencies, were significantly improved, and there were no significant differences in SEL competencies according to gender. From these results, a discussion on the effect of the out-of-school STEAM program for underprivileged students and directions for follow-up studies was suggested.

Development and Application in STEAM Education Materials for Gifted Student (영재를 위한 융합교육(STEAM) 자료 개발 및 적용)

  • Tae, Jin-Mi
    • Journal of Gifted/Talented Education
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    • v.24 no.4
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    • pp.703-728
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    • 2014
  • This study academically examined about whether STEAM education is really needed, as part of the convergence-style gifted education for training a producer in creative knowledge, through the documentary and Delphi survey. Based on the results, it developed STEAM education materials available for being applied to the domestically gifted education field, and examined the field applicability of the developed program. As a result of surveying validity and class satisfaction, the STEAM education materials of having been developed through this study were indicated to be useful in the aspects of the appropriateness for teaching-material composition, the learning satisfaction, and the promotion in the convergence-based thinking ability. The currently domestic situation is in being short of fundamental discussion about necessity or direction of STEAM education for gifted student, compared to an effort for emphasizing and activating policy of convergence-based education focusing on STEAM. Hence, the outcome of this study, which was performed on the basis of basic research on STEAM education for the gifted student, has significance in the aspect as saying of expanding applicability of STEAM education as the gifted education program.