• Title/Summary/Keyword: STEAM Program

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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.

Effects of STEAM-based Mathematics Instruction on Elementary School Students' STEAM Attitudes (STEAM 기반 수학 수업이 초등학생의 융합적 태도에 미치는 효과)

  • Lee, Jong-hak
    • Journal of the Korean School Mathematics Society
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    • v.20 no.4
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    • pp.345-368
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    • 2017
  • The purpose of this study is to investigate the educational significance of STEAM in school mathematics education by developing a STEAM program that learns mathematical and scientific principles based on patterns and analyzing the effects of developed program. For this purpose, we conducted an experimental class based on the STEAM program developed. STEAM attitude and satisfaction were tested for 120 elementary school students. The results of this study are as follows. First, in terms of STEAM attitude, STEAM-based experimental instruction did not differ significantly in the second grade students. However, there were positive effects in the other five grades. Second, in terms of satisfaction, the proportion of students who were 'generally' was 89%. the proportion of students who were 'not generally' was 3%. Study subject students were found to be generally satisfied with the STEAM-based instruction.

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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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Effect of STEAM Education Program Based on Hands on Sensor (Hands on 센서 기반 고도화된 STEAM 교육 프로그램의 효과)

  • Kim, Sug Hee;Yu, Heonchang
    • The Journal of Korean Association of Computer Education
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    • v.16 no.3
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    • pp.79-89
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    • 2013
  • Over the past 10 years, STEAM education uprises to address student's low interest in and self-concept in comparison with their academic achievement in science, reacquaintance to enter schools of natural sciences or engineering. However, There is a paucity of empirical evidence revealing values and necessities of STEAM education in school. The purpose of this investigation is to develop steam education program making and using hands on sensor to experience new technology in school, to apply the program to 110 fourth graders, and to study the effect of the program. Pre- and post-test was used to measure level of student's scientific interest and attitude, scientific problem solving ability, scientific creative problem solving ability, personality test for children, satisfaction of school life. In conclusion, the result show that STEAM education improve every domain of the measurements.

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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.

The Effects of Mentoring Experience in STEAM Classes on Pre-service Mathematics Teachers' Teaching Competency for STEAM Education (STEAM 수업에서의 멘토교사 경험이 예비수학교사들의 STEAM 교수 역량에 미치는 효과)

  • Han, Hyesook
    • Communications of Mathematical Education
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    • v.32 no.1
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    • pp.1-22
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    • 2018
  • The purpose of the study was to examine the effects of mentoring experience in STEAM classes on pre-service mathematics teachers' teaching competency for STEAM education. The study was conducted with 23 pre-service mathematics teachers who participated in the mentoring program affiliated with free learning semester system during one semester. To investigate the changes of pre-service mathematics teachers' teaching competencies for STEAM education and the effects of the mentoring program, pre, post questionnaires, lesson journals, and whole group discussion data were collected. According to the results, pre-service mathematics teachers' competencies for 'knowledge of STEAM education', 'subject matter knowledge', 'teaching and learning methods', and 'learning environments and circumstances' categories were improved significantly after the mentoring program. Especially, some results indicated that pre-service mathematics teachers' teaching experiences in real STEAM classrooms were very helpful for the development of understandings of STEAM education and construction of practical knowledge.

The Effects of 'Silver Care Expert' Future Career-related STEAM Program for the Elementary Students' Future Time Perspective, Career Awareness and Scientific Attitudes ('실버케어 전문가' 미래직업 연계형 STEAM 프로그램이 초등학생의 미래지향 시간관, 진로인식 및 과학적 태도에 미치는 영향)

  • Yoo, Mi Hyun;Choi, Jung Jin;Park, Mun Sook;Chae, Su Jin;Kim, Bo Ra;Son, Mi Hyun;Lim, Eun- Kyong;Yu, Hwasoo;Seo, Jong Won;Kim, Ju Mi;Kim, Soo Hyun
    • Journal of Science Education
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    • v.41 no.1
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    • pp.111-134
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    • 2017
  • The purpose of this study was to develop 'Silver Care Expert' STEAM Program for the elementary students and investigate the effects of the program on creative thinking activity, scientific attitude and leadership. Participants were 110 elementary school students. Before and after the program, the participants were asked to take the test about future time perspective, career awareness and scientific attitude. The major results of this study were as follows. First, the total score of experimental group's future time perspective and all 2 sub-domains was significantly improved than those of comparative group(p<.05). Second, total score of experimental groups' career awareness and all 4 sub-domains were significantly increased than those of comparative group after the STEAM program(p<.05). Third, the total score of experimental groups' scientific attitude and all 7 sub-domains were significantly improved than those of comparative group(p<.05). Fourth, according to students' post-program opinions, experimental group students showed very positive perception like that science class was very interesting and they became interested in science and technology. In conclusion, 'Silver Care Expert' STEAM Program was very effective to improve elementary students' future time perspective, career awareness, scientific attitudes.

The Development of STEAM Program based on Reverse Engineering on the Subject of Autonomous Vehicle (자율주행자동차를 주제로 한 역공학 기반 STEAM 프로그램 개발)

  • Chong, HaeYoung;Kim, KiSoo;Yoon, JiA;Kim, YoungMin;Huh, HyeYeon
    • 대한공업교육학회지
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    • v.44 no.2
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    • pp.164-183
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    • 2019
  • The purpose of this study is to develop a STEAM program based on reverse engineering. To achieve the purpose of this study, STEAM program was developed on the subject of autonomous vehicle. The results of this study are summarized as follows. The program was developed based on STEAM program development model based on reverse engineering. Developed in a five step procedure (analysis, design, development, implementation, evaluation) with the subject of autonomous vehicle. First, in the analysis step, we explored the definition, goal, content area, and teaching and learning methods of STEAM based on reverse engineering. We extracted the goals and content areas to be included in the educational program. Second, in the design step, topics were selected through consultation with experts. At this time, based on the linkage between the 2015 revised curriculum and the STEAM curriculum, we selected and organized educational goals and learning contents. Third, in the development step, we developed a teacher 's guidebook and student' s textbook, and applied the program to 71 students in the second grade of OO middle school in Seoul. Fifth, at the evaluation stage, the evaluation was made by experts and students based on the program that was implemented, and revised and supplemented based on the results.

STEAM Program Development and the Application Effect for the Geological Feature Relation Which can be Executed at an Indoors (실내에서 수행할 수 있는 지질 관련 STEAM 프로그램 개발 및 적용 효과)

  • Kim, Deok-Ho;Hong, Seung-Ho
    • Journal of Korean Elementary Science Education
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    • v.33 no.3
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    • pp.510-523
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    • 2014
  • Modern society is rapidly changing in the fields of science and technology, with new information and knowledge constantly being discovered. So enhancing the creativity and positive attitude of students is important. STEAM education enables students to develop their creativity, personality, intelligence and sensitivity with a well-balanced curriculum. In this study, considering the student's interest, a theme-centered STEAM program was developed in the 'Strata and Fossils' unit of elementary 4th grade science. The purposes were to find the impact on the academic achievement, creative problem solving abilities, and scientific attitude of elementary school students. The STEAM program are composed of contents which can be applied effectively indoors. As application results for STEAM program to J elementary school's students in J province, the experimental group increased significantly in the academic achievement, creative problem solving abilities and scientific attitude compared to the control group. Therefore, it is necessary to be developed continuous and systematic STEAM programs in units of various subjects to improve the students' academic achievement, creative problem solving abilities and scientific attitude.

The Effect of the STEAM Activities on the Elementary Student's Science Process Skills and Science-Related Attitudes (STEAM 활동이 초등학생의 과학탐구능력 및 과학에 대한 태도에 미치는 영향)

  • Chae, Hee In;Noh, Suk Goo
    • Journal of Science Education
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    • v.37 no.3
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    • pp.417-433
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    • 2013
  • The purpose of this study was to analyze 'how STEAM activities affect students' science process skills and science-related attitudes'. For more accurate, we have set 31 sixth-grade students from Gyeong-gi Province as an experiment group, and another 31 as a comparative group. We developed a STEAM program based on the educational concepts: Creative Design and Emotional Touch. Through pre-post experiment design, we have introduced TSPS, and Test of Affective Aspects. For TSPS, the comparative group scored higher average grade before the process. After the process, however, the experiment group exceeded the other. The result was considerable enough to verify that the science process skills were bolstered through the STEAM program(p<.05), Similar result was derived regarding the science related attitude. Students in the comparative group originally showed higher degree of interest to science. When the STEAM program was carried out, the standing reversed. The increase in the number of science related attitude indicates the program valid(p<.001). Furthermore, when we asked the students who participated in the experiment how they recognized the STEAM activity, we received positive answers: they consider the program efficient and well suited to the class environment. Conclusively, the STEAM program was proven to be effective for improving science process skills and attitude, and was perceived affirmative.

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