• Title/Summary/Keyword: STEAM Thinking

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Effect of Systems Thinking Based STEAM Education Program on Climate Change Topics (시스템 사고에 기반한 STEAM 교육 프로그램이 기후변화 학습에 미치는 효과)

  • Cho, Kyu-Dohng;Kim, Hyoungbum
    • The Journal of the Korea Contents Association
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    • v.17 no.7
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    • pp.113-123
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    • 2017
  • This research is designed to review the systems thinking and STEAM theory while ascertaining the effects of the classroom application of the STEAM programs based on systems thinking appropriate for studying climate change. The systems thinking based STEAM program has been developed by researchers and experts, who had participated in expert meetings in a continued manner. The program was applied to science classes over the course of eight weeks. Therefore, the application effects of the systems thinking based STEAM program were analyzed in students' systems thinking, STEAM semantics survey, and students' academic achievement. The findings are as follows. First, the test group has shown a statistically meaningful difference in the systems thinking analysis compared to the control group in the four subcategories of 'Systems Analysis', 'Personal Mastery', 'Shared Vision' and 'Team Learning' except for 'Mental Model'. Second, in the pre- and post-knowledge tests, the independent sample t-test results in the areas of science, technology, engineering, art and mathematics show statistically meaningful differences compared to the control group. Third, in the academic performance test regarding climate change, the test group displayed higher achievement than the control group. In conclusion, the system-based STEAM program is considered appropriate to enhance amalgamative thinking skills based on systems thinking. In addition, the program is expected to improve creative thinking and problem-solving abilities by offering new ideas based on climate change science.

The Effects of the Creative Thinking and Creative Personality Using the 'Weather and our life' on Science-Based STEAM (과학 기반 STEAM의 '날씨와 우리생활' 학습이 창의적사고 및 창의적 인성에 미치는 효과)

  • Lee, Yong-Seob;Kim, Yoon-Kyung
    • Journal of the Korean Society of Earth Science Education
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    • v.5 no.2
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    • pp.204-212
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    • 2012
  • The purpose of this study was to examine the effects of science-based STEAM on creative thinking and creative personality. For this study the 3 grade, 2 class was divided into a research group and a comparative group. The class was pre-tested in order to ensure the same standard. The research group had the science class with science-based STEAM, and the comparative group had the class with teacher centered lectures for 5 months. The science-based STEAM was focused on finding stories in lifes, composition of knowledge, completion of knowledge. The results of this study are as follows. First, science-based STEAM was effective in creative thinking. Second, science-based STEAM was effective in creative personality. Also, after using science-based STEAM was good reaction by students. As a result, the elementary science class with science-based STEAM had the effects of developing creative thinking and creative personality. it means the science class with creative personality has potential possibilities and value to develop creative thinking and creative personality.

The Effect of STEAM Program on the Logical Thinking Ability of Middle School Students (융합인재교육(STEAM) 프로그램이 중학생의 논리적 사고력에 미치는 효과)

  • Bae, Sung-Hee;Kim, Hee-Soo
    • Journal of the Korean Society of Earth Science Education
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    • v.10 no.1
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    • pp.17-25
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    • 2017
  • The purpose of this study is to investigate the impact of logical thinking when applying STEAM program for middle school students. Therefore, you're creative, framework governing the conditions and be present, creative design of the emotional experience of class under the procedures of the program from a program by previous studies. STEAM improve program is entirely logical thinking to determine that 47 2nd grade in middle school student radio sampling four weeks, six round of poetry classes. Awareness stage after the program STEAM improved but there was little change in logical thinking and appears to be effective, particularly in conservation, combined logic.(p<0.05)

Analytic Study on the Effectiveness of Computational Thinking based STEAM Program (컴퓨팅 사고력 기반 융합인재교육 프로그램의 효과성 분석 연구)

  • Kim, Soon-Hwa;Ham, Seong-Jin;Song, Ki-Sang
    • The Journal of Korean Association of Computer Education
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    • v.18 no.3
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    • pp.105-114
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    • 2015
  • A SW competency based on computational thinking is considered as one of the core competencies in the future society. However, the concept of computational thinking is difficult to be introduced to the class because of the lack of appropriate educational program and the shortage of proper understandings of students and teachers. Thus, we have applied computational thinking based STEAM program and analyzed its effectiveness to explore the educational possibilities of computational thinking. The 49 samples were selected, 23 for the experimental group, and 26 for the control group. Pre-post tests for integrated thinking abilities and computational thinking were done to explore the CT-STEAM program's effectiveness. As a result, the components of integrated thinking abilities, science preference and self-directed learning abilities were enhanced after CT-STEAM instruction. In addition, computational thinking assessment score was statistically significant. We expect new STEAM programs using various computing tools to be developed in the future.

A Study on Students' Creativity Thinking, Critical Thinking, Communication, Collaboration, and Digital Competence by Implementing Science Fiction STEAM Program (소설 기반 STEAM 프로그램 적용과 학생 역량 연구: 창의적 사고, 비판적 사고, 의사소통, 협업, 디지털 역량)

  • Park, HyunJu
    • Journal of Engineering Education Research
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    • v.26 no.1
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    • pp.27-36
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    • 2023
  • The purpose of this study was to investigate high school students' competencies of creativity thinking, critical thinking, communication, collaboration, and digital competence by implementing science fiction STEAM program. Based on the story of 'Fritz Haber' and the 'Garden of Dawn', a STEAM program was developed according to the ADDIE model. In the analysis stage, the purpose of the teaching-learning program using novels was set, and learners and learning environments were analyzed. At the design stage, the novels 'Fritz Harbor' and 'Garden of Dawn' were selected, learning goals were set according to the achievement standards of the curriculum, and learning contents and learning activities were sequenced and designed. In the development stage, teaching and learning materials were developed in a module format, implemented to classes, and evaluated. Pre-test and post-tests were conducted to identify the five major competencies such as creativity thinking, critical thinking, communication, collaboration, digital competence. The collected data was verified by paired t-test using SPSS. The results of the study showed statistically significant results in creative thinking, critical thinking, and digital competency.

Development of Science STEAM Program Using Storytelling (스토리텔링을 활용한 과학과 STEAM 프로그램 개발)

  • Lee, Sang-Gyun
    • Journal of the Korean Society of Earth Science Education
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    • v.6 no.2
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    • pp.136-144
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    • 2013
  • The purpose of this study is to examine the effects of creative thinking activities and scientific attitude through the use of storytelling in the STEAM program for elementary students. For the purpose of this study, a teaching plan and worksheet for students using storytelling in STEAM was developed and applied. The results of this study are as follows: First, the change in students' creative thinking activities by applying the STEAM program using storytelling has statistically meaningful difference (p<.05). Second, the improvement in the scientific attitude score 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, using storytelling STEAM program applied in this study might be useful to improve creative thinking activities, and can be expected to improve scientific attitude and should be widely applied to gifted education.

Development and Implementation of STEAM Program based on Programming using Kodu (Kodu를 이용한 프로그래밍 중심 STEAM 교육 프로그램 개발 및 적용)

  • Kim, Tae-Hun;Yang, Young-Hoon;Kim, Jong-Hoon
    • Journal of Fisheries and Marine Sciences Education
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    • v.25 no.5
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    • pp.1020-1030
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    • 2013
  • The purpose of this study was to develop the STEAM educational program based on the computer programming. STEAM education has been recently attracted to a lot of people. We had a focus of computer science in STEM fields. We used the programming language f or learning KODU. We selected appropriate topics for STEAM education and learning programming. We developed the educational program of 30 hours about selected topics and had classes for 4th and 5th grade elementary students. In order to verify the effectiveness of the educational program, we analyzed the results of pre- and posttest about GALT(Group Assessment of Logical Thinking), TTCT(Torrance Tests of Creative Thinking), science-related affective domain, and mathematical interests and attitudes tests. In the analysis results, the education program we developed had positive impacts on creativity, logical thinking, and science-related affective domain of elementary school students.

Qualitative Analysis of the Creative Design Process of Elementary School Students in STEAM Class (STEAM 수업에서 나타난 초등학생의 창의적 설계 과정 질적 분석)

  • Jeon, Jeong-Hee;Shin, Young-Joon
    • Journal of Korean Elementary Science Education
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    • v.37 no.2
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    • pp.93-109
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    • 2018
  • The purpose of this study was to analyze the character of the creative design processes that appear at the creative design stage of the design thinking based on STEAM class and what factors affect the creative design process. Students who served as the subjects of this study were 4 elementary school students. We developed the design thinking based on STEAM program to look more specific the creative design process. The project was conducted with a total of 12 sheets of paper materials. The conclusions of this study are as follows. First, the problem solving process of the design thinking based on STEAM classes is not anticipatory and is cyclical and complex. So, teachers should provide sufficient time for students to create and simulate ideas and accept the solving problems through trial and error. Second, Having presented the STEAM class as a practical problem in the real world, there was less fear of students' failure and heightened motivation and enthusiasm. Providing with the real topic and open questions in classrooms can lead to students' voluntary participation in the classroom. Third, In the design thinking based on STEAM class, students develop concrete ideas through visualization courses. The group of students made the best solutions through communication.

Development of CT-STEAM Education Program Enhancing Integrated Thinking Skills for Elementary School (융합적사고력 신장을 위한 초등학생용 CT 기반 융합인재교육(CT-STEAM) 프로그램 개발)

  • Ham, Seong-Jin;Kim, Soonhwa;Park, Se young;Song, Ki-Sang
    • The Journal of Korean Association of Computer Education
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    • v.17 no.6
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    • pp.81-91
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    • 2014
  • STEAM education has been introduced to resolve the existing problems of science education since 2011. However, as ICT develops rapidly, the future of the schools with various educational technologies is demanding for a new type of STEAM education. Therefore, the current research suggests CT-STEAM (Computational Thinking & STEAM) education, the new approach to provide integrated thinking based education with all sorts of computing devices. Firstly, the instruction model was developed as a fundamental step to introduce CT-STEAM in the real education scene. Then, lesson plan was developed as a implementation strategy, and it was tested for validity by computer education experts. It is hoped that the results of this study can enhance the understanding of CT and STEAM Education, also to provide baseline information to develop various teaching methods for integrated CT education.

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The Analysis of Computational Thinking Practices in STEAM Program and its Implication for Creative Problem Solvers in the 21st Century

  • Park, Young-Shin;Green, James
    • Journal of the Korean earth science society
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    • v.41 no.4
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    • pp.415-434
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    • 2020
  • The purpose of this study was to explore if, what kinds of, how much computational thinking (CT after this) practices could be included in STEAM programs, and what kinds of CT practices could be improved to make STEAM revitalized. The CT analyzing tool with operational definitions and its examples in science education was modified and employed for 5 science-focused and 5 engineering-focused STEAM programs. There was no discerning pattern of CT practices uses between science and engineering STEAM programs but CT practices were displayed depending on their topics. The patterns of CT practices uses from each STEAM program could be used to describe what CT practices were more explored, weakly exposed, or missing. On the basis of these prescription of CT practices from each STEAM program, the researchers could develop the weakly exposed or missing CT practices to be improved for the rich experience in CT practices during STEAM programs.