• Title/Summary/Keyword: STEAM attitudes

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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.

A Design and Effect of STEAM PBL based on the History of Mathematics (수학사를 활용한 융합적 프로젝트기반학습(STEAM PBL)의 설계 및 효과 분석)

  • Lee, Minhee;Rim, Haemee
    • School Mathematics
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    • v.15 no.1
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    • pp.159-177
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    • 2013
  • This study is a case study of STEAM education. We have developed teaching and learning materials, suggested teaching method, and analysed the result for exploring the potential and effect of STEAM. The content of this study is based on the history of mathematics. Science (S) is related to the 24 divisions of the year, the height of the sun, the movement of heavenly bodies. Technology (T) is related to the exploration with graphic calculators. Engineering (E) is related to design sundial and research on the design principles. Art (A) is related to literature review about mathematical history, the understanding of the value of the mathematics. Mathematics (M) is related to the trigonometric functions. We have considered that Project-Based Learning is proper teaching and learning for STEAM education, we have designed the STEAM PBL and analysed the results focused on the developing integrative knowledge, mathematical attitude including mathematical value, the competencies of 21 century. The result of this study is as follows. We find that STEAM education activates students' collaboration, communication skills and improves representation and critical thinking skills. Also STEAM education makes positive changes of students' mathematical attitudes including the values of the mathematics.

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Impact of Science Club Activities Associated with STEAM Activities on Students' Self-Efficacy and Attitudes toward Science (과학 동아리 활동과 연계된 STEAM 활동이 학생들의 자기효능감과 과학에 대한 태도에 미치는 영향)

  • Jung, Ji-ye;Wee, Soo-meen;Lim, Sung-man
    • Journal of the Korean Society of Earth Science Education
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    • v.8 no.2
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    • pp.183-192
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    • 2015
  • The purpose of this study was to identify STEAM education program fit for club activities in consideration of the present curriculum and investigate its effect on science club students' self-efficacy and attitude toward science by applying it to science club students. In consideration of such chapters as 'Solar System' and 'Exosphere and Space Development' in the 2009 Revised Curriculum, this study developed a STEAM education program related to the observation of the solar system and the measurement of a distance of the stars in consideration of the present curriculum. For this study we selected 14 science club students in H Middle School, located in G Province and applied a 7 weeks' program to them. To find out change in their self-efficacy and attitude toward science, this study conducted tests of self-efficacy and attitude toward science for a single group before and after introducing this program and analyzed the results. The results of this study could be summarized as below. Firstly, science club activities with this STEAM education program applied improved students' self-efficacy significantly. Secondly, there was a significant difference found in students' attitude toward science through science club activities with this STEAM education program applied as they showed higher scores in the attitude toward science in the posttest than the pretest. Lastly, despite a research limit that this science inquiry program was conducted for a short period of time, this program was found to have positive effect on the improvement of students' self-efficacy and attitude toward science.

Development of Educational Program of STEAM-based Project for Circle Activities in Middle School: Focused on the Theme of "Photography of Earth" (중학교 동아리활동을 위한 STEAM 기반 프로젝트 교육 프로그램 개발: '지구사진 촬영' 주제를 중심으로)

  • Kim, Hyun-Jung;Kim, Young-Min;Kim, Jin-Yeon;Huh, Hye-Yeon;Kim, Jong-Nam;Kim, Ki-Soo
    • 대한공업교육학회지
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    • v.38 no.2
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    • pp.195-217
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    • 2013
  • The purpose of this study was to develop educational programs of STEAM-based project under the theme of "Photography of Earth" for the circle activities of the creative experiential activity, to be applied this program to them and to identify technology subject self-efficacy and change in attitude toward engineering. In order to achieve the research objectives, this program was applied to middle school student in Cheonan, STEAM-based circle during 9 class instruction. The results of this study are as follows. First, the STEAM program contents for circle activities were selected through utilizing a five-stage design model(preparation, design, development, implementation and evaluation) and analyzing the curriculum. After that we have developed a teaching plan, STEAM-Story, student activity sheets from the viewpoint of cultural fusion and have applied the circle activities of the creative experiential Activity during 4 months. Second, The result of the test(pre- and post-test) about STEAM program that has been developed were different about technology subject self-efficacy and attitude toward engineering. Therefore, we have verified that the effect of the STEAM-based project under the theme of "Photography of Earth" for the circle activities on the attitudes toward engineering and self-efficacy in middle school is effective.

Effect of Technology-Based STEAM Education on Attitude toward Technology of Middle School Students (기술기반 STEAM 교육이 중학생의 기술적 태도에 미치는 영향)

  • Bae, Seon-A
    • 대한공업교육학회지
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    • v.36 no.2
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    • pp.47-64
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    • 2011
  • The purpose of this study was to verify the effects of the technology-based STEAM education on attitude toward technology of middle school students. The following hypothesis was stated for the purpose of the study. There is no significant differences of attitude toward technology of middle school students before and after applied the technology-based STEAM education in sub-elements (1) interest in the technology, (2) technology's gender role, (3) technology's importance and influence, (4) accessibility to technology, (5) technology and school curriculum, (6) technology-related career, and (7) technology and creative activity. One-Group Pretest-Posttest Design was applied to 'After-school' activities of ${\bigcirc}{\bigcirc}$ middle school for this experimental research. The data were collected and interpreted statistically by paired samples t-test using SPSS(ver. 15) at the .05 level of significance. The results of the study were as follow: First, the technology-based STEAM education was effective in raising technological attitude of middle school students. Second, the technology-based STEAM education was effective in enhancing attitude of middle school students on interest in technology, technology's gender role, technology's importance and influence, technology and school curriculum, and creative activity. Third, the technology-based STEAM education was not effective in improving attitude on accessibility to technology and aspiration to technology-related occupation of middle school students.

Development of Quest-Based Mobile STEAM Content for Scientific Experiments in Middle Schools (중학교 과학실험을 위한 퀘스트 기반 모바일 STEAM 콘텐츠 개발)

  • Lee, Hyunju;Kim, Yuri;Park, Chan Jung
    • The Journal of the Korea Contents Association
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    • v.19 no.2
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    • pp.88-98
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    • 2019
  • As the 2015 revised curriculum is being implemented from 2018, efforts are being made to cultivate scientific literacy among students in the field of science. Scientific experiments help students to develop their interest in Science and their scientific attitudes. Learning through experimentation rather than learning scientific facts increases learners' understanding, and can be remembered longer. Therefore, experiments in Science subject are very important. However, in middle schools, scientific experiments are not performed due to the lack of time, budget and experimental material. In this research, we analyze middle school science textbooks, conduct questionnaires for students of science pre-service teachers, select the most important science experiments, and develop a mobile App to simulate and experience scientific experiments with the App. The proposed App is developed in a game format using quest-based learning methods to gain learning enhancement. It is also made using Unity. In this paper, after developing the app, we propose the direction of STEAM contents development through analyzing the difference from existing apps and the feedback from users.

The Development of Appropriate Technology theme STEAM Program for the Elementary Students and its Application Effects on Creative Thinking Activity, Scientific Attitude and Leadership (적정기술 주제의 STEAM 프로그램 개발 및 초등학생의 창의적 사고활동, 과학적 태도, 리더십에 미치는 영향)

  • Yoo, Mi Hyun;Park, Gi-Su;Choi, Jung Jin;Lim, Mira;Lee, Jina;Shin, Minchul;Lee, Chong-Sup;Lee, Yang-Eun;Yu, Hwasoo;Chung, Ho-Keun;Lee, Ahnna;Kang, Yun Hee
    • Journal of Science Education
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    • v.40 no.2
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    • pp.144-165
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    • 2016
  • The purpose of this study was to develop 'Appropriate Technology' theme STEAM Program for the elementary students and investigate the effects of the program on creative thinking activity, scientific attitude and leadership. Participants were 3grade 85 elementary school students. Before and after the program, the participants were asked to take the tests about creative thinking activity, scientific attitude and leadership. The major results of this study were as follows. First, the total score of experimental group's creative thinking activity and all 4 sub-domains was significantly improved than those of comparative group(p<.05). Second, the total score of experimental groups' scientific attitude was significantly improved than that of comparative group(p<.05). Among 7 sub-domains, curiosity, voluntariness, perseverance were significantly developed. Third, total score of experimental groups' leadership was significantly increased than that of comparative group after the STEAM program (p<.05). In the first factor, the score of inner and inter personal characteristics were significantly developed.

The Effects of STEAM-based Storytelling Robotics Education on Learning Attitudes of Elementary School Girls (STEAM 기반 스토리텔링 로봇활용교육이 초등학교 여학생들의 학습태도에 미치는 영향)

  • Sung, Younghoon
    • Journal of The Korean Association of Information Education
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    • v.19 no.1
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    • pp.87-98
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    • 2015
  • Robotics education in elementary school, It is difficult for girls to continue the motivation and willingness to learn because of a negative attitude and low recognition against the machine. In this paper, we studied method to improve the learning attitude through STEAM-based robotics education utilizing storytelling and robot smart learning system for elementary school girls. The curriculum is composed of nine themes which are selected from famous classic fairy tales for girls and we developed robot smart learning system which allows girls to enjoy robot design&control, collaborative learning, and sharing their ideas by using smart-phone. As a t-test results of learning attitude, the two groups showed statistically significant difference, the experimental group was higher average than the control group in terms of learning attitude. The robot smart learning system is effective for collaborative learning activities and maintaining learning motivation of elementary school girls.

The Effect of Engineering Design Based Ocean Clean Up Lesson on STEAM Attitude and Creative Engineering Problem Solving Propensity (공학설계기반 오션클린업(Ocean Clean-up) 수업이 STEAM태도와 창의공학적 문제해결성향에 미치는 효과)

  • DongYoung Lee;Hyojin Yi;Younkyeong Nam
    • Journal of the Korean earth science society
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    • v.44 no.1
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    • pp.79-89
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    • 2023
  • The purpose of this study was to investigate the effects of engineering design-based ocean cleanup classes on STEAM attitudes and creative engineering problem-solving dispositions. Furthermore, during this process, we tried to determine interesting points that students encountered in engineering design-based classes. For this study, a science class with six lessons based on engineering design was developed and reviewed by a professor who majored in engineering design, along with five engineering design experts with a master's degree or higher. The subject of the class was selected as the design and implementation of scientific and engineering measures to reduce marine pollution based on the method implemented in an actual Ocean Clean-up Project. The engineering design process utilized the engineering design model presented by NGSS (2013), and was configured to experience redesign through the optimization process. To verify effectiveness, the STEAM attitude questionnaire developed by Park et al. (2019) and the creative engineering problemsolving propensity test tool developed by Kang and Nam (2016) were used. A pre and post t-test was used for statistical analysis for the effectiveness test. In addition, the contents of interesting points experienced by the learners were transcribed after receiving descriptive responses, and were analyzed and visualized through degree centrality analysis. Results confirmed that engineering design in science classes had a positive effect on both STEAM attitude and creative engineering problem-solving disposition (p< .05). In addition, as a result of unstructured data analysis, science and engineering knowledge, engineering experience, and cooperation and collaboration appeared as factors in which learners were interested in learning, confirming that engineering experience was the main factor.

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.