• Title/Summary/Keyword: STEAM instruction materials

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Development of STEAM Instructional Materials using Arduino for Creative Engineering Design Class in High Schools and Its Application (일반계고의 창의공학설계 수업을 위한 아두이노 기반 STEAM 수업자료 개발과 적용)

  • Lee, Dae-Seok;Lim, Yeong-Dae;Kim, Jinsoo
    • Journal of Engineering Education Research
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    • v.23 no.1
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    • pp.3-9
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    • 2020
  • The purpose of the study was to develop the Arduino based STEAM instruction materials for creative engineering design class. PDIE model was used in this study. We developed a STEAM lesson plan and a STEAM lesson worksheet for a total of six sessions through the steps of preparation, development, implementation and evaluation. The validity of the instruction materials was evaluated by the 10 experts using a survey. The instruction materials were applied to the class (52 students attended) of the creative engineering designs unit in technology and home economics subject. The class satisfaction and the creative solving-problem ability were examined after the calss. The class satafacition was high as the average of 10 item was 4.57 (out of 5). The paired t-test was conducted to compare the means of the creative solving-problem ability. It was observed that 'understanding and mastery of knowledge, thought, function and skills in a specific domain', 'divergent thinking', 'critical and logical thinking' and ' motivational factors' were significantly increased after the class. The instruction materials develped in this study were successfully designed to enhance the creative solving-problem ability by designing creative tasks and to intrique the interest by adding visual and auditory stimuli with the Arduino.

Case Study on the Development of STEAM Instruction Material for Mathematics Subject-Based Advanced Technology and ICT Teaching Tools (초등수학 교과 기반 첨단 기술 및 ICT 교구 활용형 융합교육 자료 개발에 대한 사례 연구)

  • Lee, Jong-hak
    • Journal of the Korean School Mathematics Society
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    • v.25 no.4
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    • pp.333-352
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    • 2022
  • This study is aimed at developing the STEAM instruction materials for mathematics subject-based advanced technology and ICT teaching tools. In order to develop the STEAM materials, a PDI model in which the implementation and evaluation steps were simplified to Improvement was used. The developed STEAM materials were revised and supplemented by a group of experts. The subject of the STEAM class material developed in this study is 『Graph! The bridge that connects the past, present and future』 , 『You are the same but different!』 , 『Creating a virtual reality three-dimensional space together』 , 『And making interesting figures』 and 『Cover the roof of the turtle ship!』 . As a suggestion based on the results of this development study, various STEAM education materials should be developed and shared so that STEAM education can be performed in the elementary education field. And for the spread and settlement of STEAM education, the cultivation and expansion of STEAM education capabilities of on-site elementary school teachers or pre-service teachers will be an absolute prerequisite. And this suggests the need for a continuous and long-term approach to follow-up research on STEAM education.

Primary Teachers' Perception Analysis on Development and Application of STEAM Education Program (융합 인재 교육(STEAM) 연수를 통해 교수.학습 자료 개발 및 현장적용을 경험한 초등교사들의 인식 조사)

  • Lee, Ji Won;Park, Hye Jeong;Kim, Jung Bog
    • Journal of Korean Elementary Science Education
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    • v.32 no.1
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    • pp.47-59
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    • 2013
  • The purpose of this study is to investigate the perception about STEAM education of primary teachers who have developed and applied STEAM education to their students through teacher training program. For this study, 101 among 172 attendance are responded to questionnaire of three categories consisting of development and application teaching material for STEAM instruction, and spreading STEAM education. The major findings are as follows: First, when primary teachers develop materials for STEAM education, they consider applicabilities in real classes. Second, they feel the burden of time when they develop STEAM material. Third, they think that their own program has significant educational effectiveness and that students enjoyed the program. Especially, they think that STEAM education program can raise students' interest about learning. Fourth, primary teachers point out the constraints for application of STEAM education program, which are lack of expertise and difficulty acquiring class time. Fifth, primary teachers evaluate the effect of STEAM education program on primary education is positive, and they answer that we need many teaching materials for STEAM education, operating as a regular curriculum, and securing budget. In order to spread STEAM education in field of primary education successfully, administrators have to consider and reflect the voice of teachers.

Development and Application of STEAM Education Model centered on Mathematics Subject using Real-life Context (실생활 맥락을 활용한 수학교과 중심의 STEAM 교육 모형 개발 및 적용)

  • Ban, Eun-seob
    • Communications of Mathematical Education
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    • v.32 no.3
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    • pp.341-362
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    • 2018
  • The purpose of this study is to develop a STEAM education model on the basis of mathematics curriculum using real life context, and to analyze the effect of the class based on developed model to make applicable pedagogical discussion. For this purpose, STEAM class materials that can be used in terms of recognition, connection, extension, and application of mathematical concepts, principles and laws are considered, taking into consideration the ways in which real life contexts and mathematical learning could be harmonized. As a results of using these materials, it was empirically confirmed that students' cognitive thinking and affective aspects abilities were improved. The STEAM instruction centered on the mathematics curriculum and the mathematics class based on the data developed in this study have a unique identity compared to the conventional general mathematics teaching methods using the textbooks. And it is pursuing the future class model which could present desirable creativity and personality education. The result of this study would provide preliminary data and meaningful implications to the researchers for next curriculum and concomitant instructional materials as well as the mathematics teachers.

A Study on Elementary and Middle School Teachers' Perception on the Application and Quality Management Plan of Science Curriculum according to the 2009 Revised Curriculum (2009 개정 교육과정에 따른 과학과 교육과정 적용과 질 관리 방안에 관한 초·중학교 교사의 인식)

  • Jeong, Eunyoung
    • Journal of Science Education
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    • v.36 no.2
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    • pp.354-368
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    • 2012
  • The purpose of this study was to explore the direction of application and quality management plan of science curriculum of elementary and middle school according to the 2009 revised curriculum. In order to do this, nationwide survey was administered. The subject was 126 elementary school teachers and 88 middle school science teachers. It was founded that teachers had negative opinion on the introduction of the grade cluster system. They considered that it was appropriate to link the contents of Science subject with Practical Arts(Technology Home Economics) subject by similar topic. Science classes were implemented without changing the number of class hours in most schools. They recognized the necessity of differentiated instruction in science classes, but they seldom applied the differentiated instruction. And they suggested that the teaching-learning materials, evaluation materials and contents be provided to apply the STEAM. This study designates the following strategic supports for the effective implementation of 2009 revised science curriculum; 1) the science teachers training program to provide useful information for understanding and teaching the 2009 revised science curriculum, 2) the teachers' community in the school, 3) the development and provision of the feasible STEAM plans.

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A Study on Development of Teaching Materials for App Inventor Programming Using the Waterfall Model (워터폴 모델을 적용한 앱 인벤터 프로그래밍 교재개발 연구)

  • Seol, Moon-Gu;Son, Chang-Ik
    • Journal of The Korean Association of Information Education
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    • v.17 no.4
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    • pp.409-419
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    • 2013
  • The aims of this paper were to review the usable possibility of the educational App Inventor Program in the field of programming education and to develop programming teaching materials that can overcome limitations of the established programming instruction. The study showed that the learners' motivations were strengthened through smart device programs. Containing the elements of STEAM, the teaching materials were developed for the logical and systematic learning that deals with elementary students' real-life situations, and that helps children follow the procedures of software development. By introducing the Waterfall Model to the process of programming, students are able to follow the software developers' thinking process. In addition, beyond the simplistic programming language and simply acquiring related knowledge, the App Inventor programming was designed to enhance students' higher-order thinking skills such as creativity, problem solving ability, collaborative thinking, and so forth.

Effects of Web-based STEAM Program Using 3D Data: Focused on the Geology Units in Earth Science I Textbook (3차원 데이터 활용 웹기반 STEAM 프로그램의 효과 : 지구과학I의 '지질 단원'을 중심으로)

  • Ho Yeon Kim;Ki Rak Park;Hyoungbum Kim
    • Journal of the Korean Society of Earth Science Education
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    • v.16 no.2
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    • pp.247-260
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    • 2023
  • In this study, when applying the 'geological structure' content element of high school earth science I developed according to the 2015 curriculum to the STEAM program using a web-based expert system using 3D data of Google Earth and drones, the creative problem-solving ability of high school students, attitudes toward STEAM, and the results of this study are as follows. First, after applying the STEAM program, high school students' creative problem-solving ability showed meaningful results at the p<.001 level. Second, STEAM attitudes showed a significant value at the p<.001 level, confirming that they had a positive impact on high school students' attitudes towards STEAM. It was judged that web-based class activities using Google Earth and drones were useful for integrated thinking such as learners' sense of efficacy and value recognition for usefulness of knowledge. High school students' satisfaction with the STEAM program was 3.251, showing a slightly high average. It was confirmed that web-based class activities such as drones and Google Earth had a positive impact on learners' class satisfaction. However, it was interpreted that the lack of time for class activities limited the ability of the learners to increase their interest in class. The proposal of this research is as follows. First of all, in consideration of the production of presentation materials and practical training in the STEAM program, activities such as block time and advance instruction for class understanding before class are necessary. Secondly, in order to revitalize STEAM education in the high school curriculum, we judge that research on the development of various integrated education programs that can be applied to the high school grade system is necessary.