• Title/Summary/Keyword: mathematics STEAM education

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An Analysis of STEAM Elements Included in the Elementary School Mathematics Textbooks Revised on 2009 - Focusing on the 5th and 6th Grade Group - (2009 개정 교육과정에 따른 초등수학교과서의 STEAM 요소 분석: 5~6학년군을 중심으로)

  • Ryu, Sung Rim
    • Journal of Elementary Mathematics Education in Korea
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    • v.20 no.2
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    • pp.333-351
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    • 2016
  • This study analyzed what STEAM elements, except mathematical content, are contained in 2009 revised elementary school 5th and 6th grade group mathematics textbooks. STEAM elements in the textbooks were examined by grade and by content area in the elementary school mathematics curriculum. The results were as follows. First, the number of STEAM elements in mathematics 5-1, 5-2, 6-1, 6-2 are 151(18.4%), 212(25.9%), 211(25.7%), 246(30.0%), respectively. The 6th Grade than in 5th Grade can be seen a few plenty. Second, the number of STEAM elements are different depending on the type of STEAM. The number of arts element is 617(75.2%) and this elements are seen the most. The number of representative art and cultural art is 445(54.3%) and 172(20.9%), respectively. The number of technology-engineering and science is 158(19.2%) and 45(5.5%), respectively. We need to developed to promote use of science element in next mathematics curriculum.

Educational Implications for Science Education of STEAM-based Research and Education(STEAM R&E) Projects for Secondary School Students (STEAM 기반 학생 연구 활동 분석을 통한 과학 교육에 대한 시사점 고찰)

  • Kim, Nam-Hui;Shim, Kew-Cheol
    • Journal of The Korean Association For Science Education
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    • v.37 no.1
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    • pp.125-133
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    • 2017
  • The purpose of this study is to analyze the characteristics of STEAM-based research and education (STEAM R&E) projects for secondary school students. From 2012 to 2015, 400 STEAM based Research and Education (R&E) projects have been conducted, and they were selected for this study. The major findings are as follows: First, Science (S) and Mathematics (M) were identified at a high rate in STEAM-based Research and Education (R&E) projects, and Art (A) was identified with the lowest rate. Second, 'STEM' type was identified at the highest rate among STEAM-integrated types. And there were not any trends as the years go by, but STEAM-integrated types, where three or more STEAM elements were integrated, were identified at an increasing rate. It means that students use STEAM elements in various ways gradually. Accordingly, the results suggest: The information material that guide how to utilize STEAM factors diversely should be provided for project participants to improve their creativity and problem-solving abilities.

A Development of Android Application for Physics Learning Based on STEAM (물리학습을 위한 STEAM 기반의 안드로이드 앱 개발)

  • Kim, Tae-Hun;Kim, Jong-Hoon
    • Journal of Fisheries and Marine Sciences Education
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    • v.24 no.1
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    • pp.25-33
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    • 2012
  • Though science and technology are evolving rapidly in recent years, the traditional science education has limits for students to be satisfied their interests and needs because they couldn't follow these speeds. STEAM as a education integrating science, technology, engineering, arts and mathematics has strengths of increasing interests and understandings in science and technology and improving integrated thinking and problem solving ability for leaners. In this study we analyze the elementary school curriculum and construct physics learning based on STEAM and develop a android application to increase interests in science and improve problem solving ability. In the future, we need to analyze and develop the curriculum and contents for the STEAM education.

Design of the STEAM Integrated Curriculum based on Project-based Learning -Focus on Android-based Learning Content Development and Utilization- (프로젝트 기반 학습의 STEAM 융합 교육과정 설계 -안드로이드 기반 동력 전달 학습 콘텐츠 개발 및 활용 중심으로-)

  • Kim, Eun-Gil;Kim, Jong-Hoon
    • Journal of The Korean Association of Information Education
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    • v.15 no.4
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    • pp.551-560
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    • 2011
  • STEAM education is a topic-based curriculum to integrate the concepts into other subjects such as science, technology, engineering, art and mathematics in order to improve the students' interesting, understanding, integrated thinking and problem solving ability. In this paper, we designed STEAM curriculum in the form of Project-based Learning and developed the material for elementary students. We also developed the android-based application through searching for a utilization of IT simulation for enhancement the students' Project-based Learning effect.

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Development of educational program for elementary school students using educational robot based on STEAM (STEAM 기반 교육용 로봇 활용 초등학생 대상 학습 프로그램 개발)

  • Kwon, Soon-Beom;Nam, Dong-Soo;Lee, Tae-Wuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.06a
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    • pp.221-224
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    • 2011
  • 본 논문에서는 최근 교육부에서 강조하고 있는 STEAM 교육을 기반으로 한 교육용 로봇 활용 초등학생 대상 학습 프로그램을 개발을 하고자 한다. STEAM 교육은 Science, Technology, Engineering, Art, Mathematics 다섯 교과를 융합적으로 가르치는 교육을 의미한다. 실생활과의 연계를 중요시하는 최근 교육의 경향을 볼 때, 한 가지 교과만으로는 실생활과의 연계를 설명할 수 없기 때문에 여러 교과를 같이 융합하여 가르쳐야 한다. 이와 관련하여 교육용 로봇을 활용하여 지도하는 방법을 모색하고자 한다. 구체물을 사용하여 조작하는 것은 초등학생의 인지발달단계와도 맞물려 있으므로 흥미있게 주제에 접근하는 좋은 방법이 될 것이다.

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Development and Students' Perceptions after Application of a Subject Substitute STEAM Program - Focusing on Energy Unit in 6th Grade Curriculum - (교과대체형 STEAM(융합인재교육) 프로그램 개발 및 적용 후 학생들의 인식 분석 - 6학년 에너지 관련 단원을 중심으로 -)

  • Lim, Sung-Man;Chae, Dong-Hyun;Kim, Eun-Jeong;Hyun, Dong-Geul;Kim, O-Beom;Han, Je-Jun
    • Journal of the Korean Society of Earth Science Education
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    • v.7 no.1
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    • pp.119-132
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    • 2014
  • In recent years, Korea encourages teachers to do STEAM education(Science, Technology, Engineering, Arts & Mathematics), which includes Arts to STEM education to train creative science technology talent. Related to this, we developed a subject substitute STEAM program for the 6th grade students in elementary school and applied it in a field. The STEAM program which substitutes contents in curriculum related to Energy unit was developed and it was taught to twenty four sixth grade students during regular classes. During the classes, all activities of students were observed and they were written in recording notes during the observation. After all STEAM program ended, how students recognize the subject substitute STEAM program compared to general class, understand learning contents and think about the program before and after the STEAM classes were analyzed through questionnaire and interviews. The results were as follows. First, some students had difficulty in reconciling different ideas in group, creative thinking and crafts but most students liked the STEAM classes because many activities are fun and it is easy to understand. Second, learners regarded practical use of knowledge, learning different subjects together and interests as the reasons they can understand learning contents easily during STEAM program. Third, learners recognized STEAM classes are good to understand knowledge, think creative ideas and improve social skills after the STEAM classes while they showed anticipation, worry and fear before taking the classes. It is found that a subjective substitute STEAM program is helpful to increase learners' interests in learning, understand learning contents, increase creativity and have a good personality through a qualitative research.

Development of educational program based on STEAM using Picocricket (피코크리켓을 활용한 STEAM 기반 학습 프로그램 개발)

  • Kim, Myung-Jung;Lee, Tae-Wuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.01a
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    • pp.123-126
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    • 2015
  • 본 논문에서는 지식융합시대에 발맞춰 피코크리켓을 활용한 STEAM 기반 학습 프로그램을 개발하고자 한다. STEAM 교육은 Science, Technology, Engineering, Arts, Mathematics 다섯 가지의 학문을 융합적으로 가르치는 교육을 의미한다. 이는 빠르게 변화하고 있는 사회에 적응하고 실생활 문제해결 및 창의적인 사고력을 배양하기 위해서 여러 교과를 같이 융합하여 가르쳐야 한다. 이를 위해 다양한 교육용 로봇을 활용해 STEAM 교육이 진행되고 있으며 이번 연구에서는 피코크리켓을 활용한 학습프로그램을 개발하고자 한다. 피코크리켓은 통합적인 문제상황을 해결하는 과제를 제시하고 해결하는데 유용한 교육용로봇이며 학습프로그램에 효과적으로 활용될 것이다.

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The study of the Gifted Students Education about Doing Mathematical Task with the Face Plot (얼굴그림(Face Plot)을 활용한 수학영재교육의 사례연구)

  • Kim, Yunghwan
    • Journal of the Korean School Mathematics Society
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    • v.20 no.4
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    • pp.369-385
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    • 2017
  • This study is to figure out the activity and disposition of gifted students with face plot in exploratory data analysis at middle school mathematics class. This study has begun on the basis of the doing mathematics at multivariate analysis beyond one variable and two variables. Gifted students were developed the good learning habits theirselves. According to this result, Many gifted students have an interesting experience at data analysis with Face Plot. And they felt the useful methods of creative thinking about graphics with doing mathematics at mathematical tasks. I think that teachers need to learn the visualization methods and to make and to develop the STEAM education tasks connected real life. It should be effective enough to change their attitudes toward teaching and learning at exploratory data analysis.

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On the SMART Storytelling Mathematics Education Based on Executable Expressions (실행식(Executable expression) 기반 SMART 스토리텔링 수학교육)

  • Cho, Han Hyuk;Song, Min Ho
    • Journal of Educational Research in Mathematics
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    • v.24 no.2
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    • pp.269-283
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    • 2014
  • Recently, 3S Mathematics Education (Storytelling mathematics education, SMART mathematics education, and STEAM mathematics education) is emphasized. Based on recently published report on Storytelling mathematics textbook, we propose executable expression based SMART storytelling mathematics related to the elementary mathematic curriculum on 3D building blocks. We designed letters and expressions to represent three dimensional shape of 3D building blocks, and we compare its characteristics with that of LEGO blocks. We assert that text-based executable expressions not only construct what students want to make but also teachers can read students thinking process and can support educational help based on students needs. We also present linear function, quadratic function, and function variable concepts using executable expressions based on 3D building block as an example of SMART storytelling mathematics. This research was supported by the collaborated creativity mentoring project between Siheung City and college of education at Seoul National University. We hope designed executable expressions can be used for the development of SMART storytelling mathematics education.

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A Study on the Current Status of STEAM Education (우리나라 초·중·고등학교의 STEAM 교육 운영 현황 실태조사)

  • Park, HyunJu;Byun, Soo-yong;Sim, Jaeho;Baek, Yoon Su;Jeong, Jin-Su
    • Journal of The Korean Association For Science Education
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    • v.36 no.4
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    • pp.669-679
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    • 2016
  • The purpose of this study is to investigate the current status of STEAM (Science, Technology, Engineering, Arts, and Mathematics) education in schools by asking a variety of questions including "why and how often they implement STEAM education." This study conducted an online survey on 11,526 elementary, middle, and high schools in South Korea, with the response rate being 56.8% (N = 6,473). To highlight key findings, first, our descriptive analyses suggested that if those that did not respond to the survey were assumed not to have implemented STEAM education, approximately 27.1% (N = 3,127) of all schools in South Korea were believed to have implemented STEAM at best. The highest rate of implementation of STEAM education was found in elementary schools (30.8%), followed by middle (27.4%) and high (17.5%) schools. Second, in contrast with the result for the rate of implementation of STEAM education, high schools showed the highest level of satisfaction. Third, the most important reason for implementing STEAM education within a school was found to be teachers' voluntary efforts or intrinsic motives, followed by support from the provincial office of education. Fourth, the most important reason for not implementing STEAM education was found to be the lack of consensus among teachers. Together, findings highlight the importance of the role of teachers in implementing STEAM education. Offered are policy implications for the better implementation of STEAM education.