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Effectiveness Analysis of a STEAM Program Utilizing Digital Astronomy and Space Resources for 6th Graders in Elementary School (초등학교 6학년을 위한 디지털 활용 천문우주 STEAM 프로그램의 효과 분석)

  • Youn-Jeong Heo;Hyoungbum Kim
    • Journal of the Korean Society of Earth Science Education
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    • v.17 no.2
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    • pp.168-180
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    • 2024
  • In this study, we developed a STEAM program based on digital astronomical and space resources and applied it to 167 randomly selected elementary school students to examine the effectiveness of the STEAM program in enhancing creative problem solving skills. The results of this study are as follows: first, the statistical analysis of pre-test and post-test scores for creative problem-solving skills related to the STEAM program showed significant results (p<.05). This suggests that the STEAM program contributed to improving creative problem-solving skills through the procedural process involved in generating ideas and convergent thinking during the digital problem-solving. Second, the paired sample t-test based on the pre-test and post-test of the STEAM attitude test also showed significant results (p<.05). Analyzing digital materials and presenting pixel art projects positively influenced STEAM attitudes in terms of interest, communication, and usefulness. This underscores the need for developing integrative education programs utilizing advanced technologies in the future. Third, in the class satisfaction test conducted after the application of the STEAM program, the satisfaction factor scored an average of 3.55, interest scored 3.35, and overall class difficulty scored 3.46. The main difference from traditional classes was the focus on 'acquisition of future career information.' However, given the slight decrease in interest during the digital transformation and interpretation process, it is recommended that future classes allocate sufficient time for experiential activities. To generalize the developed program, future studies should consider various school levels, implementation periods, and difficulty levels.

The preliminary study of developing computational thinking practice analysis tool and its implementation (컴퓨팅 사고 실천 분석도구 개발 및 이의 활용에 대한 기초연구)

  • Park, Young-Shin;Hwang, Jin-Kyung
    • Journal of the Korean Society of Earth Science Education
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    • v.10 no.2
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    • pp.140-160
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    • 2017
  • The purpose of this study was to develop computational thinking (CT) analysis tool that can be used to analyze CT practices; first, by defining what CT practices are, and then, by identifying which components of CT are reflected in STEAM classes. Exploring various kinds of CT practices, which can be identified while applying the proposed CT analysis tool for exemplary STEAM classes, is another goal of this study. Firstly, to answer the question of "What is CT in science education" and thereby to develop the proposed CT practice analysis tool, three types of published documents about CT definition as the main data in this study have been considered. In the first "analysis tool development" part of this study, the following five elements have been identified as the main components of CT analysis tool as follows; (1) connecting open problems with computing, (2) using tools or computers to develop computing artifact, (3) abstraction process, (4) analyzing and evaluating computing process and artifact, and (5) communicating and cooperating. Based on the understandings that there is a consistent flow among the five components due to their interactions, a flow chart of CT practice has also been developed. In the second part of this study, which is an implementation study, the proposed CT practice analysis tool has been applied in one exemplary STEAM program. To select the candidate STEAM program, four selection criteria have been identified. Then, the proposed CT practice analysis tool has been applied for the selected STEAM program to determine the degree of CT practice reflected in the program and furthermore, to suggest a way of improving the proposed CT analysis tool if it shows some weak points. Through the findings of this study, we suggest that the actual definition of computational thinking will be helpful to converge Technology and Engineering to STEAM education and a strong complement to reinforce STEAM education.

The Effects of STEAM-based Programming Education with Robot on Creativity and Character of Elementary School Students (로봇을 활용한 STEAM기반 프로그래밍교육이 초등학생의 창의성 및 인성에 미치는 효과)

  • Chai, Soophung;Chun, Seokju
    • Journal of The Korean Association of Information Education
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    • v.19 no.2
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    • pp.159-166
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    • 2015
  • STEAM is a multidisciplinary education program which intended to promote creative thinking by combining studies in the arts and STEM(Science, Technology, Engineer, Mathematics) fields. STEAM education can bring out creativities in students through educational activities of integrating and combining diverse studies. In this research, we integrated the educational elements of science, technology, engineering, mathematics, and arts using robots and then developed an educational program that raises the creative and character (focused on collaboration and communication) of students in a more fun and effective way. Using our developed educational program, we taught 6th grade students of an elementary school located in Seoul. As the result, most of students were found to be enhanced in their creativity and character after participating in the STEAM-based programming education course.

Development of Robot Contents for STEAM education (STEAM 교육을 위한 로봇 콘텐츠 개발)

  • Nam, Yun Jeong;Kim, Hee Sun
    • Journal of Korea Society of Industrial Information Systems
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    • v.20 no.1
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    • pp.9-18
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    • 2015
  • Educational learning methods that take advantage of a robot provide opportunities for students to develop high dimensional thinking, a creative expression and discovery learning opportunity. It is also perceived as a suitable tool for STEAM systems which can be used in a variety of school curriculums. Therefore we designed and developed STEAM educational contents using robots in this study. This study analyze elementary text books and design the convergence contents from various subjects such as math, science, engineering and art through a robot. This study has developed educational materials by making a robot based on the designed contents. They have been applied to after school materials and then evaluated for comprehension, interest and participation. The results of this study have shown very encouraging evaluations from participating students. Accordingly, this study has shown that STEAM contents that take advantage of a robot have improved student participation, interests, and comprehension in the curriculums. Additionally, integrating STEAM educational content has proved more effective in contrast to being separated.

Development of hands-on activities of STEAM for 'Manufacturing Technology and Automation' unit Technology subject in Middle school (중학교 기술교과 '제조기술과 자동화' 단원을 위한 STEAM 체험활동 과제 개발)

  • Jung, Jin-Woo;Yi, Sang-Bong
    • 대한공업교육학회지
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    • v.39 no.1
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    • pp.66-84
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    • 2014
  • The purpose of this study is to develop STEAM hand-on activity task for middle school manufacturing & automation unit. This study was conducted following three stages. First of all, I carried out documents research and requirements analysis. And the goals for STEAM hand-on activity were set at this stage. Second, topics for STEAM hand-on activity were selected, and the organized for designing hand-on activity related STEAM in the development step. Finally, pilot and field test were conducted in order to amend and/or complement in improvement step. The theme and/or title of the hand-on activities were 'Making the print using wood', 'Making the close up photography & telephoto lens for smart phone'. The STEAM hand-on activities were designed for ten hours for each subject respectively. Each hand-on activity consists of problem situation, objectives statement, materials and tools, an evaluating criteria, related knowledge, portfolio and so on.

The Effects of Mathematics-Centered STEAM Program on Middle School Students' Interest in STEM Career and Integrated Problem Solving Ability (수학교과 중심의 STEAM 수업이 중학생들의 STEM 분야 진로 흥미도 및 융합적 문제해결력에 미치는 영향)

  • Han, Hyesook
    • Communications of Mathematical Education
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    • v.31 no.1
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    • pp.125-147
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    • 2017
  • The purpose of this study was to investigate the effects of mathematics-centered STEAM program which was operated in free semester system classes on middle school students' interest in science, technology/engineering, and mathematics(STEM) career and integrated problem solving ability. The study was conducted with 40 first graders in a middle school for 12 weeks using mathematics-centered STEAM program developed for the use of free semester system classes by the support of the Ministry of Education/KOFAC in 2016. According to the results of STEM career interest survey, mathematics-centered STEAM program was effective for improving middle school students' interest in STEM career. And it was also effective in the development of students' integrated problem solving ability.

The Effects of Mathematics-Centered STEAM Program on Mathematical Modeling Ability of First Grade Students in Middle School (수학교과 중심의 STEAM 수업 경험이 중학교 1학년 학생들의 수학적 모델링 능력에 미치는 영향)

  • Kim, Mikyung;Han, Hyesook
    • Communications of Mathematical Education
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    • v.35 no.3
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    • pp.295-322
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    • 2021
  • This study was conducted for one semester through one group pretest-posttest design with 49 first-year middle school students to explore the effects of mathematics-centered STEAM class experiences on students' mathematical modeling abilities. The main results of this study are as follows: First, the results of the pre and post-mathematical modeling ability tests showed that the average score of posttest was improved compared to the pretest, and that the experiences of mathematics-centered STEAM classes provided in this study had a positive effect on improving the mathematical modeling ability of first-year middle school students. Second, STEAM classes were more effective in solving mathematical modeling problems that require students' creative and divergent thinking. Third, the content analysis of student responses for each subquestion showed that STEAM classes were especially more helpful in activating students' mathematical model construction and validating steps.

Developmental Study of an Instrument for STEAM Education Key Competencies (STEAM 교육의 핵심역량 조사도구 개발)

  • Park, HyunJu;Sim, Jaeho;Kim, Eojin;Ham, HyungIn;Lee, Youngtae;Lee, Ji-Ae;Kwon, Hyuksoo
    • Journal of Science Education
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    • v.43 no.2
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    • pp.258-269
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    • 2019
  • This study developed an instrument for measuring STEAM education effectiveness focused on key competencies of STEAM. This study performed literature reviews on the prior studies associated with the STEAM education and completed a pilot instrument through reflective reviews by external experts. A pilot study was administered to a total of 408 students and finalized by statistical analyses such as reliability check and exploratory factor analysis. The factors of the final instrument were identified as convergence (seven items), creativity (eleven items), challenge (five items), and care (nine items). The Cronbach' ${\alpha}$ for each construct ranged from .849 to .929 turned out to be reliable. This instrument can be utilized for measuring the effectiveness of the STEAM education on students' key competencies.

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.

The Application of a Science Camp and the Development of Experiment and Practice Program Based on STEAM for High School Students (고등학교 융합과학(STEAM) 실험-실습 프로그램 개발과 과학 캠프 적용)

  • Yoon, Mabyong;Hong, Jaeyoung
    • Journal of Science Education
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    • v.36 no.2
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    • pp.263-278
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    • 2012
  • The purpose of this study was to introduce the development and application of STEAM education science camp program conducted in J university for high school students and to suggest the ideal class design method and procedures along with STEAM logics and viewpoints. The pre-service science teachers participated in the class developed teaching materials in accordance with STEAM education model and the teaching procedures and materials were modified and supplemented through the education specialist group's assessment and the actual class. The developed program was applied to the second-year students(N=45) of a science-focus school in Jeonju City and the first and second-year students(N=61) of 13 high schools in Jeonbuk province who participated in the 'STEAM experiment camp' during the summer vacation in 2012. After the class, the learners' average satisfaction level in the program content and activities was 4.02 point out of 5 point and the pre-service science teachers' average satisfaction level in the program and teaching-learning was 4.28 point. Therefore, the STEAM education program of this case study can be a model to the teachers who desire to plan the science-focus STEAM class and conduct it.

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