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In this research, STEAM education program based on life science was developed for verifyingthe effect in science-related affective domain and creativity of high school students. To achieve this,through analyzing combined types of integration, three dimensional framework for STEAM programwere developed. The main areas of circulation, plants, genetics, stimulation and response in partsof life science were chosen. Then, technology, engineering, art and mathematics were integrated inthose main areas. The study results are like the following: First, STEAM education program basedon life science showed improvement in science-related affective domain of high school students. Students’ confidence (p=.008), interest (p=.003) and value (p=.010) are also significantly increased. Second, it also showed the effectiveness in improving creativity. After applying the programto the students, standard scores of creativity (p=.000) and of its subcategory elements – fluency(p=.000), originality (p=.000) and exquisiteness (p=.003) – increased and the result was statisticallymeaningful. Third, according to students’ gender, its effects appeared differently. Male studentsvalued science higher than female students. On the contrary, female students showed higher scoresin creativity, fluency and originality.