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ORIGINAL ARTICLE

스마트 기기 활용 설계 기반 STEAM 프로그램이 과학 흥미도와 융합인재소양에 미치는 효과

원문정보

The Effect of the Design Based STEAM Program Utilizing Smart Device for Interest in Science and STEAM Literacy

이상균

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초록

영어

The purpose of this study is to examine the effects of interest in science and STEAM Literacy through the use of the design based STEAM program utilizing Smart Device for elementary students. For the purpose of this study, a teaching plan and worksheet for students using STEAM Programs was developed and applied. The results of this study are as follows: First, the improvement in the interest in science score has statistically meaningful difference(p<.05). Second, the change in students` STEAM Literacy by applying the design based STEAM program utilizing Smart Device has statistically meaningful difference (p<.05). Third, according to the analysis of a questionnaire used to evaluate the program, students had a positive perception of the STEAM program and gained higher level of satisfaction about the lesson. Therefore, design based STEAM Program utilizing Smart Device applied in this study might be useful to improve STEAM Literacy, and can be expected to improve interest in science and should be widely applied to Science education.

목차

ABSTRACT
 Ⅰ. 서론
 Ⅱ. 연구 방법
  1. 연구 대상
  2. 실험 설계
  3. 검사도구 및 질적 자료 수입
  4. 연구절차
  5. 자료 분석 방법
  6. STEAM 프로그램 개발
 Ⅲ. 연구 결과 및 논의
  1. 과학 흥미도에 미치는 효과
  2. 융합인재소양에 미치는 효과
  3. STEAM 수업 후 학생들의 인식 변화
 Ⅳ. 결론 및 제언
 References
 Appendix 1. The flow of the class

저자정보

  • 이상균 Lee Sang-Gyun. 안청초등학교

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