For this study, we researched recent trends of STEAM education from case studies documented in domestic and foreign papers. By doing so, we develop and apply the STEAM education program through the use of Crayon Physics. This program is designed for the 7th lesson ("A Serviceable Tool") of 6th graders' science in elementary school. As a result, the creativity index and positive attitude about science of the students who went through the researched program increased with meaningful difference compared to that of the sample population. Specifically, there was a sharp increase in originality and exquisiteness. Furthermore, positive responses increased in both the cognition and interests among affected regions related to science. The result of this study shows that the STEAM Education Program, using Crayon Physics, can improve creativity. And we can confirm that it brings positive changes for the Science-Related Affective Domains.
@article{ART001624194}, author={오정철 and 김종훈}, title={Development and Application of STEAM Education Program Using Crayon Physics}, journal={Journal of Knowledge Information Technology and Systems}, issn={1975-7700}, year={2011}, volume={6}, number={6}, pages={93-102}
TY - JOUR AU - 오정철 AU - 김종훈 TI - Development and Application of STEAM Education Program Using Crayon Physics JO - Journal of Knowledge Information Technology and Systems PY - 2011 VL - 6 IS - 6 PB - Korea Knowledge Information Technology Society SP - 93 EP - 102 SN - 1975-7700 AB - For this study, we researched recent trends of STEAM education from case studies documented in domestic and foreign papers. By doing so, we develop and apply the STEAM education program through the use of Crayon Physics. This program is designed for the 7th lesson ("A Serviceable Tool") of 6th graders' science in elementary school. As a result, the creativity index and positive attitude about science of the students who went through the researched program increased with meaningful difference compared to that of the sample population. Specifically, there was a sharp increase in originality and exquisiteness. Furthermore, positive responses increased in both the cognition and interests among affected regions related to science. The result of this study shows that the STEAM Education Program, using Crayon Physics, can improve creativity. And we can confirm that it brings positive changes for the Science-Related Affective Domains. KW - STEAM;Crayon Physics;Edutainment;Creativity;Scientific Attitude DO - UR - ER -
오정철 and 김종훈. (2011). Development and Application of STEAM Education Program Using Crayon Physics. Journal of Knowledge Information Technology and Systems, 6(6), 93-102.
오정철 and 김종훈. 2011, "Development and Application of STEAM Education Program Using Crayon Physics", Journal of Knowledge Information Technology and Systems, vol.6, no.6 pp.93-102.
오정철, 김종훈 "Development and Application of STEAM Education Program Using Crayon Physics" Journal of Knowledge Information Technology and Systems 6.6 pp.93-102 (2011) : 93.
오정철, 김종훈. Development and Application of STEAM Education Program Using Crayon Physics. 2011; 6(6), 93-102.
오정철 and 김종훈. "Development and Application of STEAM Education Program Using Crayon Physics" Journal of Knowledge Information Technology and Systems 6, no.6 (2011) : 93-102.
오정철; 김종훈. Development and Application of STEAM Education Program Using Crayon Physics. Journal of Knowledge Information Technology and Systems, 6(6), 93-102.
오정철; 김종훈. Development and Application of STEAM Education Program Using Crayon Physics. Journal of Knowledge Information Technology and Systems. 2011; 6(6) 93-102.
오정철, 김종훈. Development and Application of STEAM Education Program Using Crayon Physics. 2011; 6(6), 93-102.
오정철 and 김종훈. "Development and Application of STEAM Education Program Using Crayon Physics" Journal of Knowledge Information Technology and Systems 6, no.6 (2011) : 93-102.