scholarly journals Project-based learning oriented STEAM: the case of micro–bit paper-cutting lamp

Author(s):  
Shih-Yun Lu ◽  
Chih-Cheng Lo ◽  
Jia-Yu Syu

AbstractThe main purpose of the living technology curriculum is to cultivate students' interest in learning science and technology, and further to utilize their experience of learning instructions and develop their ability to integrate interdisciplinary knowledge and skills. In recent years, as countries have begun to emphasize the concept of interdisciplinary integration in the school education, STEM (Science, Technology, Engineering, and Mathematics, STEM) focuses on cultivating interdisciplinary talents. With this, STEAM highlights the role of ART because other dimensions of STEM are expected to be effectively integrated through the cultivation of aesthetics; the purpose of this study is to design a STEAM curriculum for elementary school children and to explore the impact of STEAM education on the creativity. The content of this course is based on the PBL (Project-Based Learning) with the teaching activities combining with “Chinese Paper-cutting” and “BBC micro: bit”. The teaching process is used the strategy of creative thinking instruction. The research method adopts a one-group pretest–posttest design based on a purposive sampling of 21 students from one class in an elementary school. The research tools included the records of learning feedback and the creativity assessment. The empirical findings show that the project-based learning incorporating STEAM activity has a positive significant influence on students’ development of creative recognition. Since the empirical results are constricted by the short-term STEAM course, the STEAM course with the art-oriented still benefits the STEAM education and Learning effectiveness of elementary school students. The implication of interdisciplinary interactive Lamp of Paper Carving with Micro:Bit is expected to contribute to further development of STEAM course. Since the curriculum is only last for few weeks, it is too short to affect the emotional facet of creativity. Future researches are suggested to extend the teaching period and evaluate the long-term influence of PBL STEAM on students' learning attitude.

1998 ◽  
Vol 19 (1) ◽  
pp. 27-51 ◽  
Author(s):  
Min Liu

Promoting creative thinking in children has been an issue of critical importance to educators. Research shows that appropriate uses of computer programs such as word processing, computer imaging, and Logo programming have the potential to enhance children's creativity. Little is known, however, about the impact of hypermedia technology on children's creative thinking. This study examined whether engaging elementary school students in hypermedia authoring would promote their creative thinking. It was found that after engaging in an extended period of hypermedia authoring, the fourth graders increased their creativity scores in a number of areas. The low and intermediate ability students appeared to benefit from the hypermedia authoring environment more than the high ability students and working collaboratively on the hypermedia authoring projects enabled students to demonstrate higher creativity scores than when working individually. The findings are consistent with research on hypermedia and creativity with Logo in showing that by offering a new dimension for expressing thoughts and encouraging novel ways of presentation, hypermedia authoring is another way to facilitate children's cognitive development and promote their motivation toward learning.


2020 ◽  
pp. 1675-1687
Author(s):  
Jin-Ok Kim ◽  
Jinsoo Kim

This article aims at developing an art-based STEAM educational program that would help elementary school students to develop their abilities to solve scientific problems and artistic sensibilities by using an educational robot. In addition, this article investigates whether the program could be applied in the field. In order to achieve the purpose of this article, ‘mobile' and ‘abstraction' were selected as the subjects of the activities and the STEAM educational program which allowed students to learn knowledge regarding science, technology and mathematics in a comprehensive manner through the course in order to experience and create works of art. Also, the level of satisfaction and effectiveness were confirmed by applying the program to the class targeting students in the 4th and 6th grades.


Author(s):  
Zainal Abidin Achmad ◽  
Muhammad Iqbal Dwi Fanani ◽  
Ghifari Zaka Wali ◽  
Rizkiyatul Nadhifah ◽  
Nadya Aisyah Nurdiyana ◽  
...  

This article's background is the impact of the Coronavirus Disease 2019 (COVID-19) pandemic on the process of implementing school learning that has turned online. This article contains the process of making animated video learning media using the Powtoon application. Animated video material is the National Examination subject (Indonesian, Science, and Mathematics) for elementary school students in grades one to six. The data collection method used interviewing students, parents, teachers, village heads, PKK administrators, and youth organizations. By analyzing the problems then accomplished by making animated videos that suitable to the syllabus for each subject. The animated video is uploaded to the Sidokumpul Village Community Service Program's official Youtube channel to be accessed by all target elementary students and the wider community. Making animation is to provide learning innovation for elementary school teachers and students in Sidokumpul village and attract interest in learning. The stages of making animated videos consist of pre-production, production, and post-production. Animated videos can accelerate elementary students' understanding of the subject matter. Moreover, parental involvement in online learning provides many positive things for relationships between family members and student personality development. 


2021 ◽  
Vol 4 (2) ◽  
pp. 54
Author(s):  
Zainal Abidin Achmad ◽  
Muhammad Iqbal Dwi Fanani ◽  
Ghifari Zaka Wali ◽  
Rizkiyatul Nadhifah

This article's background is the impact of the Coronavirus Disease 2019 (COVID-19) pandemic on the process of implementing school learning that has turned online. This article contains the process of making animated video learning media using the Powtoon application. Animated video material is the National Examination subject (Indonesian, Science, and Mathematics) for elementary school students in grades one to six. The data collection method used interviewing students, parents, teachers, village heads, PKK administrators, and youth organizations. By analyzing the problems then accomplished by making animated videos that suitable to the syllabus for each subject. The animated video is uploaded to the Sidokumpul Village Community Service Program's official Youtube channel to be accessed by all target elementary students and the wider community. Making animation is to provide learning innovation for elementary school teachers and students in Sidokumpul village and attract interest in learning. The stages of making animated videos consist of pre-production, production, and post-production. Animated videos can accelerate elementary students' understanding of the subject matter. Moreover, parental involvement in online learning provides many positive things for relationships between family members and student personality development.


Author(s):  
Andy Large ◽  
Jamshid Behesti ◽  
Alain Breuleux ◽  
Andre Renaud

From the 1994 CAIS Conference: The Information Industry in Transition McGill University, Montreal, Quebec. May 25 - 27, 1994.Multimedia products are now widely available on a variety of platforms, and there is a widespread assumption that the addition of still images, animation and sound to text will enhance any information product. The research reported in this paper investigates such claims for multimedia in an educational context and for a specific user group: grad-six primary school students. The students' ability to recall, make inferences from, and comprehend articles presented to them in print, as text on screen, and in mutlimedia format has been mesured. The findings to date suggest that the impact of multimedia is subtle, and that generalisations about the effectiveness of multimedia, at least with children in an educational context, should be employed cautionously. The long-term goal is to identify design criteria which can be employed in the production of multimedia products for schools.


Sign in / Sign up

Export Citation Format

Share Document