Aesthetics and STEAM education: the case of Korean STEAM curricula at the art high school

Author(s):  
Kongju Mun
Keyword(s):  
Author(s):  
Kyle Seiverd

STEAM education is a comprehensive approach to addressing content in the classroom. By using STEAM, educators present material utilizing multiple-intelligences. This chapter is geared towards high school and uses students' familiarity with Disney as a hook to address STEAM. Critical analysis is applied to the exterior and line-queue design of a famous attraction at Disney parks. Ride-layout is critiqued and improved upon via student collaboration. Students use their ability to analyze design to engineer a 2-D scale model that fits a particular purpose.


Author(s):  
Chih-Chao Chung ◽  
Shu-Lan Huang ◽  
Yuh-Ming Cheng ◽  
Shi-Jer Lou

AbstractThe purposes of this study were to integrate imagination and STEAM education to construct a special topic course on wearable devices for pets for technology senior high school students studying electronic science; to explore the impacts of the learning process on students’ imagination, STEAM competences and satisfaction with learning effectiveness; and to investigate the integration of imagination into STEAM education. This study adopted the design research method and took 40 students in the third year of a special topic course in electronic science at a technology senior high school as the research subjects. The students were randomly divided into 8 groups, and teaching activities were carried out for 18 weeks. This study used questionnaire and documentary analysis methods to carry out peer evaluation, pretests, posttests and student self-report surveys to collect qualitative and quantitative data for statistical analysis and cross-validation. In this study, a new integration model of imagination and STEAM is proposed. The design research method was employed to plan the iSTEAM course and design special topic activities about real-life issues so that the degree of integration of imagination into the STEAM special topic course and the quality of the students’ work were moderately positively correlated and highly positively correlated, respectively, with students’ application of their learning from various aspects of iSTEAM, which can significantly enhance their imagination, STEAM competences, and satisfaction with their learning effectiveness. The iSTEAM teaching model can help engineering educators develop and evaluate iSTEAM courses and learning activities and provides new contributions to and research directions for STEAM education.


Author(s):  
D.F. Bowling

High school cosmetology students study the methods and effects of various human hair treatments, including permanents, straightening, conditioning, coloring and cutting. Although they are provided with textbook examples of overtreatment and numerous hair disorders and diseases, a view of an individual hair at the high resolution offered by an SEM provides convincing evidence of the hair‘s altered structure. Magnifications up to 2000X provide dramatic differences in perspective. A good quality classroom optical microscope can be very informative at lower resolutions.Students in a cosmetology class are initially split into two groups. One group is taught basic controls on the SEM (focus, magnification, brightness, contrast, specimen X, Y, and Z axis movements). A healthy, untreated piece of hair is initially examined on the SEM The second group cements a piece of their own hair on a stub. The samples are dryed quickly using heat or vacuum while the groups trade places and activities.


Sign in / Sign up

Export Citation Format

Share Document