DC Field | Value | Language |
---|---|---|
dc.contributor.author | 김세미 | ko |
dc.contributor.author | 김정겸 | ko |
dc.contributor.author | 김성호 | ko |
dc.contributor.author | 맹준희 | ko |
dc.date.accessioned | 2018-11-22T07:11:05Z | - |
dc.date.available | 2018-11-22T07:11:05Z | - |
dc.date.created | 2018-11-19 | - |
dc.date.created | 2018-11-19 | - |
dc.date.issued | 2018 | - |
dc.identifier.citation | 공학교육연구, v.21, no.2, pp.17 - 27 | - |
dc.identifier.issn | 1738-6454 | - |
dc.identifier.uri | http://hdl.handle.net/10203/246968 | - |
dc.description.abstract | This study aims to investigate the effect of design thinking-based STEAM program for primary and secondary students. The design thinking-based STEAM program dealt with advanced scientific technology issues and it consisted of 8 topics. A questionnaire was developed to explore the change of Science concept awareness, Interest, Self-efficacy, Career consciousness of students through the program. The questionnaire consisted of following 4 areas, such as ‘Science concept awareness’, ‘Interest’, ‘Career consciousness’ and ‘Self efficacy’. Pre-post test was conducted to 75 primary and secondary students. As a result of analyzing post-test compared to pre-test, ‘Science concept awareness’, ‘Career consciousness’ and ‘Self efficacy’ of students were improved. And the ‘Interest’ wasn't changed significantly. Through this research, it can be suggested that the design thinking-based STEAM program can be useful at school education to improve the Science concept awareness, Career consciousness and Self-efficacy of primary and secondary students. It is also proposed that further research of the various areas of interest and other affective variables will be needed. | - |
dc.language | Korean | - |
dc.publisher | 한국공학교육학회 | - |
dc.subject | STEAM | - |
dc.subject | Design thinking | - |
dc.subject | Science concept awareness | - |
dc.subject | Interest | - |
dc.subject | Career consciousness | - |
dc.subject | Self-efficacy | - |
dc.title | 초・중등학생을 위한 디자인적 사고기반의 STEAM교육프로그램의 효과 | - |
dc.title.alternative | Effect of Design Thinking-based STEAM Program for Primary and Secondary Students | - |
dc.type | Article | - |
dc.type.rims | ART | - |
dc.citation.volume | 21 | - |
dc.citation.issue | 2 | - |
dc.citation.beginningpage | 17 | - |
dc.citation.endingpage | 27 | - |
dc.citation.publicationname | 공학교육연구 | - |
dc.identifier.kciid | ART002335431 | - |
dc.contributor.nonIdAuthor | 김세미 | - |
dc.contributor.nonIdAuthor | 김정겸 | - |
dc.contributor.nonIdAuthor | 김성호 | - |
dc.description.isOpenAccess | N | - |
dc.subject.keywordPlus | STEAM | - |
dc.subject.keywordPlus | Design thinking | - |
dc.subject.keywordPlus | Science concept awareness | - |
dc.subject.keywordPlus | Interest | - |
dc.subject.keywordPlus | Career consciousness | - |
dc.subject.keywordPlus | Self-efficacy | - |
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