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고등학생을 위한 항공기, 공항 관련 융합인재교육(STEAM) 프로그램 개발 및 적용 효과

Development and Application Effects of STEAM Program for Airplanes and Airports for High School Students

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In this study, we developed a creative convergence program based on science and engineering factors related to airports and airplanes, and evaluated the effects of the program on high school students’ self-initiative. To accomplish this, we developed a program consisting of 12modules. Each program was developed in accordance with the STEAM standard, after extracting elements that can be integrated between the curriculum through analysis of the2015 revised curriculum. The program was applied to 3 high schools and the program satisfaction was measured. The change of STEAM attitude and self-directedness were measured in 50 high school students applying more than 3modules. As a result, the program satisfaction was highly evaluated in all subjects, and STEAM attitude showed a significant improvement as a result of high school students and self-initiated middle school students. Also, if we continue to develop and apply a self-initiated activity-centered STEAM program that reflects the changes in the lives of the near future society, we will be able to contribute to the cultivation of future talents.

Abstract

In this study, we developed a creative convergence program based on science and engineering factors related to airports and airplanes, and evaluated the effects of the program on high school students’ self-initiative. To accomplish this, we developed a program consisting of 12modules. Each program was developed in accordance with the STEAM standard, after extracting elements that can be integrated between the curriculum through analysis of the2015 revised curriculum. The program was applied to 3 high schools and the program satisfaction was measured. The change of STEAM attitude and self-directedness were measured in 50 high school students applying more than 3modules. As a result, the program satisfaction was highly evaluated in all subjects, and STEAM attitude showed a significant improvement as a result of high school students and self-initiated middle school students. Also, if we continue to develop and apply a self-initiated activity-centered STEAM program that reflects the changes in the lives of the near future society, we will be able to contribute to the cultivation of future talents.

참고문헌 (17)

  1. 2016년 융합인재교육(steam)사업 효과분석 연구, "강남화", 한국과학창의재단, ~ (2016)
  2. 교육부, "2015 개정 교육과정: 과학과" (2015)
  3. STEAM 프로그램 효과성 제고 및 현장 활용도 향상 기본연구, "박현주", 한국과학창의재단, ~ (2014)
  4. 2015년 STEAM 교육의 실태조사 및 효과성 심층분석 연구, "박현주", 한국과학창의재단, ~ (2015)
  5. 성은모, "고등학생 성적 우수자의 자기주도학습역량 요인 탐색", 아시아교육연구, 17(4), pp.215~237 (2016), 교육연구소
  6. 정경화, "교사학습공동체를 통한 STEAM 수업 사례 연구", 한국과학교육학회지, 38(2), pp.147~160 (2018), 한국과학교육학회[DOI]
  7. 최인수, "창의성의 발견 : 창의성은 언제, 어디서, 무엇에 의해, 어떻게 발현되는가" (2011), 쌤 앤파커스
  8. 한국과학창의재단, "융합인재교육(STEAM) 파이오니어 연수 자료집" (2012)
  9. 2009 개정 교육과정에 따른 과학과 교육과정 연구, "한국과학창의재단", ~, pp.정책연구 2011-10 (2011)
  10. 배선아, "기술기반 STEAM 교육이 중학생의 기술적 태도에 미치는 영향", 대한공업교육학회지, 36(2), pp.47~64 (2011), 대한공업교육학회
  11. 김진수, "STEAM 교육을 위한 큐빅 모형", 한국기술교육학회지, 11(2), pp.124~139 (2011), 한국기술교육학회
  12. Kim, N, "The current state of 3D printer and it's application plan", KSMTE Annual Spring Conference 2016, pp.277~277 (2014)
  13. 김성원, "융합인재교육(STEAM)을 위한 이론적 모형의 제안", 한국과학교육학회지, 32(2), pp.388~401 (2012), 한국과학교육학회[DOI]
  14. Design of the Competencies Based National Curriculum for the Future Society, "Lee, K", KICE, ~, pp.KICE Research Report RRC 2012-4 (2012)
  15. Lee, M, "Research on How to Support Schools' Autonomous Curriculum Organization and Implementation" (2011), KICE
  16. 이영은, "공학적 설계와 과학 탐구 기반의 STEAM 교육 프로그램이 중학생의 과학, 수학, 기술에 대한 흥미, 자기효능감 및 진로 선택에 미치는 효과", 교과교육학연구, 18(3), pp.513~540 (2014), 교과교육연구소[DOI]
  17. Mark Sanders, "Integrative STEM (Science, Technology, Engineering, and Mathematics) Education: Contemporary Trends and Issues", 중등교육연구, 59(3), pp.729~762 (2011), 사범대학부속중등교육연구소[DOI]

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