STEAM 기반 학생연구과제에서 나타난 공학 설계 아이디어 및 산출물 제작 수준 분석
A Level Analysis of Idea Novelty and Output Making related to Engineering Design presented in STEAM-based Research and Education (STEAM R&E) Projects for High School Students
0
조회
0
다운로드
3
인용
0
참고문헌
키워드
초록
The purpose of this study was to analyze the properties of idea and outputs related to engineering design presented in STEAM-based research & education (STEAM R&E) projects for high school students. 400 research projects related to engineering design among 519 STEAM R&E projects were selected and analyzed the level of idea novelty and output making on engineering design of them, which had been conducted and supported by the Korea Foundation for the Advancement of Science and Creativity. The major findings are as follows: First, 74% of students devised an idea to solve the problem on doing their projects. Second, 72% of the students embodied ideas for problem solving and made them into one product. Third, 61% of students devised new ideas to solve the problems presented in the project and produced them as one product. Accordingly, The results suggested: Many students have devised new ideas for solving the problems presented in the project and made them into one product. However, there were students who were difficult to do this. So, considering them, we have to develop an educational environment that fosters creative thinking, and develop an materialized strategy that guides students how to devise new ideas and produce it as a product on the process of solving problems.
Abstract
The purpose of this study was to analyze the properties of idea and outputs related to engineering design presented in STEAM-based research & education (STEAM R&E) projects for high school students. 400 research projects related to engineering design among 519 STEAM R&E projects were selected and analyzed the level of idea novelty and output making on engineering design of them, which had been conducted and supported by the Korea Foundation for the Advancement of Science and Creativity. The major findings are as follows: First, 74% of students devised an idea to solve the problem on doing their projects. Second, 72% of the students embodied ideas for problem solving and made them into one product. Third, 61% of students devised new ideas to solve the problems presented in the project and produced them as one product. Accordingly, The results suggested: Many students have devised new ideas for solving the problems presented in the project and made them into one product. However, there were students who were difficult to do this. So, considering them, we have to develop an educational environment that fosters creative thinking, and develop an materialized strategy that guides students how to devise new ideas and produce it as a product on the process of solving problems.
참고문헌 (56)
- AAAS(American Association for the Advancement of Science), "Science for All Americans" (1990), Oxford Press Inc
- Apedoe, X. S., "Bringing engineering design into high school science classrooms : The heating", cooling unit, 2008, pp.17(5), 454~465
- 백윤수, "우리나라 STEAM 교육의 방향", 학습자중심교과교육연구, 11(4), pp.149~171 (2011), 학습자중심교과교육학회
- Brophy, S., "Advancing engineering education in P-12 classroom", Journal of Engineering Education, 97(3), pp.369~387 (2008)
- Burghardt, M. D., "Interconnected STEM with Engineering Design Pedagogy", Paper presented at 2013ASEE Annual Conference (2013)
- Cho, H. H., "A study on the teaching", learning strategies and materials for the enhancement of scientific inquiry skills of high school students, 1995, pp.33(2), 271~289
- 조연순, "국내 창의성 교육 연구 동향분석: 창의성의 범주 및 수준을 중심으로", 영재교육연구, 22(2), pp.333~352 (2012), 한국영재학회[DOI]
- Choe, S., "Creative next generation science education", Science & Technology Policy, 21(2), pp.14~26 (2011)
- 최영미, "환경 복원 STEAM 수업이 초등학생의 환경소양, 창의적 문제해결력, 정의적 영역에 미치는 영향", 환경교육, 29(2), pp.187~204 (2016), 한국환경교육학회[DOI]
- Dieter, G., "Engineering Design" (2013), McGraw-Hill Education
- Erwin, B., "K-12 education and systems engineering: a new perspective", Proceedings of the American Society of Engineering Education National Conference (1998)
- Ellefson, M. R., "Design-based learning for biology", Bio-Chemistry and Molecular Biology Education, 36(4), pp.292~298 (2008)
- Haik, Y., "Engineering Design Process" (2011), Cengage Learning
- 한지영, "공학설계교육을 통한 자기주도학습 능력 향상에 관한 연구", 공학교육연구, 14(1), pp.67~76 (2011), 한국공학교육학회[DOI]
- 홍순천, "초등학생의 동기, 확산적 사고 및 집단 내 창의적 아이디어의 관계: 창의적 분위기의 매개효과", 교육심리연구, 28(1), pp.161~178 (2014), 한국교육심리학회
- Howard, T. J., "Describing the creative design process by the integration of engineering design and cognitive psychology literature", Design Studies, 29(2), pp.160~180 (2008)
- Hwang, S, "Bioethics in Korea-Past and present", Bio, Ethics and Policy, 1(1), pp.31~35 (2017)
- Hwang, Y., "Development of strategies for education about research design to student researchers in science and engineering through extraction of problem specification elements", Ph.D, pp.2016
- 정현철, "과학 창의성 계발을 위한 프로그램 개발 - 이론과 예시를 중심으로 -", 한국지구과학회지, 23(4), pp.334~348 (2002), 한국지구과학회
- 장해리, "마인드 맵을 활용한 수업이 중학생들의 창의력에 미치는 영향", 한국과학교육학회지, 29(4), pp.388~399 (2009), 한국과학교육학회
- 정우경, "중학교 학생들의 자유탐구활동 중 주제선정단계에서 나타난 어려움 조사", 한국과학교육학회지, 31(8), pp.1199~1213 (2011), 한국과학교육학회
- 강경아, "초등학생의 창의성 계발을 위한 방안으로서 아이디어 생성 및 검토 단계에 창의적 사고 기법을 도입한 문제 해결 프로그램의 가능성 탐색", 초등과학교육, 34(1), pp.95~108 (2015), 한국초등과학교육학회[DOI]
- 강호감, "초등과학영재의 창의적 문제해결력 향상을 위한 융합인재교육(STEAM) 프로그램 개발", 영재교육연구, 24(6), pp.1025~1038 (2014), 한국영재학회
- 강주원, "영재 학생들의 공학 설계 기반 통합적 STEM 연구 활동이 창의적 공학문제해결 성향 및 공학에 대한 태도에 미치는 영향", 한국과학교육학회지, 37(4), pp.719~730 (2017), 한국과학교육학회[DOI]
- Engineering in K-12education: Understanding the Status and Improving the Prospects, "Katehi, L.", National Academy of Engineering and National Research Council, ~ (2009)
- Promotion Plan for Elementary and Secondary Science Inquiry Education Centered on Experimental Activity, "KICE(Korea Institute for Curriculum and Evaluation)", Korea Institute for Curriculum and Evaluation, ~, pp.Policy research. 2002-26 (2002)
- 김덕호, "STEAM 프로그램을 적용한 과학수업이초등학생의 창의성과 과학교과 흥미도에 미치는 영향", 한국과학교육학회지, 34(1), pp.43~54 (2014), 한국과학교육학회[DOI]
- Kim, E., "Creative Engineering Design" (2016), Hanbit Academy
- 김경대, "R&E 프로그램을 체험한 과학영재들의 사사교육 프로그램 효과에 대한 인식: KAIST 신입생을 중심으로", 한국과학교육학회지, 28(4), pp.282~290 (2008), 한국과학교육학회
- 김남희, "STEAM 기반 학생 연구 활동 분석을 통한 과학 교육에 대한 시사점 고찰", 한국과학교육학회지, 37(1), pp.125~133 (2017), 한국과학교육학회[DOI]
- Kim, S., "Creative human capital as future growth engine and educational innovation", Korean Economic Journal, 46(4), pp.187~214 (2007)
- 김왕동, "창의적 융합인재에 관한 개념 틀 정립: 과학기술과 예술 융합 관점", 영재와 영재교육, 11(1), pp.97~119 (2012), 한국영재교육학회[DOI]
- Kolodner, J. L., "Promoting transfer through case-based reasoning : Rituals and practices in Learning by Design™ classrooms", Cognitive Science Quarterly, 3(2), pp.183~232 (2003)
- 권난주, "융합 및 통합 과학교육 관련 국내 연구 동향 분석", 한국과학교육학회지, 32(2), pp.265~278 (2012), 한국과학교육학회[DOI]
- 이효녕, "공학적 설계와 과학 탐구 과정 기반의 STEM 교육 프로그램 개발 및 적용", 교원교육, 29(3), pp.301~326 (2013), 교육연구원
- Mehalik, M. M., "Middle-school science through design-based learning versus scripted inquiry : Better overall science concept learning and equity gap reduction", Journal of Engineering Education, 97(1), pp.71~85 (2008)
- "Main Points of the General Guidelines for 2015 Liberal Art and Natural Science Integrated Curriculum" (2014)[URL]
- MOE(Ministry of Education), "2015 Revised National Science Curriculum", Ministry of Education, ~ (2015)
- MOE(Ministry of Education), "An Application Guide to STEAM R&E Project in 2016", Ministry of Education, ~ (2016)
- MOEST(Ministry of Education and Science Technology), "A National Project Notification to Support the STEAM R&E Project in 2012", Ministry of Education and Science Technology, ~ (2012)
- Pahl, G., "Engineering Design: A Systemic Approach" (1984), The Design Council
- Plucker, J., "Encyclopedia of Creativity(", pp.669~675 (1999), Academic Press
- Preece, P. F. W., "Teaching science process skills : Long-term effects on science achievement", International Journal of Science Education, 19(8), pp.895~901 (1997)
- Reis, S. M., "The assessment of creative products in programs for gifted and talented students", Gifted Child Quarterly, 35(3), pp.128~134 (1991)
- Renzulli, J. S., "The Schoolwide En-Richment Model: A Comprehensive Plan for Educational Excellence" (1985), Creative Learning Press
- Rietzschel, E. F., "The section of creative idea after individual idea generation : Choosing between creativity and impact", British Journal of Psychology, 101, pp.47~68 (2010)
- Roth, W. M., "Learning science through technological design", Journal of Research in Science Teaching, 38(7), pp.768~790 (2001)
- 신영준, "초등학교 교사들의 융합인재교육(STEAM)에 대한 인식 연구", 초등과학교육, 30(4), pp.514~523 (2011), 한국초등과학교육학회
- 송신철, "고등학교 융합형‘과학’과목 운영에 대한 고등학생과 과학 교사의 인식 조사 연구", 과학교육연구지, 36(1), pp.130~138 (2012), 과학교육연구소[DOI]
- 송신철, "미래 지능정보사회의 교육에 대한 예비 과학 교사들의 인식 조사", 생물교육, 45(3), pp.404~417 (2017), 한국생물교육학회[DOI]
- In Search of Post Catch-up Innovation System, "Song, W.", Science & Technology Policy Institute, ~ (2006)
- Enlarging creative capability of scientists and engineers in Korea, "STEPI(Science & Technology Policy Institute)", Science & Technology Policy Institute, ~, pp.Science & Technology Policy Institute. 2003-09 (2003)
- "Hands and minds: Why engineering is the glue holding STEM together" (2009)[URL]
- "Diversity in engineering. Leadership and management in engineering" (2001)[URL]
- "STΣ@M education: An overview of creating a model of integrative education" (2008)[URL]
- 양일호, "생물학자와 과학영재의 실험설계활동에서 나타나는 과정요소 및 특성 분석", 과학교육연구지, 33(2), pp.271~289 (2009), 과학교육연구소[DOI]
