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수생생물에 대한 STEAM 수업이 초등학생의 창의적 문제해결력, 기초 탐구 능력, 정의적 영역에 미치는 영향

The Effect of STEAM Lessons concerning the Aquatic Organisms on Elementary Students’Creative Problem-Solving Ability, Basic Scientific Process Skills and Affective Domain

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초록

This study was designated to investigate the effect of STEAM lessons in regard to the aquatic organisms, and the authors especially focused on improvements in creative problem-solving ability, basic scientific process skills and affective domain of elementary school students. The STEAM program was based on objectives and scientific knowledge from units ‘The Animal Life’ and ‘The Plant Life’, belong to 3rd to 4th grades level of 2009 revised national science curriculum in Korea. Being integrated to the STEAM program whose theme was ‘How can organisms float on water?’, other subjects such as Korean, Arts and Mathematics were used to complement the lessons. To collect quantitative data, forty four 4th grade students were divided into two groups, an experimental group and a control group, also the students were participated in both pre-test and post-test on creative problem-solving ability, basic scientific process skills and affective domain. The experimental group was engaged to take the developed STEAM program for eight periods of classes, whereas the control group was taught with text books of the same scope. Results revealed that the STEAM lessons concerning animals and plants in the aquatic environment contributed to improve the elementary students’ creative problem-solving ability, basic scientific process skills and affective domain. Each total average score of the domains was significantly different, though some sub-factors were not. Instructional supports to teach the relationship between organisms and living environments during the STEAM lessons might be helpful to learners. They can provide ample opportunities for learners to understand life because animals and plants have similarities and differences at the point of adaptation.

Abstract

This study was designated to investigate the effect of STEAM lessons in regard to the aquatic organisms, and the authors especially focused on improvements in creative problem-solving ability, basic scientific process skills and affective domain of elementary school students. The STEAM program was based on objectives and scientific knowledge from units ‘The Animal Life’ and ‘The Plant Life’, belong to 3rd to 4th grades level of 2009 revised national science curriculum in Korea. Being integrated to the STEAM program whose theme was ‘How can organisms float on water?’, other subjects such as Korean, Arts and Mathematics were used to complement the lessons. To collect quantitative data, forty four 4th grade students were divided into two groups, an experimental group and a control group, also the students were participated in both pre-test and post-test on creative problem-solving ability, basic scientific process skills and affective domain. The experimental group was engaged to take the developed STEAM program for eight periods of classes, whereas the control group was taught with text books of the same scope. Results revealed that the STEAM lessons concerning animals and plants in the aquatic environment contributed to improve the elementary students’ creative problem-solving ability, basic scientific process skills and affective domain. Each total average score of the domains was significantly different, though some sub-factors were not. Instructional supports to teach the relationship between organisms and living environments during the STEAM lessons might be helpful to learners. They can provide ample opportunities for learners to understand life because animals and plants have similarities and differences at the point of adaptation.

참고문헌 (39)

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