Using an iSTEAM project-based learning model for technology senior high school students: Design, development, and evalua

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Using an iSTEAM project-based learning model for technology senior high school students: Design, development, and evaluation Chih‑Chao Chung1 · Shu‑Lan Huang2 · Yuh‑Ming Cheng3 · Shi‑Jer Lou4 Accepted: 23 November 2020 © The Author(s) 2020

Abstract The 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. Keywords  Imagination · STEAM · Project-based learning · Education reform · Design research method

* Shi‑Jer Lou [email protected] Extended author information available on the last page of the article

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C.-C. Chung et al.

Introduction In 1989, the U.S. began emphasizing STEM in its educational reform, advocating for interdisciplinary, integrated education that connects disciplines with practical skills (Lou et al. 2011a, b). STEAM is an interdisciplinary course that incorporates art (art and design thinking) into STEM and aims to improve students’ critical thinking skills and creativity. Based on mathematics and science, it is a discovery-oriented discipline concerned with solving practical problems with engineering or design methods, exploring the reestablishment of art education, and encouraging students to find creative solutions (Phelps et  al. 2018; Maeda 2013). Art adds a new dimension to STEM learning and inspires more young people to devote themselves to the fields of science, technology, engineering, and