Mobile을 활용한 미술중심의 STEAM 교육 프로그램사례연구- 학교 상징물 제작 프로젝트를 중심으로 -
A Case Study of an Arts-based STEAM Education Program through Making a Symbolic Mobile Project
The purpose of this study is to explore the process of developing arts-based STEAM education program which is the 'Making a Symbolic Mobile Project for an Elementary School' and to inquire what students have learned and changed during the process on the project. Accomplishing this purpose, the researcher has applied the qualitative research methodology, an interpretative case study. The research site of this study is an Elementary School which is currently located in Changwon and is very activated for STEAM education for the elementary school students. There are 12 students and 1 teacher as research participants in this research. The researcher as an art teacher collected data from the participants' dairy, their every day talking, depth-interviewing, and idea exchange on BAND to know what they have learned and experienced from this arts-based STEAM education program for five months. The findings are as follows: Firsrt, students participated in this project have improved their creative min through an integrating approach between science, technology, engineering, arts, and mathematics subjects. Second,Using this concept of STEAM education will pay off grandly for students to acquire a deeper and broader essential knowledge to progress themselves as well as better develop concept of where they fit into the greater community of their world.
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