期刊目錄列表 - 64卷(2019) - 【教育科學研究期刊】64(3)九月刊(本期專題:創造力、STEAM與自造教育)
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(專題)設計STEAM課程培養國小學生的STEAM素養:以「動物模仿獸」為例
作者:國立臺北教育大學自然科學教育學系盧秀琴、新北市光華國小馬士茵

卷期:64卷第3期
日期: 2019年9月
頁碼:85-118
DOI:10.6209/JORIES.201909_64(3).0004

摘要:
跨領域STEAM課程的專題研究能培養國小學生的STEAM素養,是全球的教育趨勢,也是我國十二年國民基本教育的教學重點。本研究採個案研究法,以國小五年級一個班級共28位學生為研究對象,由三位不同領域的協同教師設計「動物模仿獸」的STEAM專題研究,教導學生動物的特殊習性、撰寫Arduino設計程式、選擇材料組裝動物模仿獸;各組學生以兩個月的時間撰寫Arduino程式操控感應器以模仿動物的特殊習性、畫設計圖、組裝動物模仿獸。研究者蒐集Arduino學習單、動物模仿獸討論單、學習日誌、動物模仿獸作品、半結構式晤談、教師省思札記等質性資料,進行編碼、分類與詮釋。研究結果顯示:一、各組學生能撰寫Arduino程式去操控各種感應器,達到動物模仿獸身體顏色、叫聲頻率、改變發光頻率的效果;二、各組學生從畫設計圖到組裝的過程,學會正確測量容積、選擇正確材料以組裝動物模仿獸,呈現模仿獸的完整功能,以及具有特色的造型與質感;三、各組學生從STEAM專題研究中培養STEAM素養,擁有跨領域的整合能力。

關鍵詞:Arduino程式設計、STEAM素養、STEAM專題研究、協同教學、動物模仿獸

《詳全文》 檔名

參考文獻:
    1. 呂秀蓮(2018)。下世代教育─STEAM新素養。清華教育,95,1。 【Lu, H.-L. (2018). The next generation of education − STEAM new literacy. Tsinghua Education, 95, 1.】
    2. 柳棟、吳俊杰、謝作如、沈涓(2013)。STEM、STEAM課程與可能的實踐路線。中小學信息技術雜誌,6,39-41。 【Liu, D., Wu, J.-J., Xie, Z.-R., & Shen, J. (2013). STEM, STEAM courses and possible practice routes. Journal of Information Technology in Primary and Secondary Schools, 6, 39-41.】
    3. 范斯淳、游光昭(2016)。科技教育融入STEM課程的核心價值與實踐。教育科學研究期刊,61(2),153-183。doi:10.6209/JORIES.2016.61(2).06 【Fan, S.-Z., & You, G.-Z. (2016). Core value and implementation of the science, technology, engineering, and mathematics curriculum in technology education. Journal of Research in Education Sciences, 61(2), 153-183. doi:10.6209/JORIES.2016.61(2).06】
    4. 教育部(2019a)。十二年國民基本教育課程綱要─自然科學領域課程手冊。臺北市:作者。 【Ministry of Education. (2019a). The outline of the 12-year national basic education curriculum outline − Natural science course manual. Taipei, Taiwan: Author.】
    5. 教育部(2019b)。十二年國民基本教育課程綱要─科技領域課程手冊。臺北市:作者。 【Ministry of Education. (2019b). The outline of the 12-year national basic education curriculum outline − Science and technology course manual. Taipei, Taiwan: Author.】
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中文APA引文格式盧秀琴、馬士茵(2019)。設計STEAM課程培養國小學生的STEAM素養:以「動物模仿獸」為例。教育科學研究期刊,64(3),85-118。doi: 10.6209/JORIES.201909_64(3).0004
APA FormatLu, C.-C. & Ma, S.-Y. (2019). Design STEAM Course to Train STEAM Literacy of Primary Students: Taking “Animal Mimicry Beast” as an Example. Journal of Research in Education Sciences, 64(3), 85-118. doi: 10.6209/JORIES.201909_64(3).0004

Journal directory listing - Volume 64 (2019) - Journal of Research in Education Sciences【64(3)】September (Special Issue: Creativity, STEAM and Maker Education)
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(Special Issue) Design STEAM Course to Train STEAM Literacy of Primary Students: Taking “Animal Mimicry Beast” as an Example
Author: Chow-Chin Lu (Department of Science Education, National Taipei University of Education),Shih-Yin Ma (New Taipei Guang Hua Elementary School)

Vol.&No.:Vol. 64, No.3
Date:September 2019
Pages:85-118
DOI:10.6209/JORIES.201909_64(3).0004

Abstract:
Research on cross-disciplinary science, technology, engineering, and mathematics (STEAM) curriculums could help primary students to develop their STEAM literacy. STEAM represents a global education trend and the target of Taiwanese students’ 12-year compulsory education. In this case study, 28 students from a fifth-grade elementary school class were included as research participants. The STEAM curriculum theme of “animal mimicry beast” was chosen by three teachers from various fields to teach students about the specific behaviors of animals, to write Arduino design programs, and to select materials for assembling animal mimicry beasts. After the teaching, the students wrote Arduino program control sensors to mimic animals’ individual behaviors, drew design diagrams, and assembled animal mimicry beasts during 2 months. The data collected included Arduino learning sheets, animal mimicry discussion lists, learning logs, animal mimicry beast works, semi structured interviews, and teacher feedback for data coding, classification, and interpretation. The results indicated that (1) each group of students was able to write Arduino programs to control various sensors and enable animal mimicry beasts to change color, tweet frequency, or light frequency. (2) Each group of students who created design diagrams and assembled animal mimicry beasts learned to correctly measure volume; to select appropriate materials for assembling animal mimicry beasts; and to present their animals’ full functionality, distinctive shapes, and textures. (3) Each group of students developed STEAM literacy from their STEAM projects studies and exhibited cross-disciplinary integration capabilities.

Keywords:animal mimicry beast, Arduino programming, collaborative teaching, STEAM literacy, STEAM project study