STEAM education with young learners: five different design processes

IF 1.3 4区 教育学 Q2 EDUCATION & EDUCATIONAL RESEARCH
Zeynep Temiz, Mustafa Çevik
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引用次数: 0

Abstract

ABSTRACTThe Science, Technology, Engineering, Arts and Mathematics (STEAM) approach has a variety of benefits for all children as it triggers multiple senses through hands-on activities, experiential learning, exploration opportunities on different scientific topics, and various tools and materials. Five STEAM activities were designed and implemented with fifteen 60–72-month-old children over a five-week period. Each activity required children to make their own designs to create their product, and was prepared to emphasize a particular feature of STEAM education. Instrumental case study was utilized in this study. It was observed that children engage more and spend more time, demand additional materials and use their imagination to design more creative and various products in STEAM activities.KEYWORDS: Early childhood educationSTEAMdesigning Disclosure statementNo potential conflict of interest was reported by the authors.
STEAM教育与年轻学习者:五种不同的设计过程
科学、技术、工程、艺术和数学(STEAM)方法对所有儿童都有各种好处,因为它通过动手活动、体验式学习、探索不同科学主题的机会以及各种工具和材料来触发多种感官。在五周的时间里,我们为15名60 - 72个月大的儿童设计并实施了五项STEAM活动。每个活动都要求孩子们自己设计,创造自己的产品,并准备强调STEAM教育的一个特殊功能。本研究采用工具性个案研究。我们观察到,在STEAM活动中,孩子们投入更多,花费更多的时间,需要更多的材料,并发挥他们的想象力来设计更有创意和多样化的产品。关键词:幼儿教育设计披露声明作者未报告潜在利益冲突。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Early Years
Early Years EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
2.70
自引率
9.10%
发文量
54
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