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Development and Application of Art Based STEAM Education Program Using Educational Robot

Author

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  • Jin-Ok Kim

    (Department of Technology Education, Graduate School of Korea National University of Education, Cheongju, South Korea)

  • Jinsoo Kim

    (Department of Technology Education, Korea National University of Education, Cheongju, South Korea)

Abstract

This article aims at developing an art-based STEAM educational program that would help elementary school students to develop their abilities to solve scientific problems and artistic sensibilities by using an educational robot. In addition, this article investigates whether the program could be applied in the field. In order to achieve the purpose of this article, ‘mobile' and ‘abstraction' were selected as the subjects of the activities and the STEAM educational program which allowed students to learn knowledge regarding science, technology and mathematics in a comprehensive manner through the course in order to experience and create works of art. Also, the level of satisfaction and effectiveness were confirmed by applying the program to the class targeting students in the 4th and 6th grades.

Suggested Citation

  • Jin-Ok Kim & Jinsoo Kim, 2018. "Development and Application of Art Based STEAM Education Program Using Educational Robot," International Journal of Mobile and Blended Learning (IJMBL), IGI Global, vol. 10(3), pages 46-57, July.
  • Handle: RePEc:igg:jmbl00:v:10:y:2018:i:3:p:46-57
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    File URL: http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/IJMBL.2018070105
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    Cited by:

    1. Hsien-Sheng Hsiao & Jyun-Chen Chen & Jhen-Han Chen & Yu-Ting Zeng & Guang-Han Chung, 2022. "An Assessment of Junior High School Students’ Knowledge, Creativity, and Hands-On Performance Using PBL via Cognitive–Affective Interaction Model to Achieve STEAM," Sustainability, MDPI, vol. 14(9), pages 1-19, May.

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