2019
DOI: 10.1007/s10798-019-09547-z
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Exploring the effectiveness of STEAM design processes on middle school students’ creativity

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Cited by 48 publications
(27 citation statements)
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References 44 publications
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“…Ozkan and Topsakal (2019) [46] "STEAM education comes to the forefront by conceptualizing in the form of (1) project-based learning, (2) technology in the context of creativity and design, (3) a multi-faceted approach to question a problem, (4) science, technology, engineering, art/human sciences and mathematics, all of which must be embedded in the problem ( 5) cooperative problem solving (Herro and Quigley 2016)." (p. 5) Kuo et al (2019) [47] Not specified.…”
Section: Study Definitionmentioning
confidence: 99%
“…Ozkan and Topsakal (2019) [46] "STEAM education comes to the forefront by conceptualizing in the form of (1) project-based learning, (2) technology in the context of creativity and design, (3) a multi-faceted approach to question a problem, (4) science, technology, engineering, art/human sciences and mathematics, all of which must be embedded in the problem ( 5) cooperative problem solving (Herro and Quigley 2016)." (p. 5) Kuo et al (2019) [47] Not specified.…”
Section: Study Definitionmentioning
confidence: 99%
“…In STEAM education, students are encouraged to think creatively and critically from the perspective of aesthetics, engage in creative interactions with teachers and peers, analyze themes from diverse angles, explain and evaluate their work, understand how to express their ideas, and learn from feedback to acquire more skills (Ozkan and Topsakal 2019). Therefore, the STEAM practice course requires students to integrate and use knowledge from different fields and give play to their imagination and creativity.…”
Section: Definition Of and Research On Steammentioning
confidence: 99%
“…Based on the above observations and an analysis of the feedback from students, this course, which includes iSTEAM activities that are related to the special topic, designed The circuit was covered by a belt, which made the device more attractive and would not be a burden for the animal to solve real problems, and focused on developing the students' ability to develop designs and address problems in the real world by encouraging them to put their ideas into action and make their own wearable devices for pets (Ozkan and Topsakal 2019). In addition to enhancing the students' learning motivation and participation in activities, this work strengthened their ability to integrate the knowledge of STEAM and resolve real problems (Asghar et al 2012;National Research Council 2012).…”
Section: Table 10mentioning
confidence: 99%
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“…Educational robot competitions for school-age students are increasingly popular around the world [5], and the way Maker Education integrates with STEAM education allows learners to learn by using engineering ideas and models [6]. The STEAM process involves developing innovative knowledge, so students will find new ways to explain scientific phenomena, make predictions, solve problems, and express results in certain situations [7]. The STEAM contest based on hands-on is used to cultivate learners' hands-on and STEAM skills, and the STEAM-related competitions could also enhance participants' communication, teamwork and personal skills development [8].…”
Section: Introductionmentioning
confidence: 99%