The objective of current education is to cultivate creative human resources who can make reasonable decision makings based on diverse knowledge and complicated information. For the achievement of the objective, a variety of educational methods are att...
The objective of current education is to cultivate creative human resources who can make reasonable decision makings based on diverse knowledge and complicated information. For the achievement of the objective, a variety of educational methods are attempted, which includes STEAM class with a comprehensive approaching for solving social problems by integrating science, technology, engineering, art, mathematics and unplugged computing to learn programming principles and problem-solving capabilities without information equipment.
This study aimed to develop a guidance plan for the STEAM class which applies the unplugged computing teaching and learning method by Professor Tim-bell by selecting the topics of comprehending social issues and exploring their solving methods and to examine its effectiveness. For this purpose, this study developed the guidance plan according to the PDIE model procedure by Kim Jinsu(2011) and organized activity sheets and activity materials based on “let’s Play, Software CS unplugged 3.1(NAVER(www.playsw.or.kr), 2016) according to learning objectives per session, conducting the STEAM class applying unplugged computing.
To verify the effects of the STEAM program applying unplugged computing on the problem-solving capabilities of elementary school students and other learning effectiveness, 2 classes in the fourth grade in S elementary school located in Ansan, Gyeonggido were selected. The developed program was applied for the experimental class, while the traditional lecture was applied for the control class. Afterwards, in terms of the difference of creative problem-solving capabilities between the two group, the pre-survey and post-survey were respectively conducted by using the test sheets developed by MI research team of the department of psychology in Seoul National University based on ‘A brief version of creative problem solving capability test development research(Ⅰ)’ by Korea Education Development Institute. The average values were quantitatively compared and the learning outcomes were compared. Also, the individual interviews were qualitatively analyzed.
As a result, the creative problem solving capabilities of the experimental group that received the STEAM class program applying unplugged computing were found to be higher than the control group that received the traditional lecture. It was also revealed that there were statistically significant positive influences on the domains of self-confidence, independence, critical/logical thinking, and motivated thinking. Therefore, it was identified that the STEAM class applying unplugged computing contributed to the enhancement of creative problem-solving capabilities of the fourth graders in elementary school.