Font Size: a A A

Design And Application Research Of Maker Education Activity Based On STEAM In Science And Technology Museum

Posted on:2018-05-17Degree:MasterType:Thesis
Country:ChinaCandidate:Y H MaFull Text:PDF
GTID:2347330518983370Subject:Subject teaching
Abstract/Summary:PDF Full Text Request
Recently,with the continuous development of educational informationization,some new educational ideas,such as Maker education,STEAM education and informal learning all have received great attention.In that case,the integration of the creative spirit of Makers and the interdisciplinary content of STEAM,which is the key to Maker Education.This paper explores the design and application of Maker education activities based on STEAM,and it tries to make a breakthrough on this issue.First of all,this study discusses the related theory of Maker Education and STEAM education as a kind of methodology,and it analyses the possibility of integrating Maker Education and STEAM in the science and technology museums.Then,the author puts the activity design in the informal settings under the framework of Design Science,and makes links between active design and the design of Maker activities,thus putting forward the theoretical principles of designing the Maker Educational Activities based on STEAM in the science and technology museums.It will guide the designers and practitioners of Maker Education to further deepen the understanding of the complexity of designing creative activities and to provide guidance for the design and development of following activities.Based on the above theoretical interpretation,the author uses the design-based research method.First,the author investigates and analyzes the existing situation and problems of Maker Education,and finds that there are so many problems existed in the science and technology museums,such as the separation between teaching activities and the real life,the lack of connection between different disciplines,and mono-assessment to the activity effects etc.Based on these problems,the author proposes several basic strategies to design Maker activities,including creating a real learning situation,encouraging the students to participate in the design and providing students with the help of scaffolds.Under the guidance of the design principles of the educational activities in the science and technology museums,this study puts forward the activity design model of Maker Education based on STEAM by analyzing the teaching elements of traditional teaching model and the strategies of the creative activities mentioned above.According to the model mentioned above,the author designed and carried out an activity named "Creative Paper Circuit——Smart Zebra Line in City".After the activity,the author investigated the views and satisfaction of the students towards the activity design through questionnaires and interviews.The experimental result shows that almost all the students are satisfied with the mastery of STEAM discipline.According to the interview,it shows that this activity has a positive effect on the students' higher-order abilities,such as interpersonal communication,teamwork,problem solving and practical operation etc,which verifies the validity of the model to some extent.
Keywords/Search Tags:Maker Education, STEAM education, science and technology museum, Activity design
PDF Full Text Request
Related items