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Design And Practice Of STEAM School-based Curriculum In Primary School Based On Micro:bit Platform

Posted on:2020-06-19Degree:MasterType:Thesis
Country:ChinaCandidate:Y PuFull Text:PDF
GTID:2417330578957566Subject:The modern education technology
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With the development of artificial intelligence and the implementation of national innovative talent training strategy,STEAM education has developed rapidly in the world and won the attention of all walks of life.Open source hardware construction,3D printing and graphical programming are popular in primary and secondary schools.The emergence of various innovative competitive competitions,the development of a large number of training institutions,and the document policies promulgated by the government support STEAM education and Pioneer Education to develop vigorously and comprehensively,and gradually occupy an important position in the campus.The combination of STEAM education and basic education is closer.At present,STEAM courses in primary schools in many areas of the country are mostly subject integration.STEAM courses with open source hardware such as Arduino,raspberry pie and LEGO are highly compatible.Many schools have included them in school-based courses to highlight the school's characteristics.They also show great interest in the introduction of Micro:bit.For areas like Hainan Province where such courses are relatively late,it is more necessary to fill in STEAM courses in primary schools based on Micro:bit platform.At present,there are many problems and gaps in the existing open source hardware STEAM courses: firstly,many schools try to carry out similar courses but lack relevant resources;secondly,some schools directly adopt the curriculum of educational institutions,and many of these courses are not systematic and standardized,lack of strong theoretical support and curriculum design system,and the content is isolated.After introducing the concept of STEAM,the curriculum design and practice fail to get rid of the traditional subject curriculum,fail to reflect the integration of disciplines,single structure and isolation,students imitate memory,fail to give full play to the advantages of STEAM curriculum itself;thirdly,the curriculum positioning is vague,the traditional teaching mode is not shaken off in teaching,and it is difficult to achieve teaching objectives without proper curriculum development and implementation.In order to solve the above problems,this study constructs STEAM curriculum system under the guidance of Taylor's goal,cognitive discovery learning,constructivism and other theories,formulates curriculum nature,purpose and design principles,designs curriculum objectives,contents and constructs curriculum teaching mode,and puts it into practice after two rounds of expert's guidance and evaluation.Finally,it carries out questionnaire survey and SPSS data on teaching practice effect.To analyze and constantly improve the curriculum and sum up experience in practice,in order to supplement and enlighten the design and development of open source platform STEAM curriculum in primary and secondary schools,enrich and diversify school-based curriculum in primary and secondary schools,further promote the development of STEAM education and promote the effective implementation of teaching.This research can fill in the blank of STEAM school-based curriculum of open source hardware in primary schools in Hainan Province.There are solid theoretical basis and systematic curriculum design content in curriculum design and development.In practice,it is constantly improving and developing.Scientific inquiry projects take full account of discipline integration,give full play to the advantages of STEAM education concept,and pay attention to the development of primary school students' STEAM literacy and comprehensive ability.
Keywords/Search Tags:STEAM Education, STEAM Course, Micro:bit Platform, Course Design, Teaching Practice
PDF Full Text Request
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