RESEARCH ARTICLE
A STEAM Experience Activity Task: Making and Experiencing Goods for the Disabled with Physical Computing Tools and 3D Printing Technology
Young Chun Jung1 , Kyung Taek Lee2*
1Yongmoon Middle School
2Korea National University of Education
Correspondence to ktlee@knue.ac.kr
Brain, Digital, & Learning. Volume 12, Number 4, 675–692, December 2022. https://doi.org/10.31216/BDL.20220042
Received on December 5, 2022, Revised on December 22, 2022, Accepted on December 28, 2022, Published on December 31, 2022.
Copyright © 2022. Institute of Brain based Education, Korea National University of Education This is an Open Access article distributed under the terms of the Creative Commons Attribution Non-Commercial License (https://creativecommons.org/licenses/by-nc/4.0/) which permits unrestricted non-commercial use, distribution, and reproduction in any medium, provided the original work is properly cited.
Abstract
The purpose of this study is to develop a STEAM experience activity task that can be applied to middle school students as the theme of ‘making and experiencing tilt-compensation spoons for the disabled’. This study was conducted through preparation, development, execution, and evaluation phases according to PDIE model. In the preparation phase, 2015 revised curriculum was analyzed in terms of STEAM education, tilt-compensation spoons released in markets were investigated, and physical computing tools and 3D modeling software required for model design were also explored. In the development phase, a spoon model having tilt-compensation function was designed so that middle school students could easily make it. A STEAM experience activity tasks based on this spoon model, class topics, goals, and contents, centered on STEAM education and disability awareness improvement education, were selected. In the implementation phase, the 1st preliminary test with eight 2nd-year students of a maker club in Seoul Y middle school for finding some problems of the STEAM experience activity task, and expert verification by technology teachers also performed for imrproving the task. And then, fifty 3rd-year students of same school were put into the 2nd preliminary test. As the result of expert verification, average 4.56 point(4.8 point each in class goal, interest, and understanding questions, and average 4.33 point in three relevance questions) was obtained on a 5-point scale. In the evaluation phase, from the student satisfaction survey on this STEAM experience activity task, average 4.14 point(4.29 point in interest, 4.35 point in understanding, and 3.99 point in relevance) was obtained on a 5-point scale. Reflecting the opinions obtained in the above processes, the STEAM experience activity task was revised and changed to 14-hour course. From the series of procedures and results, it is expected that this STEAM experience activity task with the theme of ‘making and experiencing tilt-compensation spoons for the disabled’ has a positive effect on the level of interest and awareness for the disabled and also improve the levels of interest and understanding of physical computing tools and 3D printing technology.
Keywords
STEAM experience activity task, tilt-compensation spoon, awareness improvement for the disabled