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摘要


為培育具備美學和科技素養之工科領域設計人才,本研究提出在高中階段發展STEAM(Science, Technology, Engineering, Arts, and Mathematics)取向之Maker教學課程。以能夠高速前進、具備美觀造型的賽車設計活動發展課程後進行教學實驗,並且比較高中生和設計學院大學生參與課程後之表現,以瞭解學生能力上的差異與需求。研究結果顯示高中生和設計學院大學生的作品創意和學習成效皆具顯著的差異,實驗結果可作為未來發展STEAM取向Maker課程設計與教學之參考。

關鍵字

課程 設計 Maker STEAM

並列摘要


To enable to cultivate students the literacy of aesthetics and technology in the engineering design field. We developed a Science, Technology, Engineering, Arts and Mathematics (STEAM) oriented Maker curriculum centered on designing a high-speed stylish racing car. After developing the curriculum, we analyzed the learning outcomes of two groups of students (high school students and design college students) to assess their competencies. There were significant differences in creativity and learning outcomes. The findings of the present study would benefit the future design, development, and implementation of STEAM curricula.

並列關鍵字

curriculum design Maker STEAM

參考文獻


教育部 (2014)。教育部美感教育中長程計畫。取自file:///C:/Users/306/Downloads/1020827核定版—美感教育第一期五年計畫.pdf
鄭章華、林成財、蔡曉楓(2016)。國中數學差異化教材設計與實施初探。中等教育。67(4),38-56。
簡佑宏、張玉山、簡爾君(2016)。STEM 取向準工程課程設計:以二氧化碳賽車單元為例。科技與人力教育季刊。3(1),32-52。
Ahmed, S.,Wallace, K. M.,Blessing, L. T.(2003).Understanding the differences between how novice and experienced designers approach design tasks.Research in engineering design.14(1),1-11.
Atman, C. J.,Adams, R. S.,Cardella, M. E.,Turns, J.,Mosborg, S.,Saleem, J.(2007).Engineering design processes: A comparison of students and expert practitioners.Journal of Engineering Education.96(4),359-379.

被引用紀錄


蔡浩軒、孟瑛如(2020)。擴增實境技術融入特殊教育課程設計之現況與趨勢探討特教論壇(28),1-19。https://doi.org/10.6502/SEF.202006_(28).0001
盧秀琴、馬士茵(2019)。設計STEAM課程培養國小學生的STEAM素養:以「動物模仿獸」為例教育科學研究期刊64(3),85-118。https://doi.org/10.6209/JORIES.201909_64(3).0004
陳琬喬(2020)。清華STEAM教育對偏鄉學生學習成效之研究〔碩士論文,國立清華大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0016-0209202114074254

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