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The Case Study of Learning Effectiveness of STEAM Education-Take “Variety Origami” as an Example

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Cognitive Cities (IC3 2019)

Part of the book series: Communications in Computer and Information Science ((CCIS,volume 1227))

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Abstract

In response to the rapid development of science and technology in recent years and the enthusiasm for cultivating popular aesthetics, the emphasis on cultivating problem-solving abilities and integrating STEAM education in practical applications in various fields has become a trend of promotion today.

Based on STEAM education, this study designed and produced a briefing booklet with origami as the main axis for learners to learn. Using the quasi-experimental research method to observe the difference in performance of learners before and after the briefing, using the “Learning Effectiveness Assessment” scale. Investigate learners. It is used to explore whether the application of STEAM education to origami-related teaching plans has a significant impact on learners’ learning. In addition to analyzing the results and presenting the findings, the authors are working hard to apply the research results to future design-related teaching areas.

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References

  • Bo-Wei, Y.: Designed of STEAM-based technology learning activities in senior high school: phone passive speaker. 4(2), 1–20 (2017) https://doi.org/10.6587/JTHRE.2017

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Correspondence to Cheng-Hung Wang .

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Wang, CH., Lin, CY., Wu, SY. (2020). The Case Study of Learning Effectiveness of STEAM Education-Take “Variety Origami” as an Example. In: Shen, J., Chang, YC., Su, YS., Ogata, H. (eds) Cognitive Cities. IC3 2019. Communications in Computer and Information Science, vol 1227. Springer, Singapore. https://doi.org/10.1007/978-981-15-6113-9_82

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  • DOI: https://doi.org/10.1007/978-981-15-6113-9_82

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  • Publisher Name: Springer, Singapore

  • Print ISBN: 978-981-15-6112-2

  • Online ISBN: 978-981-15-6113-9

  • eBook Packages: Computer ScienceComputer Science (R0)

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