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.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
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
Connor, A.M., Karmokar, S., Whittington, C.: From STEM to STEAM: strategies for enhancing engineering & technology education. Int. J. Eng. Pedagogies 5(2), 37–47 (2015)
Honda, I.: How to Make Origami. McDowell, Obolensky, New York (1959)
Xiaotao, L., Haiyan, G., Jiaren, Z., Kun, W.: The transition from STEAM education to maker education under the background of “Internet +”-from project-based learning to the cultivation of innovative ability. Distance Educ. J. 232, 28–36 (2016)
Yu-Hung, C., Po-Ying C., Jain: STEAM oriented maker teaching. Secondary Educ. 68(2), 12–28 (2017)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2020 Springer Nature Singapore Pte Ltd.
About this paper
Cite this paper
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
Download citation
DOI: https://doi.org/10.1007/978-981-15-6113-9_82
Published:
Publisher Name: Springer, Singapore
Print ISBN: 978-981-15-6112-2
Online ISBN: 978-981-15-6113-9
eBook Packages: Computer ScienceComputer Science (R0)