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

  • Cheng-Hung WangEmail author
  • Chih-Yi Lin
  • Sheng-Yi Wu
Conference paper
  • 21 Downloads
Part of the Communications in Computer and Information Science book series (CCIS, volume 1227)

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.

Keywords

STEAM education Learning effectiveness Origami 

References

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  2. 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)CrossRefGoogle Scholar
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  5. Yu-Hung, C., Po-Ying C., Jain: STEAM oriented maker teaching. Secondary Educ. 68(2), 12–28 (2017)Google Scholar

Copyright information

© Springer Nature Singapore Pte Ltd. 2020

Authors and Affiliations

  1. 1.National University of KaohsiungKaohsiungTaiwan
  2. 2.National Pingtung UniversityPingtungTaiwan

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