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A Curriculum Integrating STEAM and Maker Education Promotes Pupils' Learning Motivation, Self-Efficacy, and Interdisciplinary Knowledge Acquisition

Yangyang Jia, Bing Zhou, Xudong Zheng

2021Frontiers in Psychology69 citationsDOIOpen Access PDF

Abstract

Contemporary society expects learners to synthesize large amounts of available information and take advantage of interdisciplinary knowledge to tackle complex, real-world issues. STEAM education aims to cultivate students' ability to solve such problems through interdisciplinary thinking but is often represented by courses that are merely disjointed arrays of school subjects. On the other hand, Maker education harnesses society's enthusiasm for technological innovation and creativity but overlooks the scientific principles that underpin these processes. This research presents a novel elementary school course informed by the interdisciplinary principles of STEAM, integrated with Maker's focus on technology and creativity. The course design also utilized engineering design as a meta-thematic framework. A total of 164 third-grade pupils participated in the research, with responses analyzed using descriptive statistical methods. The findings indicated that the integrated design of the course promoted pupils' learning motivation, self-efficacy, and acquisition of interdisciplinary knowledge. These effects were not gender-specific and demonstrate the potential applicability of a STEAM/Maker integrated approach to curriculum design in other settings.

Topics & Concepts

CreativityEnthusiasmCurriculumThematic analysisPsychologyMathematics educationPedagogyEngineering ethicsKnowledge managementComputer scienceEngineeringQualitative researchSociologySocial scienceSocial psychologyBiomedical and Engineering EducationTeaching and Learning ProgrammingInterdisciplinary Research and Collaboration