Article Gold Open Access 2022

Using an iSTEAM project-based learning model for technology senior high school students: Design, development, and evaluation

International Journal of Technology and Design Education
Journal · Vol. 32 · Issue 2 · pp. 905-941
Abstract

The purposes of this study were to integrate imagination and STEAM education to construct a special topic course on wearable devices for pets for technology senior high school students studying electronic science; to explore the impacts of the learning process on students’ imagination, STEAM competences and satisfaction with learning effectiveness; and to investigate the integration of imagination into STEAM education. This study adopted the design research method and took 40 students in the third year of a special topic course in electronic science at a technology senior high school as the research subjects. The students were randomly divided into 8 groups, and teaching activities were carried out for 18 weeks. This study used questionnaire and documentary analysis methods to carry out peer evaluation, pretests, posttests and student self-report surveys to collect qualitative and quantitative data for statistical analysis and cross-validation. In this study, a new integration model of imagination and STEAM is proposed. The design research method was employed to plan the iSTEAM course and design special topic activities about real-life issues so that the degree of integration of imagination into the STEAM special topic course and the quality of the students’ work were moderately positively correlated and highly positively correlated, respectively, with students’ application of their learning from various aspects of iSTEAM, which can significantly enhance their imagination, STEAM competences, and satisfaction with their learning effectiveness. The iSTEAM teaching model can help engineering educators develop and evaluate iSTEAM courses and learning activities and provides new contributions to and research directions for STEAM education. © 2020, The Author(s).

Keywords

Author Keywords

Project-Based Learning STEAM Education reform Design research method Imagination

Index Keywords

Learning systems Teaching Curricula Education computing Students Engineering research Engineering educators Integration Design Learning effectiveness Surveys Project-based learning models Steam Senior high school students Wearable technology Design research methods Electronic science Integration models Teaching activities
Author Affiliations
National Pingtung University of Science and Technology, Pingtung, Pingtung, Taiwan
Graduate Institute of Technological and Vocational Education, National Pingtung University of Science and Technology, Pingtung, Pingtung, Taiwan
Department of Computer Science, Pingtung County Ping Rong High School, Pingtung, Taiwan
Department of Computer Science and Information Engineering, Shu-Te University, Yenchao, Kaohsiung, Taiwan
Funding & Acknowledgements
No funding information
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