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Design Of "STEAM+ Museum" Learning Activities For Problem-solving Ability Training

Posted on:2023-08-17Degree:MasterType:Thesis
Country:ChinaCandidate:Q ZhouFull Text:PDF
GTID:2557306818995689Subject:Education Technology
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With the acceleration of social informatization and industrialization,learners are facing the more complex life situations.So,learners must possess good problem-solving ability.It has always been an important topic in the teaching practice that how to cultivate the learners’ problem-solving ability,especially the ability to solve interdisciplinary real complex problem.STEAM education has been an effective way to cultivate learners’ ability to solve real and complex problems across disciplines.But it faces some difficulties such as the lack of highquality educational resources and the creation of real problem scenarios.However,the real problem situation is the basic condition for learners to solve problems.And there are abundant educational resources in the museum.The museum space can mobilize the various senses of the learners,which can facilitate the creation of real situations.The traditional museum space is not flexible in terms of time and space factors,visual representation of exhibits,etc.And the virtual museum space empowered by information technology can make up for the deficiencies.Under the influence of the COVID-19,this research focuses on the virtual museum space in the practice of basic education.The research focuses on the issue of “how to integrate STEAM education with museum and design the learning activities to cultivate learners’ problem-solving ability”.The issue is divided into three sub-problems.(1)What is the relationship between STEAM education,museum learning,and problem-solving ability? And how can they be integrated in theory?(2)Combining STEAM education and museum learning,how to build a good activity framework to provide a basis for the design of learning activities to cultivate learners’ problem-solving ability?(3)How to carry out the teaching practice based on the learning activity framework,and what is the effect? In order to solve the above problems,this research comprehensively uses various research methods such as interview method,action research method,and questionnaire survey method,etc.And the exploration and ptactice were carried out practice in junior high school information technology course.Through consulting,analyzing and summarizing relevant literature,the research theoretically demonstrated the logical relationship between related concepts.It is believed that STEAM education and museum learning aim at developing learners’ problem-solving ability.And they both emphasize cultivating learners’ problems in real problem situations.The museum can provide rich and personalized space,resources,technology,and situational support for the development of STEAM education.The problem-solving ability is the skill basis for learners to better carry out STEAM education and museum learning.Then,the six stages of the general process of problem solving were summarized and condensed.The six stages include understanding and characterizing the problem,formulating a solution to the problem,trying to use the solution to solve the problem,evaluating the effect of solving the problem,improving and optimizing the solution,reflecting and exchanging experience.And some elements that affect problem solving were summarized.Furthermore,the research analyzed the seven elements of learning activity design,namely activity goal,activity task,activity subject,activity community,activity evaluation,resource tools,activity rules.The "STEAM+Museum" learning activity design principles for problem-solving ability training were sorted out.In accordance with the above contents,a "STEAM + Museum" learning activity framework for the cultivation of learners’ problem-solving ability was constructed.This framework include four stages,namely understanding and representation,formulating solutions,implementing solutions,evaluating and optimizing the plan.Based on the learning activity framework,the researcher and the teachers of the information technology subject designed the learning activities.The seventh grade(2)students of the N Experimental Middle School were selected as the teaching objects.This research took the information technology courses as the carrier.The virtual museum related to the Yangxin Hall was integrated into the learning activities.A complete round of the STEAM learning activities took 11 lesson hours.In the process of activities,the rationality of the design of learning activities was evaluated through classroom observation,interactive data analysis,teacher-student interviews,etc.These methods were used to identify deficiencies in each stage and optimize them in the next stage.And the results show that the integration of virtual museum enriches the interest and exploration of learning activities.The learners during the learning activities can analyze and solve problems from different perspectives,and the overall problemsolving ability is good.Simultaneously the result show that they are still not effective in terms of effective awareness and group conflict resolution.Finally,after reflecting on the whole activity development process,some strategies were proposed from five aspects,such as problem situation creation,learning task design and so on.
Keywords/Search Tags:Problem-solving Ability, STEAM Education, Museum Learning, STEAM+Museum, Learning Activities
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