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The case study of learning effectiveness of steam education-take “variety origami” as an example
Conference paper   Peer reviewed

The case study of learning effectiveness of steam education-take “variety origami” as an example

Cheng-Hung Wang, Chih-Yi Lin and Sheng-Yi Wu
Communications in Computer and Information Science, Vol.1227 CCIS, pp.712-722
2020

Abstract

Learning effectiveness Origami STEAM education Computer Science (all) Mathematics (all)
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.

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