Abstract—The need for STEAM education has increased as an educational law of Mathematics, Science and Information Education was promulgated in April 2018, and applied to the revised curriculum of 2015 in Korea.
Development of a STEAM program using flexible display expected to be a suitable tool for mathematics, science and software classes. In this research, we developed Flexible Display Programming tool based on scratch 2.0. Based on that software we designed STEAM educational program for elementary, middle school students.
Satisfaction measurement of this program shows that there is enhancement of the attitude to science and mathematics. Moreover, qualitative measurement confirms the possibility of the suggested method of education in Science, Technology, Engineering, Arts and Mathematics.
Index Terms—STEAM education, flexible display, software, arduinoscratch, mathematics, scaffolding.
The authors are with Hoeryong Elementary School, Korea (email: 0606shs@naver.com, riemann@korea.ac.kr, ongyjt@korea.kr, ypr00@hanmail.net, ljy925@korea.kr, yuhc@korea.ac.kr).
Cite: Hye-Sun Song, Seok-Hee Kim, Yeon-Jung Song, Peu-Reun Yoo, Ji-Yeong Lee, and Hyeonchang Yu, "Effect of STEAM Education Program Using Flexible Display," International Journal of Information and Education Technology vol. 9, no. 8, pp. 559-563, 2019.
Copyright © 2019 by the authors. This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited (CC BY 4.0).