Sang-Gyun Lee
The Effect of the Design Based STEAM Program Utilizing Smart Device for Interest in Science and STEAM Literacy
Korea National University of Education
purpose study examine effects interest science steam literacy use design based steam program utilizing smart device elementary students purpose study teaching plan worksheet students using steam programs developed applied results study follows first improvement interest science score statistically meaningful differencep05 second change studentsbackprime steam literacy applying design based steam program utilizing smart device statistically meaningful difference p05 third according analysis questionnaire used evaluate program students positive perception steam program gained higher level satisfaction lesson therefore design based steam program utilizing smart device applied study might useful improve steam literacy expected improve interest science widely applied science education