An Assessment of Junior High School Students’ Knowledge, Creativity, and Hands-On Performance Using PBL via Cognitive–Affective Interaction Model to Achieve STEAM
Abstract
:1. Introduction
- (1)
- How to design a hands-on STEAM activity that incorporated PBL with the CAIM?
- (2)
- Did different teaching strategies (i.e., PBL with the CAIM vs. PBL only) make an impact on students’ STEAM knowledge, creativity, and hands-on performance?
2. Literature Review
2.1. STEAM Education
2.2. Project-Based Learning
2.3. Creativity
2.4. Hands-On Activities
3. Materials and Methods
3.1. Participants
3.2. Procedure
- (1)
- Weeks 1: The pre-test to evaluate the students’ STEAM knowledge and creativity (60 min).
- (2)
- Weeks 2 to 3: Learning Stage 1 (STEAM basic teaching): The students learned about the physical and mathematical knowledge required to build an electric boat, as well as the design principles of electric boats. Students also familiarized themselves with the electronic components related to Arduino, including LED, motors, switches, Bluetooth controllers, and electromechanical expansion boards (2 weeks, 180 min, 90 min each).
- (3)
- Weeks 4 to 5: Learning Stage 2 (STEAM advanced teaching): The students learned how to analyze, conceptualize, and think about the ways to design an electric boat and proposed a design plan (2 weeks, 180 min, 90 min each).
- (4)
- Weeks 6 to 9: Learning Stage 3 (STEAM project implementation): The students designed and built their electric boats through the generation of thematic creative ideas, appearance design, and assembly of hardware, as well as testing and modification. Finally, a presentation of the students’ finished products was held in Week 9 (4 weeks, 360 min, 90 min each).
- (5)
- Week 10: The post-test to evaluate the students’ STEAM knowledge and creativity (90 min).
3.3. Development of the Learning Activity
3.4. Measurement Tools
3.4.1. STEAM Knowledge Examination Paper
3.4.2. Hands-On Performance
3.4.3. Creativity Scale
4. Results
4.1. Influence of the Different Teaching Strategies on the Students’ STEAM Knowledge
4.2. Influence of Different Teaching Strategies on Creativity
4.3. Influence of Different Teaching Strategies on Hands-On Performance
5. Discussion
5.1. Design of the Hands-On STEAM Activity
5.2. Effectiveness of the Different Teaching Strategies (i.e., PBL with the CAIM vs. PBL Only) on the Students’ STEAM Knowledge, Creativity, and Hands-On Performance
5.2.1. Effects of the Different Teaching Strategies on the Students’ STEAM Knowledge
5.2.2. Effects of the Different Teaching Strategies on the Students’ Creativity
5.2.3. Effects of the Different Teaching Strategies on the Students’ Hands-On Performance
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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PBL Phases | CAIM | Reasons for the Fit |
---|---|---|
Initiation | Example of habit | This stage is about identifying habitual thinking and using “example of habit” to change students’ deep-rooted patterns of thinking in the past, which will help them to reframe and explore issues. |
Definition and Planning | Provocative questioning | As the most important stage of PBL, this stage allows students to think deeply in many different ways. “Proactive questioning” can be used to provoke students’ high-order thinking. |
Projects Delivery | Skills of search | This stage emphasizes group discussions. “Skills of search” can be used to establish experimental or simulated environments for students to observe and explore together. |
Renewal | Example of change | Teachers act as the facilitators in this stage. They do not dominate the discussion during the PBL process, but they will offer help to students if necessary. When there is a bottleneck or a mistake in the students’ discussion, teachers can give direction using an “example of change” to help them tackle the problem from a different perspective. |
Dissolution | Evaluate situations | This is the stage in which teachers listen to the presentation of the results of each group and give feedback. Teachers can use “evaluate situations” to point out the shortcomings of students’ discussions and give suggestions. |
Groups | Experiment Design | No. of Students | Female | Male |
---|---|---|---|---|
EGs | PBL with the CAIM for the hands-on STEAM activity | 199 | 97 | 102 |
CGs | PBL strategy only for the hands-on STEAM activity | 167 | 75 | 92 |
Total | 366 | 172 | 194 |
Topics | Frequency and Course Objectives | Course Content | PBL Phases |
---|---|---|---|
Pre-test | Week 1: STEAM knowledge and creativity pre-test. | ||
Learning Stage 1: Scientific principles | Week 2: Introduction of scientific principles | Explain the principles of buoyancy, Newton’s laws of motion, and electricity. | Definition and Planning, Projects Delivery, Renewal |
Week 3: Introduction of electric boat components and design | Learn about Arduino electronic components. Draft design for an electric boat. | Renewal, Dissolution | |
Learning Stage 2: Electric boat design principles | Week 4: Explanation of Arduino IDE and programing | Explain the construction of Arduino electric boats, including programing and circuitry. | Initiation |
Week 5: Explanation of the design principles of boats | Explain the design principles of boats. Introduce the three different types of boats. Draw a design sketch of an electric boat. | Definition and Planning, Projects Delivery, Renewal | |
Learning Stage 3: Electric boat implementation | Week 6: Electric boat design | Based on the students’ designs, provide the students with parts packages for the electric boat. | Renewal, Dissolution |
Week 7: Electric boat design and implementation | Students work on their electric boat and record problems during the process. | Initiation | |
Week 8: Electric boat design and implementation | Students work on their electric boat and solve problems during the process. | Definition and Planning, Projects Delivery, Renewal | |
Week 9: Electric boat design and implementation | Students present their finished electric boats. | Renewal, Dissolution | |
Post-test | Week 10: STEAM knowledge and creativity post-test. |
Subscales | Indicators | Evaluation Criteria | Scorer Reliability |
---|---|---|---|
Novelty | Original | Whether the product is original. The extent of observation, duplication, and adaptation (e.g., changes in the hull, etc.). | 0.82 *** |
Surprising | Whether the product is surprising (e.g., additional functions). | 0.70 *** | |
Resolution | Valuable | Whether the design has the potential for continuous refinement and improvement. | 0.75 *** |
Logical | Whether the design is logical (compared with the others or in terms of the rationality of the design with the components used). | 0.67 *** | |
Useful | Whether more electronic components are used or whether other kits altering the boat’s functions are incorporated. | 0.65 *** | |
Understandable | Whether the product’s design is understandable (with a clearly known rationale). | 0.70 *** | |
Elaboration and Synthesis | Organic | Whether the boat can function properly (usable, with occasional pauses for repair, and quality of the ship’s control). | 0.79 *** |
Elegant | Elegance of the boat (in terms of the accuracy of the installation of components and the precision of the design). | 0.72 *** | |
Well crafted | Whether the appearance of the boat is beautiful and well crafted. | 0.78 *** |
Groups | Pre-Test | Post-Test | ANCOVA | ||||||
---|---|---|---|---|---|---|---|---|---|
N | Mean | SD | Mean | SD | Adjusted Mean | F | p | ŋ2 | |
EGs | 199 | 53.42 | 9.67 | 62.44 | 11.85 | 62.19 a | 7.25 ** | 0.007 | 0.02 |
CGs | 167 | 52.28 | 9.69 | 58.86 | 11.40 | 57.52 a |
Groups | Pre-Test | Post-Test | ANCOVA | ||||||
---|---|---|---|---|---|---|---|---|---|
N | Mean | SD | Mean | SD | Adjusted Mean | F | p | ŋ2 | |
EGs | 199 | 107.43 | 11.85 | 110.68 | 12.65 | 111.52 a | 26.56 *** | <0.001 | 0.068 |
CGs | 167 | 109.98 | 12.32 | 106.48 | 15.80 | 105.48 a |
Source of Variation | Sum of Squares | Degree of Freedom | Mean Sum of Squares | F | p | ŋ2 | |
---|---|---|---|---|---|---|---|
Risk taking | Group | 2.641 | 1 | 2.61 | 0.38 | 0.539 | |
Deviation | 2504.538 | 363 | 6.9 | ||||
Curiosity | Group | 52.16 | 1 | 52.16 | 5.32 ** | 0.022 | 0.014 |
Deviation | 3560.78 | 363 | 9.81 | ||||
Imagination | Group | 26.67 | 1 | 26.67 | 2.45 | 0.118 | |
Deviation | 3952.86 | 363 | 10.89 | ||||
Complexity | Group | 92.54 | 1 | 92.54 | 9.83 ** | 0.002 | 0.026 |
Deviation | 3415.85 | 363 | 9.41 |
Indicators | Group | Mean | SD | F | p | Cohen’s d |
---|---|---|---|---|---|---|
Total Score | EGs | 30.04 | 3.70 | 11.38 *** | 0.001 | 0.65 |
CGs | 27.41 | 4.38 | ||||
1. Novelty | ||||||
1.1 Original | EGs | 3.87 | 0.80 | 8.91 ** | 0.004 | 0.57 |
CGs | 2.69 | 0.57 | ||||
1.2 Surprising | EGs | 4.02 | 0.72 | 4.82 ** | 0.030 | 0.42 |
CGs | 2.91 | 0.71 | ||||
2. Resolution | ||||||
2.1 Valuable | EGs | 3.85 | 0.68 | 7.26 *** | 0.008 | 0.52 |
CGs | 1.97 | 0.57 | ||||
2.2 Logical | EGs | 0.28 | 0.52 | 2.01 | 0.150 | |
CGs | 1.86 | 0.50 | ||||
2.3 Useful | EGs | 3.93 | 0.44 | 5.58 ** | 0.020 | 0.45 |
CGs | 3.35 | 0.37 | ||||
2.4 Understandable | EGs | 3.96 | 0.43 | 3.43 | 0.067 | |
CGs | 3.22 | 0.50 | ||||
3. Elaboration and Synthesis | ||||||
3.1 Organic | EGs | 4.04 | 0.41 | 3.68 | 0.58 | |
CGs | 3.95 | 0.28 | ||||
3.2 Elegant | EGs | 4.06 | 0.42 | 4.26 ** | 0.041 | 0.40 |
CGs | 3.95 | 0.28 | ||||
3.3 Well crafted | EGs | 4.45 | 0.42 | 1.67 | 0.20 | |
CGs | 3.40 | 0.64 |
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Hsiao, H.-S.; Chen, J.-C.; Chen, J.-H.; Zeng, Y.-T.; Chung, G.-H. An Assessment of Junior High School Students’ Knowledge, Creativity, and Hands-On Performance Using PBL via Cognitive–Affective Interaction Model to Achieve STEAM. Sustainability 2022, 14, 5582. https://doi.org/10.3390/su14095582
Hsiao H-S, Chen J-C, Chen J-H, Zeng Y-T, Chung G-H. An Assessment of Junior High School Students’ Knowledge, Creativity, and Hands-On Performance Using PBL via Cognitive–Affective Interaction Model to Achieve STEAM. Sustainability. 2022; 14(9):5582. https://doi.org/10.3390/su14095582
Chicago/Turabian StyleHsiao, Hsien-Sheng, Jyun-Chen Chen, Jhen-Han Chen, Yu-Ting Zeng, and Guang-Han Chung. 2022. "An Assessment of Junior High School Students’ Knowledge, Creativity, and Hands-On Performance Using PBL via Cognitive–Affective Interaction Model to Achieve STEAM" Sustainability 14, no. 9: 5582. https://doi.org/10.3390/su14095582
APA StyleHsiao, H. -S., Chen, J. -C., Chen, J. -H., Zeng, Y. -T., & Chung, G. -H. (2022). An Assessment of Junior High School Students’ Knowledge, Creativity, and Hands-On Performance Using PBL via Cognitive–Affective Interaction Model to Achieve STEAM. Sustainability, 14(9), 5582. https://doi.org/10.3390/su14095582