簡易檢索 / 詳目顯示

研究生: 任婉毓
Yeng, Woon-Yee
論文名稱: 幼兒繪本實現STEAM教育之探究
Implementing STEAM education through the use of picture books
指導教授: 江麗莉
Chiang, Lily
口試委員: 楊淑朱
Yang, Shu-Chu
周淑惠
Chou, Su-Hui
學位類別: 碩士
Master
系所名稱: 竹師教育學院 - 幼兒教育學系
Early Childhood Education
論文出版年: 2018
畢業學年度: 106
語文別: 中文
論文頁數: 148
中文關鍵詞: 幼兒園STEAM繪本
外文關鍵詞: preschool, STEAM, picture books
相關次數: 點閱:1下載:0
分享至:
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報
  • 幼兒繪本實現STEAM教育之探究
    任婉毓
    摘要
    STEAM是科學(Science)、科技(Technology)、工程(Engineering)、藝術(Arts)和數學(Mathematics)的英文首字母縮寫,受到國際矚目的一種教育理念。目前STEAM教育已經開始融入於台灣的幼兒園課程,漸成為課程研究的趨勢。繪本則是幼兒學習的啟蒙老師和獲得經驗的一個非常實用與有益的教材教法,是幼兒園必備和重視的文本。因此,本研究旨在探討和分析兩位資深老師透過幼兒繪本結合STEAM動手設計與實作的教學程序,進行製作「收銀機」主題之活動。以質性研究觀察兩位老師在繪本實現STEAM教育之教學實況,並訪談老師之教學觀點以及對幼兒學習態度的看法和發現。
    研究結果發現幼兒繪本實現STEAM教育,老師是STEAM教育的重要主軸,她們運用繪本策略帶入團討活動並在學習區提供具備觀察、探索、實驗(科學)和計算、測量、分類(數學)等概念的素材與工具(科技),讓幼兒從繪畫、溝通、創新思考(藝術)以及動手設計和實作過程中完成作品(工程),從中獲得科學(S)、科技(T)、工程(E)、藝術(A)和數學(M)等跨領域統整學習的經驗,培養幼兒STEAM之素養,另外,幼兒透過繪本以及老師的引導和提問,積極參與活動的討論,主動發表想法和意見,並主動進入學習區,把「收銀機」重新改良和再製作,甚至在無意識中形成主動合作製作「收銀機」的關係,確實表現了幼兒積極主動性學習的態度。
    幼兒繪本實現STEAM教育不僅讓幼兒在實作活動中獲得科學和數學等概念,運用科技和藝術完成工程,還提升幼兒語文的理解和表達能力,以及合作和主動性學習的態度。最後,研究者根據研究的結果和發現提出建議,以提供幼兒園、幼兒教育工作者以及未來研究者之啟發和參考。


    Implementing STEAM education through
    the use of picture books

    Yeng Woon Yee
    Abstract

    STEAM stands for Science (S), Technology (T), Engineering (E), Arts (A) and Mathematics (M) and STEAM is currently an educational approach that has gained recognition internationally. STEAM education has begun to be integrated in preschools in Taiwan and has become a trend in educational research. Picture books are a child’s first teacher and such books are valuable and beneficial tools for a child to gain experience and therefore preschools must recognize their needs for such picture books. This study seeks to research and analyze the educational process by which two experienced teachers combine picture books with STEAM activities based on the theme of “cash registers”. A qualitative research was carried out to observe the teaching processes of these two teachers using picture books to implement STEAM education, and the teachers were interviewed to find out their thoughts and observations of the children’s responses during these lessons.
    Studies have shown that when picture books are used for STEAM education, the teachers are the most important figure as they have to use picture books in strategic ways to implement activities as well as to provide opportunities for observation, exploration, experimentation (Science) and calculation, measurement, classification (Mathematics) and other concepts by placing materials and tools (Technology) at learning corners, in order to allow children to draw, communicate, innovate (Arts), design and build (Engineering), and in the process to get involved in learning across the different areas of Science (S), Technology (T), Engineering (E), Arts (A) and Mathematics (M) and to get children to be cultivated in STEAM education. In addition, through the use of picture books and the teachers’ facilitation and questioning, children get to participate during the activities’ discussions to express their ideas and opinions, which lead them to the learning corner, to reinvent the “cash register”, and in the process, the children may subconsciously learn to work together as a team, which shows how children are inherently active learners.
    Picture books show that STEAM education not only allow children to gain scientific and mathematical concepts during hands-on activities, but it also uses technology and arts to let children complete a project while increasing the children’s language abilities and building a cooperative mindset and positive attitude towards learning. Lastly, this study aims to provide suggestions based on the research findings, which can serve as references for preschools who are interested in STEAM education, early childhood educators or future research.

    目 錄 第一章 緒論 第一節 研究背景與動機…………….………………………..…….1 第二節 研究目的與問題……….………….………..………..…….7 第三節 名詞釋義……………..……………….…………………….8 第二章 文獻探討 第一節 STEAM的核心素養…….………………..……………….11 第二節 繪本的教育價值……………………………...…………….25 第三節 幼兒園教學與STEAM之關係………………..…………..37 第三章 研究方法與實施 第一節 研究方法與內容...............................................47 第二節 研究場域與參與者............................................50 第三節 活動設計與繪本選擇..........................................55 第四節 資料蒐集與分析...............................................59 第五節 研究歷程.......................................................62 第六節 研究信實度與研究倫理.......................................64 第四章 研究結果與討論 第一節 幼兒繪本實現STEAM教育之課程紀實....................65 第二節 幼兒繪本實現STEAM教育之教學策略....................70 第三節 老師在STEAM活動設計之修改與調整....................91 第四節 老師對幼兒繪本實現STEAM教育之觀點.................102 第五節 幼兒繪本實現STEAM教育對幼兒之學習態度............113 第五章 研究結論與建議 第一節 研究結論......................................................121 第二節 研究限制與建議..............................................125 參考文獻 中文………………………...............................................129 英文…………............................................................132 附錄 附錄一 「收銀機」主題活動教案.....................................136 附錄二 繪本《三隻小豬》活動教案……….........................142 附錄三 老師訪談大綱.................................................146 附錄四 參與研究教師同意書.........................................147 附錄五 家長同意書....................................................148 圖 目 錄 圖2-1 STEAM教學程序…………………………..………….........22 圖2-2 幼兒繪本與STEAM之教學程序………………………….....42 圖3-1 木木班平面圖…………………………..………………………51 圖3-2 語文區…………………………………...…………..…….....52 圖3-3 益智區 …………………………………………………….…...52 圖3-4 創作區……………………………………………………….....52 圖3-5 建構區…………………………………………………..........52 圖3-6 扮演區………………………………………………….……....52 圖3-7 研究流程圖………………………………………………..…...63 圖4-1 收銀機擺放在地上………………………………………………72 圖4-2 運用科技…………………………………………….…….…...76 圖4-3 啟發幼兒的創意…..……………………………………..…....77 圖4-4 展示和分享………………………………………………………78 圖4-5 收銀機展示區…………………………………………..…..….79 圖4-6 語文區………………….……………………………………..…81 圖4-7 操作條碼掃描器….…………………………..…………………81 圖4-8 尋找收銀機……….…………………………………..…………81 圖4-9 創作區……………………………………………………………83 圖4-10 製作收銀機………....…………………………………………..83 圖4-11 運用提問………………………………………………….….....83 圖4-12 運用刀片...........…………………………….………….......85 圖4-13 設計圖與實作1…………………………………………….…..85 圖4-14設計圖與實作2………………………………………………….85 圖4-15扮演區………...………………………………………..……….87 圖4-16 計算價錢…………………………………………………………87 圖4-17實驗收銀機………………………………...……………………87 圖4-18積木收銀機…...…………………………………………….…..87 圖4-19 第一代收銀機………………………………………………..….87 圖4-20坊間錢幣………………………………....…………….…….…94 圖4-21可以買什么……………………………………………………….95 圖4-22 計算錢結帳……………………………………………………...95 圖4-23主動協助……………………………………………………......99 圖4-24 合作討論………………………………….……………………..99   表 目 錄 表3-1 木木班作息時間表...............................51 表3-2 幼兒編號表....................................53 表3-3 繪本目錄表....................................58 表3-4 資料代碼說明表.................................61 表4-1 繪本教學課程紀實分析表..........................65

    參考文獻
    中文
    卜麗娜(2013)。讓繪本在幼兒數學教育中 大放異彩。小學科學,8,169。
    三隻小豬(2004)。台北市:全美文化。
    方素珍(2013)。繪本閱讀時代。杭州:浙江少年兒童。
    王銀玲、袁文芳(2014)。我國台灣地區運用繪本進行幼兒數學教育的研究述評。教育學刊,11(2),89-91。
    王麗(2013)。在幼兒園開展「科學繪本閱讀」 的思考與實踐。新課程,10(2),99。
    朱自強(2011)。親近圖畫書 。濟南:明天。
    朱家雄、黃瑾、李召存、張婕(2012)。幼兒園課程理論與實踐。上海:華東師範大學。
    江麗莉(總編輯)(2006)。繪我童年 閱讀起飛 :幼稚園繪本教學資源手冊。台北市:教育部。
    江麗莉(2014)。閱讀繪本探究科學。載於吳玉琦(總編輯),童書森林 愛在閱讀:幼兒繪本教學資源手冊.自然科學篇(頁14-20)。桃園縣:政府教育局。
    吳芳(2012)。運用多種方法指導幼兒閱讀繪本。早期教育,6,48。
    吳志勤(2014)。繪本對幼兒教育價值的實踐探索。文學教育,4, 152。
    吳俊杰、梁森山、李松澤(2013)。STEM教育對中國培養適應21世紀的復合型創新型人才的啟示。中小學信息技術教育,3,43-47。
    李坤崇(1999)。多元化教學評量。台北市:心理。
    李政賢(譯)(2014)。 K. Y. Robert著。質性研究:從開始到完成(Qualitative research from start to finish)。台北市:五南。
    李倩(2012)。繪聲繪色暢遊繪本—淺析繪本閱讀對幼兒的教育價值。教育教學論壇,15,188-189。
    何素娟、吳亮慧、郭李宗文、馬怡枚、陳奕叡、羅文喬、方金鳳、劉惠君(譯)(2014)。 B. Julie 著。0-8歲學習環境設計與規劃(第二版)(Creating environments for learning: Birth to age eight)。台北市:華騰文化。
    林坤誼(2016)。主編的話:STEM 專題實作活動。科技與人力教育季刊 ,3(1),1-4。
    林珮伃、彭湘寧(2014)。提升台灣低社經幼兒語言發展的「對話式閱讀」 延伸實驗 。幼兒教育年刊,25,185-204。
    林敏宜(2000)。圖畫書的欣賞與應用。台北市:心理。
    林意紅、劉幸玟、林佩蓉(2013)。幼兒閱讀深度理解與批判性思考之實驗課程。國教新知,60(4),20-32。
    松居直(2011)。郭雯霞,楊忠譯。松居直喜歡的50本圖畫書。南昌:二十一世紀。
    周文哲(2014)。幼兒繪本的啟蒙教育意義及實踐。文學教育,2,92-93。
    周梅如(譯)(2017)。M. C. Christine, & M. D. Sara 著。建構主義觀點統整:幼兒數學和科學創意教學法(Integrating math and science in early childhood classrooms: Through big ideas a constructivist approach)。台北市:華騰文化。
    周淑惠(2006)。幼兒園課程與教學:探究取向之主題課程。台北市:心理。
    周淑惠(2017)。面向21世紀的幼兒教育:探究取向主題課程。台北市:心理。
    柳棟、吳俊杰、謝作如、沈涓(2013)。STEM、STEAM與可能的實踐路線 。中小學信息技術教育,6 ,39-41 。
    范斯淳、游光昭(2016)。科技教育融入STEM課程的核心價值與實踐。教育科學研究期刊,61(2),153-183。
    洪藝芬、陳思敏、羅玉卿(2004)。繪本主題教學資源手冊。台北市:心理。
    袁利平、張欣鑫(2017)。論STEAM教育與核心素養的對接。陝西師範大學學報,46(5),164-169。
    馬燕、馬希武、王連江(譯)(2012)。E. L. Essa 著。兒童早期教育導論(第六版)(Introduction to early childhood education)。北京:中國輕工業。
    陳美華(2013)。借助繪本閱讀開展幼兒科學教育活動的實踐與思考。新課程, 8(1),32-33。
    陶英琪、陳穎涵(譯)(1998)。Katz.L.G, & Chard.S.C著。探索孩子心靈世界:方案教學的理論與實務(Engaging children’s minds: The project approach )。台北市:心理。
    黃迺毓(2015)。童書是童書-給孩子最美的童年閱讀。北京:社會科學文獻。
    黃瑾、裴小倩、柳倩(譯)(2011)。J. I. Roopnarine, & J. E. Johnson (主編)。學前教育課程(Approaches to early childhood education)。上海:華東師範大學。
    黃曉秋(2014)。如何運用多媒體教學來優化幼兒繪本閱讀教育。科技資訊,5,86。
    張漢宜、張玲芬、陳彥文、黃拜翔、黃楸萍、吳亮慈(譯)(2010)。A. P. Prairie 著。幼兒數學、科學與科技(Inquiry into Maths, Science and Technology for teaching young children)。台北市:華騰文化。
    張麗芳(2014)。從STEM角度看兩個學生的創作作品。中國信息技術教育,11,17。
    陽曼超、孫啟進(主編)(2013)。學前教育研究方法。南京:南京大學。
    鈕文英(2017)。質性研究方法與論文寫作(第二版)。台北市:雙葉畫廊。
    葉嘉青(譯)(2008)。M. R. Jalongo 著。幼兒文學:零歲到八歲的孩子與繪本。台北市:心理。
    楊筱真(編)(2005)。幼稚園課程與教學。台北縣:群英。
    賓靜蓀(譯)(2016)。L. Ischta 著。學習動機:決定孩子學習成敗的關鍵。台北市:親子天下。
    賓靜蓀、李京諭、程遠茜(2017,五月)。教育5冠王新加坡。親子天下,89, 95-122。
    劉依祥、桑利丹(2017)。基於STEAM創新能力培養。天津科技,44(4),31-35。
    劉素顛、林素珠、楊淑美、陳嘉露、王錦緣、吳美華、葉淑芬、楊樹華、陳芳菊、湯慧美 (2010)。班級共讀與幼兒學習。台北市:麗文文化。
    鄭博真(主編)(2004)。多元智能與圖畫書教學。台北縣:群英。
    鄭博真、王惠姿、潘世尊、蔡瓊賢、鄭如雯、王麗惠(2015)。幼兒園教材教法。台北市:華騰文化。
    簡楚瑛(2003)。幼教課程模式:理論取向與實務經驗(第二版)。台北市:心理。
    簡楚瑛(2009)。課程發展理論與實務。台北市:心理 。
    羅雅芳、連英式、金乃琪(譯)(2000)。C. Edwards, L. Gandini, & G. Forman (編)兒童的100種語文:瑞吉歐。艾蜜莉亞教育取向進一步的迴響(The hundred languages of children in Reggio Emillia approach - advance reflection 2nd, ed)。台北市:心理。

    英文
    Barbre, J. G. (2017). Baby steps to STEM: Infant and toddler science, technology, engineering, and math activities. US, St. Paul: Redleaf Press. (Original work published 2017)
    Bers, M. U., Seddighin, S., & Sullivan, A. (2013). Ready for robotics: Bringing together the T and E of STEM in early childhood teacher education. Journal of Technology and Teacher Education, 21(3), 355–377.
    Brophy, S., Klein, S., Portsmore, M. & Rogers, C. (2008). Advancing engineering education in P-12 classrooms. Journal of Engineering Education, 97(3), 369-387.
    Butera, G., Horn, E. M., Palmer, S. B., Friesen, A., & Lieber, J. (2016). Understanding science, technology, engineering, arts, and mathematics (STEAM) within early childhood special education. In B. Reichow et al. (eds.), Handbook of Early Childhood Special Education (pp.143-161). USA: Springer. doi 10.1007/978-3-319-28492-7_9.
    Boyarshinov, A., & Hand, J. (2014). STEAM: Preschool activities for STEM enrichment. Kindle Edition, Amazon Digital Services LLC.
    Counsell, S., Escalada, L., Geiken, R., Sander, M., Uhleberg, J., Van Meeteren, B., Yoshizawa, S., & Zan, B. (2016). STEM learning with young children: Inquiry teaching with ramps and pathways. NY, Teachers College Press, Columbia University.
    Doran, L. (2017, May 31). STEM education starts in early childhood, researchers say. Education. Retrieved from
    http://www.insidesources.com/stem-education-early-childhood/
    Englehart, D. (2016). STEM play: Integrating inquiry into learning centers. Lewisville, NC: Gryphon House.
    Ge, X., Ifenthaler, D., Spector, J. M. (2015). Moving Forward with STEAM Education Research. In Ge X., Ifenthaler D., Spector J. (Eds.), Emerging Technologies for STEAM Education. Educational Communications and Technology: Issues and Innovations. Springer, Cham.
    Guenaga, M., Mentxaka, I., Garaizar, P., Eguiluz, A., Villagrasa, S., & Navarro, I. (2017, May). Make world, A collaborative platform to develop computational thinking and STEAM. In P. Zaphiris and A. Ioannou (Eds.), 4th International Conference: LNCS 10296. Learning and Collaboration Technologies Part II (pp. 50-59). Vancouver, Canada: Springer. doi: 10.1007/978-3-319-58515-4_5
    Hand, K. (2017, Mar 29). The issues: Why STEM education must begin in early childhood education. Research. Retrieved from
    https://www.unlv.edu/news/article/issues-why stem-education-must-begin-early-childhood-education
    Heroman, C. (2017, May). Making and tinkering : Bringing design challenges to the classroom. Young Children, 72(2), 72-79.
    Hoffman, J. L. (2011). Coconstructing meaning: Interactive literary discussions in kindergarten read-alouds. The Reading Teacher, 65 (3) , 183–194.
    Hom, E. J. (2014, Feb). What is STEM Education? Live Science Contributor. Retrieved from https://www.livescience.com/43296-what-is-stem-education.html
    Jamil, F. M., Linder, S. M., & Stegelin, D. A. (2017). Early childhood teacher beliefs about STEAM education after a professional development conference. Early Childhood Educ J Retrieved from
    https://doi.org/10.1007/s10643-017-0875-5
    Kim, Y., & Park, N. (2014). The development of convergent STEAM program focused onrube goldberg for improvement of engineer career awareness of elementary school students. In H.-Y. Jeong et al. (eds.). Lecture Notes in Electrical Engineering 279. Advances in Computer Science and Its Applications (pp. 429-434). Seoul, Korea: Springer. doi: 10.1007/978-3-642-41674-3_61.
    Krajcika, J., & Delenb, I. (2017). Engaging learners in STEM education. Eesti Haridusteaduste Ajakiri, 5(1), 35-58
    Kuenzi, J. J. (2008). Science, technology, engineering, and mathematics (STEM) education: Background, Federal policy, and legislative action. Congressional Research Service Reports. 35.
    Land, M. H. (2013). Full STEAM ahead: The benefit of integrating the Arts into STEM. Procedia Computer Science, 20, 547-552.
    Lindeman, K., & Anderson, E. M. (2015, May). Using blocks to develop 21st century skills. Young Children, 70(1), 36-43.
    Morris, T. (2015). Using storytelling as a teaching strategy to increase student engagement in STEM classes (Doctoral dissertation, West Virginia University, Morgantown).
    Mason, C., & Harris, O. (2016). Six models for early childhood STEAM. Early Childhood. Retrieved from
    http://www.seenmagazine.us/Articles/Article Detail/ArticleId/5936/SIX-MODELS-FOR-EARLY-CHILDHOOD-STEAM
    Root-Bernstein, R. (2015). Arts and crafts as adjuncts to STEM education to foster creativity in gifted and talented students. Asia Pacific Education Review, 16(2), 1-10.
    Rufo, D. (2013). STEAM with a capital A: Learning frenzy. The STEAM Journal, 1(1), 25.
    Shahali, E. H. M., Halim, L., Rasul, S., Osman, K., Ikhsan, Z., & Rahim, F. (2015). Bitara-STEM training of trainers’ programme: Impact on trainers’ knowledge, beliefs, attitudes and efficacy towards integrated stem teaching. Journal of Baltic Science Education, 14(1), 85-95.
    Sharapan, H. (2012). From STEM to STEAM: How early childhood educators can apply Fred Rogers' approach. Young Children, 67 (1), 36-40.
    Sullivan, A., & Bers, M. U. (2017). Dancing robots: integrating art, music, and robotics in Singapore’s early childhood centers. Int J Technol Des Educ doi . 10.1007/s10798-017-9397-0.
    Sullivan, A., Strawhacker, A., & Bers, M. U. (2017). Dancing, drawing and dramatic robots: Integrating robotics and the arts to teach foundational STEAM concepts to young children. In M. S. Khine. (ed.), Robotics in STEM Education(pp. 231-260). Perth, Australia: Springer.
    Tarnoff, J. (2010). STEM to STEAM- Recognizing the value of creative skills in the
    competitiveness debate. Huff Post Education, Retrieved from
    www.huffingtonpost.com/john-tarnoff/stem-to-steam-recognizing_b_756519.html.
    Yakman, G. (2008). STEAM education: An overview of creating a model of integrative education. In Pupils’ attitudes towards technology (PATT-19) conference: Research on technology, innovation, design & engineering teaching, Salt Lake City, Utah, USA.
    Yoon, M., & Kim, H. (2016). Action research of the STEAM educational program on climate change using leaf fossils. International Journal of Multimedia and Ubiquitous Engineering, 11(2), 381-388.
    Zollman, A. (2012). Learning for STEM literacy: STEM literacy for learning. School Science and Mathematics, 112(1) ,12-19.

    QR CODE