基于体验式学习的 STEAM 活动对九年级学生心理动机的影响
Naela Mater1, Wajeeh Daher1,2, Fayez Mahamid1
1Department of Ecducational Sciences, An-Najah National University, Nablus P.O. Box 7, Palestine.
概括
STEAM活动显著提高了九年级学生的心理动力和学习能力. 科学,技术,工程,艺术和数学 (STEAM) 的面对面和在线体验式学习方法都被证明是有效的,提高了关键技能.
科学领域:
- 教育教育教育教育教育教育.
- 经验式学习 经验式学习
- 在 STEAM 教育方面,
背景情况:
- 将 STEAM (科学,技术,工程,艺术和数学) 整合到教育中越来越突出.
- 在STEAM框架内,体验式学习被认为具有提高学生参与度和成果的潜力.
研究的目的:
- 研究基于体验式学习的STEAM活动对九年级学生的心理动机和学习的影响.
- 为了比较不同STEAM活动交付方法 (面对面与在线) 对学生动机和学习成果的有效性.
主要方法:
- 一种结合定量和定性数据收集的混合方法方法.
- 使用了90名九年级学生的样本,分为三个组.
- 采用加利福尼亚测量心理动机量表和半结构面试来收集数据,确保工具的有效性和可靠性.
主要成果:
- 根据教学方法观察到学生在测试后的心理动机分数有统计学意义上的差异.
- 与对照组相比,参与面对面和在线STEAM活动的实验小组表现出更高的心理动机.
- 从采访中获得的定性数据可能会对激励和学习增强机制提供更深入的见解.
结论:
- STEAM活动,特别是那些采用体验式学习的活动,有效地提高了九年级学生的心理动机.
- 面对面和在线交付STEAM活动可以积极影响学生的动力和学习.
- 这些发现支持将STEAM活动纳入学校课程,以培养好奇心,解决问题,自信和完成任务.
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