A LUPDA Assessment Model for Activities in STEAM Education

Yu Cheng Chien, Pei Yu Chang, Hsin Yu Lee, Tai Yi Huang, Yueh Min Huang

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

The Science, Technology, Engineering, Arts, and Math (STEAM) has become the buzzword in the field of education. Many studies have revealed the importance of STEAM education and proposed different strategies to enhance it, nevertheless, these strategies are not in perfect alignment with five disciplines of STEAM. Therefore, this study proposed an assessment model which can match each discipline of STEAM activities respectively, including Learning, Using, Practicing, Designing, and Applying (LUPDA). We piloted and reviewed this model through the STEAM learning activities of the Micro:bit-Obstacle Avoidance Car. Finally, the LUPDA model provides effective measurement thorough STEAM hands-on activity.

Original languageEnglish
Title of host publicationInnovative Technologies and Learning - Third International Conference, ICITL 2020, Proceedings
EditorsTien-Chi Huang, Ting-Ting Wu, João Barroso, Frode Eika Sandnes, Paulo Martins, Yueh-Min Huang
PublisherSpringer Science and Business Media Deutschland GmbH
Pages100-105
Number of pages6
ISBN (Print)9783030638849
DOIs
Publication statusPublished - 2020
Event3rd International Conference on Innovative Technologies and Learning, ICITL 2020 - Porto, Portugal
Duration: 2020 Nov 232020 Nov 26

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume12555 LNCS
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Conference

Conference3rd International Conference on Innovative Technologies and Learning, ICITL 2020
CountryPortugal
CityPorto
Period20-11-2320-11-26

All Science Journal Classification (ASJC) codes

  • Theoretical Computer Science
  • Computer Science(all)

Fingerprint Dive into the research topics of 'A LUPDA Assessment Model for Activities in STEAM Education'. Together they form a unique fingerprint.

Cite this