研究生: |
蔡宏為 Tsai, Hung-Wei |
---|---|
論文名稱: |
利用虛擬實境與創造力技法於專題導向式STEAM課程對學習成效、創造力、自我效能與實作能力之影響 Using Virtual Reality and Creative Teaching Skill in PBL STEAM Course to Influence the Learning Effect, Creativity, Self-Efficacy and Hands-On Ability |
指導教授: |
蕭顯勝
Hsiao, Hsien-Sheng |
學位類別: |
碩士 Master |
系所名稱: |
科技應用與人力資源發展學系 Department of Technology Application and Human Resource Development |
論文出版年: | 2020 |
畢業學年度: | 109 |
語文別: | 中文 |
論文頁數: | 240 |
中文關鍵詞: | 虛擬實境 、PBL教學模式 、STEAM教學 、創造力 |
英文關鍵詞: | Virtual Reality, Project-Based Learning, STEAM Teaching, Creativity |
DOI URL: | http://doi.org/10.6345/NTNU202001464 |
論文種類: | 學術論文 |
相關次數: | 點閱:294 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 |
虛擬實境可以透過視覺化將知識以及抽象的概念實體化的資訊技術,透過結合與應用在教育上,可以幫助學生學習困難或者是不易理解的知識層面。
STEM(Science, Technology, Engineering, and Mathematics)教育是近年世界各國蔚為風潮的教育理念,近年逐漸搭配藝術(Art)而成為STEAM,透過藝術當中的創意設計思維產生特別的問題解決模式,也能幫助學生解決現實問題。專題導向式學習(Project-Based Learning, PBL)是一種以真實環境下的問題為主,並以學生為中心的教學模式。目的是提高學習者的知識運用、創造力與自我效能,並讓學生將課堂上的知識加以適用於真實生活中。本研究將PBL教學策略加入威廉斯創意教學技法,刺激學習者發展創意思考模式,產生具有創新性的問題解決方法,並使用虛擬實境系統協助學生的實作,深化課程的理解以及應用。
本研究主要探討PBL教學模式加入威廉斯創意教學技法及利用虛擬實際系統對其STEAM知識、創造力、自我效能以及實作能力之影響。課程內容包含資訊與生活科技,學生透過實作課程,以Arduino組裝成品,並藉由PBL思考設計過程中所遭遇到的問題,進而完成作品。研究對象為國中九年級學生,實驗採用準實驗研究法,自變項為教學模式,實驗組1為(利用虛擬實境輔助PBL套用創意教學技法)、實驗組2為(PBL套用創意教學技法)、對照組則為(PBL教學技法)。
結果發現,實驗組1在生活科技課程的自我效能與創造力的冒險性、好奇心與挑戰性顯著優於另外兩個實驗組;而在STEAM知識以及實作能力則是實驗組1優於實驗組2優於對照組。在行為序列分析上發現,實驗組1的同儕出現較高的互相鼓勵以及發問等行為,顯示實驗組1的學生具有較高的自我效能與創造力。
本研究透過PBL讓學生提高知識學習、自我效能與創造力,以創意教學技法刺激學生思考,讓學生在設計與製作成品的過程中產生不同的思考模式,進而提高其作品的創新性以及獨特性;虛擬實境系統協助學生的實作過程,在產品的創新性、問題解決以及製作上有更好的成果,並幫助學生將實作成品做得更好。
Virtual reality, a revolutionary information technology that stimulates real-life experiences, is widely used in education systems today to close learning gaps and help students to digest complicated concepts.
Additionally, STEM (Science, Technology, Engineering, and Mathematics) education has been widely promoted and adopted around the world; recently, experts have taken this one step further by integrating it with Art to accelerate problem solving outside of box, thus evolving such concept into STEAM.
PBL, Project-Based Learning, on the other hand is a student-centric teaching model that reproduces real life scenarios and encourages learning with students. Simultaneously, improve STEAM applications, creativity, self-efficacy, and finally practical execution for students. Based on this concept, this study implements PBL along with Williams teaching model to enable students to develop innovative mindsets and eventually learn to tackle challenges. At the same time, virtual reality strengthens of hands-on learning and profound understanding of learning.
This study focuses on the impact of PBL and William teaching model on education of STEAM applications, creativity, self-efficacy, and finally practical execution. To collect data, such experiment targeted ninth graders in information system and living technology courses in which students were split into three groups with the end goal of building projects with Arduino – group one was immersed in PBL and creative teaching skill with virtual reality, group two adopted PBL and creative teaching skill, while group three implemented PBL only and represented the control group.
The self-efficacy of life technology and risk-taking, curiosity and complexity are better than the other two experimental groups in group one. About the STEAM knowledge and hands-on ability, the group one is better than the group two than the group three. In the learning behavior analysis, group one showed higher levels of encouragement and questioning, which showed that the students in experimental had higher self-efficacy and creativity in group one.
In aggregate, this study aims to enable students to promote of STEAM applications, creativity, and self-efficacy. Developing independent learning through PBL and inspire students to think outside of box in the process of designing so such innovation and uniqueness may be reflected in final built products.
Finally, virtual reality assists students in the hands-on process, get better solutions in product innovation, problem solving and production, and helps students to do better in the finished product.
一、中文部分
毛連塭(2000)。創造倫理。載於毛連塭、林幸台、郭有遹、陳龍安主編,創造力研究(319-327)。臺北:心理出版社。
朱珮禎、曾淑惠(2018)。創客(Maker)教育實踐於十二年國教課程之評析。臺灣教育評論月刊,7(3),160-163。
周家卉(2008)。實作評量在生活科技課程實施之探討。生活科技教育月刊,41(7),51-83。
林坤誼(2014)。STEM 科技整合教育 培養整合理論與實務的科技人才。科技與人力教育季刊,1(1),1-5。
林坤誼(2016)。虛實 STEM 場域對培養國中生合作問題解決能力的效益。 工程與科技教育學術研討會論文集,329-342。
林幸台、王木榮(1994)。威廉斯創造力測驗指導手冊。臺北市:心理出版社。
查建中(2008)。面向經濟全球化的工程與技術教育改革戰略─產學合作與國際化。高等工程與技術教育研究,1,21-27。
洪萱芳、林英杰、顏瓊芬(2019)。偏鄉學生面臨科學探究式專題導向教學法之學習挑戰。科學教育學刊,27(2),121-145。
張玉山(2018)。 STEAM Maker跨域整合,實踐 12 年國教。臺灣教育評論月刊,7(2),1-5。
教育部(2019)。十二年國民基本教育課程綱要。臺北,教育部。
梁茂森(1998)。國中學生自我效能量表之編制。教育學刊,14,155-191。
陳英豪、吳鐵雄、簡真真。(1980)。創造思考與情意的教學。高雄市:復文圖書出版社。
陳龍安(2000)。創造思考教學。載於毛連塭、郭有遹、陳龍安、林幸台主編,創造力研究(212-262)。臺北:心理出版社。
陳龍安(2005)。創造思考的策略與技法。教育資料集刊,30,201-221。
游光昭、蕭顯勝(2006)。科技態度與科技概念改變之實證研究。行政院國家科學委員會專題研究計畫成果報告(編號:94-2516-S-003-001-)。台北市,國科會。
黃玉枝(2013)。以動手做科學促進身心障礙學生對科學學習的興趣。南屏特殊教育,4,23-36。
楊開城(2018)。課程開發:一種技術學的視角。北京市:北京師範大學出版社。
潘樂英(2005)。學生的自我效能感對學習的影響及其培養。邢台學院學報,20(3),107-109。
鄭念慈(2017)。翻轉新視界-結合磨課師(MOOCs)的藝術教育。臺灣教育評論月刊,6(9),288-293。
蕭佳純(2016)。教師創意教學發展之縱貫性研究。特殊教育研究學刊,41(1),63-90。
蕭顯勝、林建佑、陳俊臣、林奕維、陳政翰(2018)。STEM學習態度量表建構效度驗證之研究。2018第三屆PIL國際創新教育與管理研討會論文集,471-476。
簡佑宏、朱柏穎、簡爾君(2017)。STEAM 取向之 Maker 教學。中等教育,68(2),12-28。
二、外文部分
Abraham, R., Adiga, I., & George, B. (2011). Orienting incoming medical students to the process of PBL through video. Education for Health, 24(2), 582-582.
Abulrub, A. H. G., Attridge, A. N., & Williams, M. A. (2011). Virtual reality in engineering education: The future of creative learning. In 2011 IEEE Global Engineering Education Conference, 751-777.
Adedokun, O. A., & Burgess, W. D. (2011). Uncovering students' preconceptions of undergraduate research experiences. Journal of STEM Education,4(1), 12-22.
Akçayır, M., & Akçayır, G. (2017). Advantages and challenges associated with augmented reality for education: A systematic review of the literature. Educational Research Review, 20(1), 1-11.
Alaker, M., Wynn, G. R., & Arulampalam, T. (2016). Virtual reality training in laparoscopic surgery: a systematic review & meta-analysis. International Journal of Surgery, 29(1), 85-94.
Al-Azawi, R., Albadi, A., Moghaddas, R., & Westlake, J. (2019). Exploring the potential of using augmented reality and virtual reality for STEM education. In International Workshop on Learning Technology for Education in Cloud, 36-44. Springer, Cham.
Alias, M., Iksan, Z. H., Karim, A. A., Nawawi, A. M. H. M., & Nawawi, S. R. M. (2020). A novel approach in problem-solving skills using flipped classroom technique. Creative Education, 11(1), 38-53.
Allina, B. (2017). The development of STEAM educational policy to promote student creativity and social empowerment. Arts Education Policy Review,119(1), 77-87.
Alves, A. C., Moreira, F., Carvalho, M. A., Oliveira, S., Malheiro, M. T., Brito, I., Leão, & Teixeira, S. (2019). Integrating science, technology, engineering and mathematics contents through PBL in an industrial engineering and management first year program. Production, 29(1), 20-29.
Amir, N., & Subramaniam, R. (2015). Presenting Physics Content and Fostering Creativity in Physics among Less-Academically Inclined Students through a Simple Design-Based Toy Project. In Cases on Research-Based Teaching Methods in Science Education, 157-196.
Arangala, C. (2013). Developing curiosity in science with service. Civic Commit, 20(1), 1-10.
Aziz, M. S., Zain, A. N. M., Samsudin, M. A. B., & Saleh, S. B. (2014). The effects of problem-based learning on self-directed learning skills among physics undergraduates. International Journal of Academic Research in Progressive Education and Development, 3(1), 126-137.
Bakhshi, H., Downing, J. M., Osborne, M. A., & Schneider, P. (2017). The future of skills: Employment in 2030. London: Pearson.
Bandura, A. (1986). The explanatory and predictive scope of self-efficacy theory. Journal of Social and Clinical Psychology, 4(3), 359-373.
Barak, M., & Dori, Y.J. (2009). Enhancing higher order thinking skills among inservice science teachers via embedded assessment. Journal of Science Teacher Education, 20(1), 459–474.
Baral, L. M., Rahman, M. F., & Kifor, C. (2018). Problem Based Learning (PBL) for the sustainability of textile Engineering education-bangladesh perspective. In 7th International Research Symposium on PBL, 159-170.
Barrows, H. S., and Tamblyn, R. (1980). Problem-Based Learning: an approach to medical education, Springer, New York.
Beghetto, R. A. (2016). Creative learning: A fresh look. Journal of Cognitive Education and Psychology, 15(1), 6-23.
Beghetto, R. A., Kaufman, J. C., & Baer, J. (2014). Teaching for creativity in the common core classroom. Teachers College Press.
Benitti, F. B. V. (2012). Exploring the educational potential of robotics in schools: A systematic review. Computers & Education, 58(3), 978-988.
Bertrand, M.G. and Namukasa, I.K. (2020). STEAM education: student learning and transferable skills. Journal of Research in Innovative Teaching & Learning, 13(1), 43-56.
Besemer, S. P., & O’Quin K. (1999). Creative product, in M. Runco and S. Pritzker (eds.), Encyclopedia of Creativity, 413-422. Academic Press, San Diego.
Besemer, S. P., & Treffinger, D. J. (1981). Analysis of creative products: Review and synthesis. The Journal of Creative Behavior, 15(3), 158-178.
Biasutti, M. (2015). Creativity in virtual spaces: Communication modes employed during collaborative online music composition. Thinking Skills and Creativity, 17(1), 117-129.
Bigge, M. L., & Shermis, S. (1999). Learning theories for teachers (6th). New York: An Imprint of Addison Wesely Lonhman, Inc.
Birt, J., & Cowling, M. (2017). Toward future 'mixed reality' learning spaces for STEAM education. International Journal of Innovation in Science and Mathematics Education, 25(4), 1-3.
Bogusevschi, D., Muntean, C. H., & Muntean, G. M. (2019). Earth Course: Knowledge acquisition in technology enhanced learning STEM education in primary school. Association for the Advancement of Computing in Education, 1261-1270.
Bottia, M. C., Stearns, E., Mickelson, R. A., Moller, S., & Parker, A. D. (2015). The Relationships among High School STEM Learning Experiences and Students' Intent to Declare and Declaration of a STEM Major in College. Teachers College Record, 117(3), 1-46.
Bravo, L. E. C., Bermudez, G. M. T., & Molano, J. I. R. (2018). Design and Application of a Creative Strategy Based on the Method of Problem-Based Learning (PBL) in Engineering Students. In International Workshop on Learning Technology for Education in Cloud, 168-180.
Brooks, C., Thompson, C., & Teasley, S. (2015, March). A time series interaction analysis method for building predictive models of learners using log data. In Proceedings of the 5th International Conference on Learning Analytics and Knowledge, 126-135.
Bruce-Davis, M. N., Gubbins, E. J., Gilson, C. M., Villanueva, M., Foreman, J. L., & Rubenstein, L. D. (2014). STEM high school administrators’, teachers, and students’ perceptions of curricular and instructional strategies and practices. Journal of Advanced Academics, 25(1), 272–306.
Budge, K. (2016). Teaching art and design: Communicating creative practice through embodied and tacit knowledge. Arts and Humanities in Higher Education, 15(3), 432-445.
Çakiroğlu, Ü, & Gökoğlu, S. (2019). Development of fire safety behavioral skills via virtual reality. Computers & Education, 133, 56–68.
Calvo, I., Priego, R., Martinez, V. M., & Barambones, O. (2018). Learning basic robotics and VAL II programming with LEGO Mindstorms robots. Iberian Conference on Information Systems and Technologies, 1-6.
Card, M. (1999). Readings in information visualization: using vision to think. Morgan Kaufmann.
Cecil, J., Ramanathan, P., & Mwavita, M. (2013). Virtual Learning Environments in engineering and STEM education. In 2013 IEEE Frontiers in Education Conference, 502-507.
Chang, H. C. (2019). Interdisciplinary Teaching and Learning in America: From STEM to STEAM. Journal of Education Research, 300(1), 36-46.
Chang, H. Y., Wu, H. K., & Hsu, Y. S. (2013). Integrating a mobile augmented reality activity to contextualize student learning of a socioscientific issue. British Journal of Educational Technology, 44(3), 95-99.
Chen, J. C., Huang, Y., Lin, K. Y., Chang, Y. S., Lin, H. C., Lin, C. Y., & Hsiao, H. S. (2019). Developing a hands‐on activity using virtual reality to help students learn by doing. Journal of Computer Assisted Learning, 36(1), 1-15.
Cohen, J. (1988). Statistical power analysis for the behavioral sciences. Second Edition. Hillsdale, NJ: Lawrence Erlbaum Associates, Publishers.
Cohen, J. (1994). The earth is round (p<. 05). American psychologist, 49(12), 997-1006.
Connor, A. M., Karmokar, S., & Whittington, C. (2015). From STEM to STEAM: Strategies for enhancing engineering & technology education. International Journal of Engineering Pedagogy, 5(2), 37-47.
Conradty, C., Sotiriou, S. A., & Bogner, F. X. (2020). How Creativity in STEAM Modules Intervenes with Self-Efficacy and Motivation. Education Sciences, 10(3), 70-81.
Coulson, A. N., & Burke, B. M. (2013). Creativity in the elementary music classroom: A study of students’ perceptions. International Journal of Music Education, 31(4), 428-441.
Cropley, D. H. (2016). Creativity in engineering. Multidisciplinary contributions to the science of creative thinking, 155-173.
Dale, E. (1969). Audiovisual methods in teaching. New York.
Daly, S. R., Mosyjowski, E. A., & Seifert, C. M. (2014). Teaching creativity in engineering courses. Journal of Engineering Education, 103(3), 417-449.
De los Rios, I., F. López y C. García, (2015). Promoting Professional Project Management Skills in Engineering Higher Education: Project-Based Learning (PBL) Strategy. International Journal of Engineering Education, 31(1), 184-198.
Dewey, J. (1938). Experience and education. New York, NY: Macmillan.
Dischino, M., DeLaura, J. A., Donnelly, J., Massa, N. M., & Hanes, F. (2011). Increasing the STEM pipeline through problem-based learning. Technology Interface International Journal, 12(1), 21-29.
Dobson, H. E., & Tomkinson, C. B. (2012). Creating sustainable development change agents through problem-based learning: Designing appropriate student PBL projects. International Journal of Sustainability in Higher Education, 13(3), 263-278.
Ernst, J., & Burcak, F. (2019). Young children’s contributions to sustainability: The influence of nature play on curiosity, executive function skills, creative thinking, and resilience. Sustainability, 11(15), 4212-4238.
EU Skills Panorama (2014). Analytical Highlight. Focus on Foreign Languages.
Fini, E. H., Awadallah, F., Parast, M. M., & Abu-Lebdeh, T. (2018). The impact of project-based learning on improving student learning outcomes of sustainability concepts in transportation engineering courses. European Journal of Engineering Education, 43(3), 473-488.
Finke, R. A. (2014). Creative imagery: Discoveries and inventions in visualization. Psychology press.
Furtak, E. M., Ruiz‐Primo, M. A., & Bakeman, R. (2017). Exploring the Utility of Sequential Analysis in Studying Informal Formative Assessment Practices. Educational Measurement: Issues and Practice, 36(1), 28-38.
Gardiner, P. (2017). Playwriting and flow: The interconnection between creativity, engagement and skill development. International Journal of Education & the Arts, 18(6), 1-10.
Ghanbari, S. (2015). Learning across disciplines: A collective case study of two university programs that integrate the arts with STEM. International Journal of Education & the Arts, 16(7), 1-22.
Gitinabard, N., Xu, Y., Heckman, S., Barnes, T., & Lynch, C. F. (2019). How widely can prediction models be generalized? Performance Prediction in Blended Courses. IEEE Transactions on Learning Technologies, 12(2), 184-197.
Gómez Puente, S. M., van Eijck, M., & Jochems, W. (2013). Facilitating the learning process in design-based learning practices: An investigation of teachers’ actions in supervising students. Research in Science & Technological Education, 31(3), 288-307.
Graham, R. (2010). UK approaches to Engineering Project-Based Learning:White paper sponsored by the Bernard M. Gordon-MIT Engineering Leadership Programme. MIT-Gordon Foundation.
Grant, M. M., & Branch, R. M. (2005). Project-based learning in a middle school: Tracing abilities through the artifacts of learning. Journal of Research on technology in Education, 38(1), 65-98.
Grubbs, M. E., Strimel, G. J., & Huffman, T. (2018). Engineering education: A clear content base for standards. Technology and Engineering Teacher, 77(7), 32-38.
Guilford, J. P. (1950). Fundamental statistics in psychology and education.
Gupta, N., Tejovanth, N., & Murthy, P. (2012, January). Learning by creating: Interactive programming for Indian high schools. In 2012 IEEE International Conference on Technology Enhanced Education, 1-3.
Häfner, P., Häfner, V., & Ovtcharova, J. (2013). Teaching methodology for virtual reality practical course in engineering education. Procedia Computer Science, 25(1), 251-260.
Han, S. (2017). Korean Students’ Attitudes toward STEM Project-Based Learning and Major Selection. Theory & Practice, 17(2), 529-548.
Han, S., Capraro, R., & Capraro, M. M. (2015). How science, technology, engineering, and mathematics (STEM) project-based learning (PBL) affects high, middle, and low achievers differently. The impact of student factors on achievement. International Journal of Science and Mathematics Education, 13(5), 1089-1113.
Harris, A., & de Bruin, L. (2017). STEAM Education: Fostering creativity in and beyond secondary schools. Australian art education, 38(1), 54-75.
Heer, J., Bostock, M., & Ogievetsky, V. (2010). A tour through the visualization zoo. Commun. Acm, 53(6), 59-67.
Heiner, C. (2018). A Robotics Experience for All the Students in an Elementary School. In Proceedings of the 49th ACM Technical Symposium on Computer Science Education, 729-734.
Henriksen, D. (2014). Full STEAM ahead: Creativity in excellent STEM teaching practices. The STEAM Journal, 1(2), 15-24.
Hetland, L. (2013). The real benefits of visual arts education. Teachers College Press.
Hirsch, P. L., Shwom, B. L., Yarnoff, C., Anderson, J. C., Kelso, D. M., Olson, G. B., & Colgate, J. E. (2001). Engineering design and communication: The case for interdisciplinary collaboration. International Journal of Engineering Education, 17(4), 343-348.
Hou, H. T., & Wu, S. Y. (2011). Analyzing the social knowledge construction behavioral patterns of an online synchronous collaborative discussion instructional activity using an instant messaging tool: A case study. Computers & Education, 57(2), 1459-1468.
Hsiao, H. S., Chang, C. S., Lin, C. Y., Chang, C. C., & Chen, J. C. (2014). The influence of collaborative learning games within different devices on student’s learning performance and behaviours. Australasian Journal of Educational Technology, 30(6), 652-669.
Hsiao, H. S., Chen, J. C., Lin, C. Y., Zhuo, P. W., & Lin, K. Y. (2019). Using 3D printing technology with experiential learning strategies to improve preengineering students' comprehension of abstract scientific concepts and hands-on ability. Journal of Computer Assisted Learning, 35(2), 178-187.
Hsu, Y. C., Baldwin, S., & Ching, Y. H. (2017). Learning through making and maker education. TechTrends, 61(6), 589-594.
Huang, H. M., Rauch, U., & Liaw, S. S. (2010). Investigating learners’ attitudes toward virtual reality learning environments: Based on a constructivist approach. Computers & Education, 55(3), 1171-1182.
Hugill, A. (2012). The digital musician. Routledge.
Hunter, A. B., Laursen, S. L., & Seymour, E. (2007). Becoming a scientist: The role of undergraduate research in students' cognitive, personal, and professional development. Science Education, 91(1), 36–74.
Ip, H. H., Wong, S. W., Chan, D. F., Byrne, J., Li, C., Yuan, V. S., Lau, K. S., & Wong, J. Y. (2018). Enhance emotional and social adaptation skills for children with autism spectrum disorder: A virtual reality enabled approach. Computers & Education, 117, 1-15.
Johnson, K., Liszewski, B., Dawdy, K., Lai, Y., & McGuffin, M. (2020). Learning in 360 degrees: A pilot study on the use of virtual reality for radiation therapy patient education. Journal of Medical Imaging and Radiation Sciences,51(2), 221-226.
Kaufman, J. C., & Beghetto, R. A. (2017). Nurturing creativity in the classroom. Cambridge University Press.
Ketelhut, D. J., Dede, C., Clarke, J., Nelson, B., & Bowman, C. (2007). Studying situated learning in a multi-user virtual environment. Assessment of Problem Solving Using Simulations, 2(2), 37-58.
Kim, D. H., Ko, D. G., Han, M. J., & Hong, S. H. (2014). The effects of science lessons applying STEAM education program on the creativity and interest levels of elementary students. Journal of the Korean Association for Science Education, 34(1), 43-54.
Kim, J. O., & Kim, J. (2018). Development and application of art based STEAM education program using educational robot. International Journal of Mobile and Blended Learning, 10(3), 46-57.
Kim, Y., & Park, N. (2012). Development and application of STEAM teaching model based on the Rube Goldberg’s invention. In Computer Science and its Applications, 693-698.
Klopp, T. J., Rule, A. C., Schneider, J. S., & Boody, R. M. (2014). Computer technology-integrated projects should not supplant craft projects in science education. International Journal of Science Education, 36(5), 865-886.
Kolb, D. A. (2014). Experiential learning: Experience as the source of learning and development. FT press.
Kolmos, A., De Graaff, E., & Du, X. (2009). Diversity of PBL–PBL learning principles and models. In Research on PBL Practice in Engineering Education, 9-21.
Kumari, V., & Nandal, S. (2016). A survey paper on leach routing protocol and its variants in wireless sensor network. International Journal of Advanced Research in Computer and Communication Engineering, 5(5), 326-329.
Kuo, H. C., Tseng, Y. C., & Yang, Y. T. C. (2019). Promoting college student’s learning motivation and creativity through a STEM interdisciplinary PBL human-computer interaction system design and development course. Thinking Skills and Creativity, 31, 1-10.
Laboy-Rush, D. (2011). Integrated STEM education through project-based learning. Investigación en la Escuela, 66(1), 43-53.
LaForce, M., Noble, E., & Blackwell, C. (2017). Problem-based learning (PBL) and student interest in STEM careers: The roles of motivation and ability beliefs. Education Sciences, 7(4), 92-100.
Lee, E. A. L., & Wong, K. W. (2014). Learning with desktop virtual reality: Low spatial ability learners are more positively affected. Computers & Education, 79, 49-58.
Lengler, R., & Eppler, M. J. (2007). Towards a periodic table of visualization methods for management. In IASTED Proceedings of the Conference on Graphics and Visualization in Engineering, 1-6.
Lin, K. Y., Hsiao, H. S., Williams, P. J., & Chen, Y. H. (2020). Effects of 6E-oriented STEM practical activities in cultivating middle school students’ attitudes toward technology and technological inquiry ability. Research in Science & Technological Education, 38(1), 1-18.
Lloyd, B. P., Yoder, P. J., Tap, J., & Stibitz, J. L. (2016). The relative accuracy and interpretability of five sequential analysis methods: A simulation study. Behavior Research Methods, 48(4), 1482-1491.
Lu, Y. L., Lian, I. B., & Lien, C. J. (2015). The application of the analytic hierarchy process for evaluating creative products in science class and its modification for educational evaluation. International Journal of Science and Mathematics Education, 13(2), 413-435.
MacPhie, D., Faro, S., & Canetti, S. S. (2013). Academic self‐efficacy and performance of underrepresented STEM majors: Gender, ethnic, and social class patterns. Analyses of Social Issues and Public Policy, 13(1), 347-369.
Madani, R., Moroz, A., Baines, E., & Makled, B. (2016). Realising a child's imagination through a child-led product design for both two-dimensional and three-dimensional products. International Journal of Materials and Product Technology, 52(1), 96-117.
Makransky, G., & Lilleholt, L. (2018). A structural equation modeling investigation of the emotional value of immersive virtual reality in education. Educational Technology Research and Development, 66, 1141–1164.
Makransky, G., Mayer, R. E., Veitch, N., Hood, M., Christensen, K. B., & Gadegaard, H. (2019). Equivalence of using a desktop virtual reality science simulation at home and in class. PLoS ONE, 14(4), 1-14.
Makransky, G., Terkildsen, T. S., & Mayer, R. E. (2019). Adding immersive virtual reality to a science lab simulation causes more presence but less learning. Learning and Instruction, 60(1), 225–236.
Mamykina, L., Candy, L., & Edmonds, E. (2002). Collaborative creativity. Communications of the ACM, 45(10), 96-99.
Markakis, V., & Kostoulas-Makrakis, N. (2016). Bridging the qualitative–quantitative divide: Experiences from conducting a mixed methods evaluation in the RUCAS programme. Evaluation and Program Planning, 54, 144-151.
Martín-Ramos, P., Lopes, M. J., da Silva, M. M. L., Gomes, P. E., da Silva, P. S. P., Domingues, J. P., & Silva, M. R. (2017). First exposure to Arduino through peer-coaching: Impact on students' attitudes towards programming. Computers in Human Behavior, 76(1), 51-58.
Maskur, R. (2020). The Effectiveness of Problem Based Learning and Aptitude Treatment Interaction in Improving Mathematical Creative Thinking Skills on Curriculum 2013. European Journal of Educational Research, 9(1), 375-383.
Mayer-Schönberger, V., & Cukier, K. (2014). Learning with big data: The future of education. Houghton Mifflin harcourt.
Mellodge, P., & Russell, I. (2013). Using the arduino platform to enhance student learning experiences. In Proceedings of the 18th ACM Conference on Innovation and Technology in Computer Science Education, 338-349.
Moreno, R., & Mayer, R. E. (2002). Verbal redundancy in multimedia learning: When reading helps listening. Journal of Educational Psychology, 94(1), 156-163.
Mulder, K., Ferrer, D., Coral, J. & Kordas, O. (2015). Motivating students and lecturers for education in sustainablee development. International Journal of Sustainability in Higher Education, 16(3), 385-401.
Mumford, M. D. (2003). Where have we been, where are we going? Taking stock in creativity research. Creativity Research Journal, 15(2), 107-120.
Nadelson, L. S., & Seifert, A. L. (2017). Integrated STEM defined: Contexts, challenges, and the future. The Journal of Educational Researcb, 110(3), 221-223.
Nauta, M. M., Kahn, J. H., Angell, W.W., & Cantarelli, E. A. (2002). Identifying the antecedent in the relation between career interests and self‐efficacy: It is one, the other, or both? Journal of Counseling Psychology, 49(1), 290–301.
Özcan, Z. Ç., & Eren Gümüş, A. (2019). A modeling study to explain mathematical problem-solving performance through metacognition, self-efficacy, motivation, and anxiety. Australian Journal of Education, 63(1), 116-134.
Parong, J., & Mayer, R. E. (2018). Learning science in immersive virtual reality. Journal of Educational Psychology, 110(6), 785-797.
Passig, D., Tzuriel, D., & Eshel-Kedmi, G. (2016). Improving children's cognitive modifiability by dynamic assessment in 3D Immersive Virtual Reality environments. Computers & Education, 95, 296-308.
Patel, N., Sellman, C., & Lomas, D. (2017). Mining frequent learning pathways from a large educational dataset. ArXiv preprint arXiv, 1705-1725.
Patiar, A., Ma, E., Kensbock, S., & Cox, R. (2017). Hospitality Management Students’ Expectation and Perception of a Virtual Field Trip Web Site: An Australian Case Study Using Importance–Performance Analysis. Journal of Hospitality & Tourism Education, 29(1), 1-12.
Patston, T. J., Cropley, D. H., Marrone, R. L., & Kaufman, J. C. (2018). Teacher implicit beliefs of creativity: Is there an arts bias? Teaching and Teacher Education, 75(1), 366-374.
Pellegrinelli, S. (1997). Programme management: organising project-based change. International Journal of Project Management, 15(3), 141-149.
Perignat, E., & Katz-Buonincontro, J. (2019). What Does Creativity Look Like in the STEAM Classroom? Circe Magazine: Steam Edition, 66-74.
Perry, A., & Karpova, E. (2017). Efficacy of teaching creative thinking skills: A comparison of multiple creativity assessments. Thinking Skills and Creativity, 24(1), 118-126.
Peters, C., Postlethwaite, D., & Wallace, M. W. (2018). U.S. Patent No. 9,965,973. Washington, DC: U.S. Patent and Trademark Office.
Pollard, V., Hains-Wesson, R., & Young, K. (2018). Creative teaching in STEM. Teaching in Higher Education, 23(2), 178-193.
Potkonjak, V., Gardner, M., Callaghan, V., Mattila, P., Guetl, C., Petrović, V. M., & Jovanović, K. (2016). Virtual laboratories for education in science, technology, and engineering: A review. Computers & Education, 95, 309-327.
Ritz, J. M., & Fan, S. C. (2015). STEM and technology education: International state-of-the-art. International Journal of Technology and Design Education, 25(4), 429-451.
Robinson, K., & Azzam, A. M. (2009). Why creativity now. Educational Leadership, 67(1), 22-26.
Roca-González, C., Martín Gutiérrez, J., García-Dominguez, M., & Mato Carrodeguas, M. D. C. (2017). Virtual technologies to develop visual-spatial ability in engineering students. Eurasia Journal of Mathematics, Science and Technology Education, 13(2), 441-468.
Rosenstock, L., & Riordan, R. (2017). Changing the subject. Nurturing Creativity in the Classroom, 22(1), 3-5.
Royston, R., & Reiter‐Palmon, R. (2019). Creative self‐efficacy as mediator between creative mindsets and creative problem‐solving. The Journal of Creative Behavior, 53(4), 472-481.
Satterthwait, D. (2010). Why are 'hands-on' science activities so effective for student learning? The Journal of the Australian Science Teachers Association, 56(2), 7-10.
Savery, J. R. (2015). Overview of problem-based learning: Definitions and distinctions. Essential readings in problem-based learning: Exploring and extending the legacy of Howard S. Barrows, 9, 5-15.
Savin-Baden, M. (2005). Why collaborate when you can cheat? Understanding plagiarism in occupational therapy education. British Journal of Occupational Therapy, 68(1), 11-16.
Selcen-Guzey, S., & Aranda, M. (2017). Student participation in engineering practices and discourse: An exploratory case study. Journal of Engineering Education, 106(4), 585-606.
Shanshan, L., Xiaojun, W., & Chengbin, Q. (2017, October). Training students' practical and innovation ability in hardware experiment. In 2017 IEEE Frontiers in Education Conference, 1-5.
Shernoff, D. J., Sinha, S., Bressler, D. M., & Ginsburg, L. (2017). Assessing teacher education and professional development needs for the implementation of integrated approaches to STEM education. International Journal of STEM Education, 4(1), 13-26.
Shojaee, M., Cui, Y., Shahidi, M., & Zhang, X. (2019). Validation of the Questionnaire of Students’ Attitudes toward STEM-PBL: Can Students’ Attitude toward STEM-PBL Predict their Academic Achievement? Psychology, 10(2), 213-216.
Shu, Y., Huang, Y. Z., Chang, S. H., & Chen, M. Y. (2019). Do virtual reality head-mounted displays make a difference? A comparison of presence and self-efficacy between head-mounted displays and desktop computer-facilitated virtual environments. Virtual Reality, 23(4), 437-446.
Sipos, Y., Battisti, B., & Grimm, K. (2008). Achieving transformative sustainability learning: engaging head, hands and heart. International Journal of Sustainability in Higher Education,9(1), 68-86.
Slough, S. W., & Milam, J. O. (2013). Theoretical framework for the design of STEM project-based learning. In STEM Project-Based Learning, 15-27.
Sternberg, R. J. (2001). What is the common thread of creativity? Its dialectical relation to intelligence and wisdom. American Psychologist, 56(4), 360-362.
Stohlmann, M., Moore, T. J., & Roehrig, G. H. (2012). Considerations for teaching integrated STEM education. Journal of Pre-College Engineering Education Research, 2(1), 27-34.
Struyf, A., De Loof, H., Boeve-de Pauw, J., & Van Petegem, P. (2019). Students’ engagement in different STEM learning environments: integrated STEM education as promising practice? International Journal of Science Education, 41(10), 1387-1407.
Thiry, H., Laursen, S. L., & Hunter, A. B. (2011). What experiences help students become scientists? A comparative study of research and other sources of personal and professional gains for STEM undergraduates. The Journal of Higher Education, 82(4), 357-388.
Treffinger, D. J., Isaksen, S. G., & Stead-Dorval, K. B. (2005). Creative problem solving: An introduction. Prufrock Press Inc.
Tseng, K. H., Chang, C. C., Lou, S. J., & Chen, W. P. (2013). Attitudes towards science, technology, engineering and mathematics in a project-based learning environment. International Journal of Technology and Design Education, 23(1), 87-102.
Ubben, G. (2019). Using project-based learning to teach STEAM. In Converting STEM into STEAM Programs, 67-83.
Vaughan, N., Gabrys, B., & Dubey, V. N. (2016). An overview of self-adaptive technologies within virtual reality training. Computer Science Review, 22, 65-87.
Villagrasa, S., Fonseca, D., Redondo, E., & Duran, J. (2014). Teaching case of gamification and visual technologies for education. Journal of Cases on Information Technology, 16(4), 38-57.
Watson, A. D., & Watson, G. H. (2013). Transitioning STEM to STEAM: Reformation of engineering education. Journal for Quality and Participation, 36(3), 1-5.
Williams, F. E. (1972). A Total Creativity Program for Individualizing and Humanizing the Learning Process: Identifying and Measuring Creative Potential. Educational Technology.
Wilson, N. (2018). Creativity at work: who cares? Towards an ethics of creativity as a structured practice of care. In The Palgrave Handbook of Creativity at Work, 621-647.
Yihua, L. (2012). driven training of innovation and practical ability for college students. In 2012 7th International Conference on Computer Science & Education, 1785-1788.
Zeldin, A. L., Britner, S. L., & Pajares, F. (2008). A comparative study of the self‐efficacy beliefs of successful men and women in mathematics, science, and technology careers. The Official Journal of the National Association for Research in Science Teaching, 45(9), 1036-1058.
Zhang, S., Liu, Q., Chen, W., Wang, Q., & Huang, Z. (2017). Interactive networks and social knowledge construction behavioral patterns in primary school teachers' online collaborative learning activities. Computers & Education, 104, 1-17.
Zhou, C., Kolmos, A., & Nielsen, J. D. (2012). A problem and project-based learning (PBL) approach to motivate group creativity in engineering education. The International Journal of Engineering Education, 28(1), 3-16.
Zubrowski, B., Mohler, W., Kuchel, G., & Kenny, A. (2004). Correlation of clinical outcomes with high resolution muscle imaging in adults with early frailty. Journal of the American Geriatrics Society, 52(4), 52-68.