Steam technologies as a means of shaping the creative activity of younger students
DOI:
https://doi.org/10.31489/2024ped3/158-167Keywords:
STEAM білім беру, шығармашылық белсенділік, жоба, зерттеу, жаратылыстану ғылымы, өнер, пәнаралық байланыс, технологияAbstract
The issue of current educational process organization in the STEAM environment is relevant. Analysis
of literature concerning creativity-based interdisciplinary communication and integrated educational
programs, contemplated in the methodological recommendations of the National Academy of Education and the Law on Education, determined the study relevance. Overview of domestic and foreign scientists’ works allowed to determine the author's definition of the concept «creative activity utilizing STEAM technology». Aim of the paper is to consider STEAM technologies (teaching of science, technology, engineering, art, mathematics in interdisciplinary integration) as a means of fostering creative activities of primary school students. Primary school students from general secondary school No. 49 participated in the experiment. 2»A» and 2»B» classes were selected, among them control class (2»A») and experimental class (2»B»). Demographic characteristics of these students was presented. Diagnostic method «Self-assessment of creativity» was conducted during the verifying experiment. In the forming stage, during the first and second quarters, extracurricular activities aimed at fostering creative activities in STEAM education encompass projects such as «Secret of paper», «Making an airplane», «Making products from artificial and natural materials», «Spaceship», etc. Findings of the study indicated the efficiency of organized extracurricular activities in the form of project at the forming stage