Virtual studio learning environment based on steam education concept and socio-scientific issues to enhance scientific creativity of secondary school students
Abstract:
The objective of this research was to develop a virtual studio learning environment based on STEAM education concept integrated with socio-scientific issues to enhance scientific creativity of secondary school students. The research consisted of 4 phases. Phase One aimed to examine the conditions of teaching and learning as well as users experience to develop secondary school students scientific creativity. The qualitative data was collected through a review of related literature and the interviews with experts in the field of educational technology, research, and science education. In addition, the quantitative data was obtained using a questionnaire responded by 396 secondary school students. Confirmatory Factor Analysis (CFA) was used to develop a model based on related theories. For Phase Two, a model of virtual studio learning environment was developed, followed by Phase Three, which was the implementation of the developed virtual studio learning environment on the sample group of 75 secondary school students. Phase Four was a presentation of the results evaluated by experts in the field of educational and technology and science education. The data were analysed by using mean, standard deviation, and repeated measured ANOVA. To study the scientific creativity, the learners scores were analyzed quantitatively in three different times including before, during, and after implementing the virtual studio learning environment. It was reported that the highest scores were after the study, followed by during, and before the study respectively, which could imply the potential of this innovation to enhance learners scientific creativity. In addition, five elements were suggested for the design of an instructional model for virtual studio learning environment to promote scientific creativity of secondary school students. The elements were (1) My virtual studio (2) Group work (3) Experience (4) Exhibition showcase, and (5) Reflection. There were six practical steps of learning: (1) Situation (2) Task (3) Uniqueness (4) Design (5) Illustration, and (6) Open-minded.