2022
DOI: 10.1177/07356331221115661
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Creativity Development With Problem-Based Digital Making and Block-Based Programming for Science, Technology, Engineering, Arts, and Mathematics Learning in Middle School Contexts

Abstract: Creativity, one of the cornerstones of students’ 21st-century skills, is regarded as an important learning outcome of science, technology, engineering, arts, and mathematics (STEAM) education. Meanwhile, problem-based digital making (DM), which combines the child-friendly programming activities of DM with problem-solving elements, is an emerging instructional design to facilitate STEAM learning. This qualitative case study examines the implementation of a problem-based DM instructional program that used the bl… Show more

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Cited by 18 publications
(8 citation statements)
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“…We determined that the experimental group, which drew more inspiration from various art strategies, was marginally better able to develop original ideas for their work. This is consistent with the results of several previous studies (Cheng et al, 2022; Chung et al, 2022; Weng et al, 2023). Compared to the limited team-level products (approximately eight products) in Cheng et al’s (2022) study, which was previously stated, we collected 50 individual products.…”
Section: Resultssupporting
confidence: 94%
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“…We determined that the experimental group, which drew more inspiration from various art strategies, was marginally better able to develop original ideas for their work. This is consistent with the results of several previous studies (Cheng et al, 2022; Chung et al, 2022; Weng et al, 2023). Compared to the limited team-level products (approximately eight products) in Cheng et al’s (2022) study, which was previously stated, we collected 50 individual products.…”
Section: Resultssupporting
confidence: 94%
“…Several studies have incorporated arts into STEM courses and examined their effects on student performance (Arce et al, 2022; Chen et al, 2022; Cheng et al, 2022; Erol et al, 2023; Fernández-Morante et al, 2022; Ju et al, 2022; Khamhaengpol et al, 2022; Timotheou & Ioannou, 2021; Weng et al, 2023). In these studies, the arts were not merely used as decoration; rather, they were presented through strategies, including arts/esthetic, contextual understanding, creativity, and combinations of these.…”
Section: Theoretical Frameworkmentioning
confidence: 99%
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“…In the literature, it is seen that there are studies investigating the effect of Scratch on computational thinking in courses such as computer science and mathematics (Dickson, Kotsopoulos, & Harris, 2022;Gadanidis, Hughes, Minniti, & White, 2017;Oluk & Korkmaz, 2016;Oluk, Korkmaz, & Oluk, 2018;Rodríguez-Martínez, González-Calero, & Sáez-López, 2020;Ma, Zhao, Wang, Wan, Cavanaugh, & Liu, 2021;Miller, 2019;Nouri et al, 2020). In online STEM courses, coding workshops and clubs, there are studies conducted with K-9 students where Scratch is used for teaching computer science abstraction, integration of mathematics-computer thinking, creativity or encouraging participatory culture (Israel & Lash, 2020;Statter & Armoni, 2020;Weng 2022a;Weng 2022b). There are studies focusing on how to use Scratch in numbers, polygons, divisibility, setting up equations and problem solving to teach and popularize mathematics (Benton, Hoyles, Kalas, & Noss, 2017;Calao Moreno-León, Correa, & Robles, 2015;Chiang & Qin, 2018;Dickson et al;Dohn, 2020;Israel & Lash, 2020;Rodríguez-Martínez et al, 2020).…”
Section: Problem Statusmentioning
confidence: 99%