USING STEAM LEARNING APPROACH TO DEVELOP MATHEMATICAL CREATIVE THINKING OF GRADE 6 STUDENTS ON GEOMETRIC FIGURES IN WOVEN FABRIC PATTERNS

Main Article Content

Somhying Petchsuwan
Sirinapa Kijkuakul

Abstract

This research aimed to study using the STEAM learning approach to develop mathematically creative thinking skills about geometric shapes within in woven fabric sewing patterns of the Ban-Nam-Ang community,Uttaradit Province. The research participants were 30 Grade 6 students, and the research methodology was three spirals of action research. The instruments consisted of lesson plans, reflective learning journals, students’ activity sheets and artifacts, and a mathematical creative thinking test. The data were analyzed through content analysis and triangulations. The results revealed that teaching using the STEAM learning approach must focus on 1) examining students' prior knowledge or experience, 2) using problematic situations that students encounter in everyday life or in their community contexts and then encouraging them to search for information about those situations from various reliable sources, and 3) allowing students to work together to develop new knowledge along with solving the problem; they would learn about the geometric figures and then create a new woven fabric sewing pattern for themselves. Next, they must share their opinions and give suggestions to each other. After three spirals, most students finally appeared to have improved on generating diverse ideas, creating new ideas, and evaluating and improving ideas, respectively.

Article Details

How to Cite
Petchsuwan, S., & Kijkuakul, S. . (2024). USING STEAM LEARNING APPROACH TO DEVELOP MATHEMATICAL CREATIVE THINKING OF GRADE 6 STUDENTS ON GEOMETRIC FIGURES IN WOVEN FABRIC PATTERNS. Journal of Education and Innovation, 26(2), 332–346. Retrieved from https://so06.tci-thaijo.org/index.php/edujournal_nu/article/view/264375
Section
Research Articles

References

Daryanto, J. (2022). Augmented reality media development in STEAM learning in elementary schools. IETA International Information and Engineering Technology Association, 27(3), 463-471.

Dayton, E. (2016). Exploring STEAM: Science, technology, engineering, arts, and mathematics. Project was fund by Sierra Collage CTE Community Collaborative “Sierra STEM” and the California Community College Chancellor’s office. Retrieved June 5, 2023, from https://www.yumpu.com/en/document/view/37252724/pre-build-instructions-and-safety-presentation-sierra-school-works

Institute for the Promotion of Teaching Science and Technology (IPST). (2018). PISA assessment results 2018: What 15-year-old Thai students know and do. Bangkok: Institute for the Promotion of Teaching Science and Technology (IPST).

Institute for the Promotion of Teaching Science and Technology (IPST). (2018). Annual report 2018. Bangkok: Success Publication.

Kijkuakul, S. (2014). Learning management of science: Directions for the 21st century teacher. Phetchabun: Juladis.

Kijkuakul, S. (2018). Quantitative research: A distinguished paradigm and misconceptions. Journal of Education and Innovation, 20(1), 272-282.

Kim, Y., & Park, N. (2012). Development and application of STEAM teaching model based on the Rube Gddbery is invention. Semantic Scholar, 203(1), 693-698.

OECD. (2017). Pisa 2015 collaborative problem-solving framework. Paris: OECD.

Paerat, P. (2023). The development of learning implementation based on mathematical models in sufficiency economy context to enhance creativity thinking in the topic of ratio proportion and percent of Grade 7 (Master thesis). Phitsanulok: Naresuan University.

Panichwilai, S. (2023). Math labs based on social constructivist together with GeoGebra to enhance mathematical creativity thinking on circle of student in grade 9 (Master thesis). Phitsanulok: Naresuan University.

Pongern, W. (2017). The development of instructional model base on STEAM to enhance technological innovation creativity skills of secondary students (Master thesis). Nakhon Pathom: Silpakorn University.

Santipaiboon, J. (2018). Learner’s development activities by STEAM and productivity based learning to enhance the process skills and creative ability in third grade students (Master thesis). Nakhon Pathom: Silpakorn University.

Wongcharee, P. (2018). Implementation of STEAM Education in topic of forces movements to promote and innovation for grade 5 student (Master thesis). Phitsanulok: Naresuan University.