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Employing STEAM 6E Teaching Methods to Analyze the Academic Emotions of the Digital Video Practice Course

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Innovative Technologies and Learning (ICITL 2021)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 13117))

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Abstract

In order to solve the problems faced by students when employing traditional teaching. The study uses the STEAM 6E teaching methods for curriculum design, allowing students to create videos, and then analyzes the emotional changes of students at each stage. In this study, students are divided into 2 groups: the experimental groups and the control groups. The teaching strategy of the experimental group is to integrate the course content into the STEAM 6E teaching methods, while the teaching strategy of the control group is to use the general traditional teaching methods. The teaching experiment tool is video editing software. In the courses, students can create their own works through hands-on practice based on the Maker practical teaching philosophy and can continue to learn by sharing their works and creative ideas with other students afterwards. The emotional performance of each stage through AEQ is analyzed to explore the relevant research on the relationship between academic emotions when STEAM and Maker is combined with the STEAM 6E teaching methods. The results have shown that through STEAM 6E teaching methods, students, even with negative emotions in learning, can still feel hopeful and proud toward learning.

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Liang, YC., Lin, K.HC., Li, CT. (2021). Employing STEAM 6E Teaching Methods to Analyze the Academic Emotions of the Digital Video Practice Course. In: Huang, YM., Lai, CF., Rocha, T. (eds) Innovative Technologies and Learning. ICITL 2021. Lecture Notes in Computer Science(), vol 13117. Springer, Cham. https://doi.org/10.1007/978-3-030-91540-7_60

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  • DOI: https://doi.org/10.1007/978-3-030-91540-7_60

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-91539-1

  • Online ISBN: 978-3-030-91540-7

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