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Effect of "6C" instructional design model on students' STEAM competency and cultural inheritance literacy in a Dragon Boat C-STEAM course

Published: 11 February 2022 Publication History

Abstract

C-STEAM is a typical transdisciplinary education, with the goals of inheriting outstanding traditional culture and fostering learners' STEAM competency, which mainly has three potential core values: (1) educational value of cultivating students' core literacy; (2) carrier value of inheriting traditional culture; (3) social value of booming regional culture. To verify these values, we conducted a case study where the "6C" instructional design model was employed in a STEAM course for teaching creative dragon boat racing in a primary school in Foshan, China. This experiment contains 12 lectures continuing for 6 weeks. Then we analyzed students' STEAM competency and cultural understanding and inheritance literacy level. Results demonstrate that "6C" model effectively improved learners' cultural understanding, and enhanced learners' cultural inheritance and identity. Meanwhile, this C-STEAM course contributes to improve and inherit the dragon boat culture. With regard to the core values, C-STEAM plays a significant role as cultural carriers, and brings social value to regional culture construction, more importantly, it helps to cultivate learners' core literacy and transdisciplinary learning capacity. In the end, some specific guidance were suggested for teachers, thereby to better reach the core values of C-STEAM.

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  • (2024)Developing professional capital through technology-enabled university-school-enterprise collaboration: an innovative model for C-STEAM preservice teacher education in the Greater Bay areaAsia Pacific Journal of Innovation and Entrepreneurship10.1108/APJIE-01-2024-001418:3(270-299)Online publication date: 28-May-2024
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      cover image ACM Other conferences
      ICEEL '21: Proceedings of the 2021 5th International Conference on Education and E-Learning
      November 2021
      281 pages
      ISBN:9781450385749
      DOI:10.1145/3502434
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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      Published: 11 February 2022

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      Author Tags

      1. "6C" instructional design model
      2. C-STEAM education
      3. STEAM competency
      4. core values
      5. cultural understanding and inheritance

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      • Guangdong Education Department

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      ICEEL 2021

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      View all
      • (2024)Adopting Knowledge graph in STEM pre-service teacher education: a mix-method study based on learning behaviors and technology acceptanceProceedings of the 2024 9th International Conference on Distance Education and Learning10.1145/3675812.3675841(292-300)Online publication date: 14-Jun-2024
      • (2024)Developing professional capital through technology-enabled university-school-enterprise collaboration: an innovative model for C-STEAM preservice teacher education in the Greater Bay areaAsia Pacific Journal of Innovation and Entrepreneurship10.1108/APJIE-01-2024-001418:3(270-299)Online publication date: 28-May-2024
      • (2024)Exploring the effect of competing mechanism in an immersive learning game based on augmented realityJournal of Computers in Education10.1007/s40692-024-00317-yOnline publication date: 9-May-2024
      • (2023)Internet+ Technology Empowering C-STEAM Educational Collaboration in the Greater Bay Area: a Cross-Regional Project of “Chinese Ancient Hollowed Windows”*2023 5th International Workshop on Artificial Intelligence and Education (WAIE)10.1109/WAIE60568.2023.00033(141-145)Online publication date: 28-Sep-2023
      • (2023)A Case Study of Computer Science General Course with C-STEAM Education Concept in Higher Education - Taking “New Media Artifacts Production” as an Example2023 5th International Conference on Computer Science and Technologies in Education (CSTE)10.1109/CSTE59648.2023.00014(35-41)Online publication date: Apr-2023
      • (2023)Subject integration and theme evolution of STEM education in K-12 and higher education researchHumanities and Social Sciences Communications10.1057/s41599-023-02303-810:1Online publication date: 3-Nov-2023
      • (2022)Applying Virtual Reality Scenery in C-STEAM Courses: A Case Study of “Lantern Festival” Virtual Venue2022 4th International Workshop on Artificial Intelligence and Education (WAIE)10.1109/WAIE57417.2022.00020(61-66)Online publication date: Nov-2022
      • (2022)A bibliometric analysis of the global landscape on STEM education (2004-2021): towards global distribution, subject integration, and research trendsAsia Pacific Journal of Innovation and Entrepreneurship10.1108/APJIE-08-2022-009016:2(171-203)Online publication date: 28-Nov-2022

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