A STEAM Approach to Teaching Programming: The Example of Mandala Art

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

STEAM (Science, Technology, Engineering, Arts & Mathematics) integrated instructional approach not only increases students' interest in learning hard science but also enhances their understanding in arts. We proposed a five-step STEAM interdisciplinary-integrated instructional model to teach student programming, which are: choosing an art example, inspiring creativity, hands-on design, programming implementation, optimizing and sharing. We used the model to design materials to teach middle school student modular programming with the Mandala Art design. The results showed that the proposed STEAM model promoted students' learning, enhanced their understanding of art concepts, and inspired students' thinking.

Original languageEnglish
Title of host publicationITiCSE 2025 - Proceedings of the 30th ACM Conference on Innovation and Technology in Computer Science Education
PublisherAssociation for Computing Machinery
Pages749-750
Number of pages2
ISBN (Electronic)9798400715693
DOIs
Publication statusPublished - 2025 Jun 27
Event30th Annual Conference on Innovation and Technology in Computer Science Education, ITiCSE 2025 - Nijmegen, Netherlands
Duration: 2025 Jun 272025 Jul 2

Publication series

NameAnnual Conference on Innovation and Technology in Computer Science Education, ITiCSE
Volume2
ISSN (Print)1942-647X

Conference

Conference30th Annual Conference on Innovation and Technology in Computer Science Education, ITiCSE 2025
Country/TerritoryNetherlands
CityNijmegen
Period2025/06/272025/07/02

Keywords

  • cheng-chih wu
  • chih-hung yu
  • chiu-fan hu
  • li-hsiang hung

ASJC Scopus subject areas

  • Management of Technology and Innovation
  • Education

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