TY - JOUR
T1 - Influence of online STEAM hands-on learning on AI learning, creativity, and creative emotions
AU - Chang, Yu Shan
AU - Wang, Yen Yin
AU - Ku, Yu Te
N1 - Publisher Copyright:
© 2023 Informa UK Limited, trading as Taylor & Francis Group.
PY - 2024
Y1 - 2024
N2 - Given the importance of innovation, artificial intelligence (AI) education, and online learning during the COVID-19 pandemic, we explored the effects of science, technology, engineering, art, and mathematics (STEAM) hands-on learning on online AI learning and creativity. We also analyzed the effects of creative emotions on AI learning using facial expressions. We recruited 25 preservice teachers at a public university as participants. A pretest–post-test nonequivalent comparison group design was adopted. AI learning was applied to experimental teaching. The experimental and control groups received online STEAM hands-on learning and standard teaching, respectively. The findings were as follows: STEAM hands-on learning had a significant positive effect on the conjunction item, example item, and total AI concept scores, and an even greater positive effect on AI attitude scores, particularly for AI processing and output; the effect size of STEAM hands-on learning on AI creativity was large, and the effect was positive in terms of design novelty, elaboration, and usability; and participants had higher anger levels in the designing and drawing AI learning stages, implying a high degree of focus and engagement. Finally, recommendations for instruction include the use of more online resources and engaging practical software to improve professional learning and enjoyment.
AB - Given the importance of innovation, artificial intelligence (AI) education, and online learning during the COVID-19 pandemic, we explored the effects of science, technology, engineering, art, and mathematics (STEAM) hands-on learning on online AI learning and creativity. We also analyzed the effects of creative emotions on AI learning using facial expressions. We recruited 25 preservice teachers at a public university as participants. A pretest–post-test nonequivalent comparison group design was adopted. AI learning was applied to experimental teaching. The experimental and control groups received online STEAM hands-on learning and standard teaching, respectively. The findings were as follows: STEAM hands-on learning had a significant positive effect on the conjunction item, example item, and total AI concept scores, and an even greater positive effect on AI attitude scores, particularly for AI processing and output; the effect size of STEAM hands-on learning on AI creativity was large, and the effect was positive in terms of design novelty, elaboration, and usability; and participants had higher anger levels in the designing and drawing AI learning stages, implying a high degree of focus and engagement. Finally, recommendations for instruction include the use of more online resources and engaging practical software to improve professional learning and enjoyment.
KW - AI
KW - STEAM
KW - creativity
KW - facial expression
KW - hands-on
UR - http://www.scopus.com/inward/record.url?scp=85158909382&partnerID=8YFLogxK
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U2 - 10.1080/10494820.2023.2205898
DO - 10.1080/10494820.2023.2205898
M3 - Article
AN - SCOPUS:85158909382
SN - 1049-4820
VL - 32
SP - 4719
EP - 4738
JO - Interactive Learning Environments
JF - Interactive Learning Environments
IS - 8
ER -