Abstract
The Ministry of Education has also actively promoted STEM maker education in recent years. As a result, the maker teaching resources in secondary schools have flourished. STEM is composed of Science, Technology, Engineering and Mathematics. This research mainly introduces STEAM & Maker Education into the class and plans a “STEAM-6E Model” set to incorporate AR/VR Maker Education courses. Learn about theory, application, and implementation through courses. Integrate resources near the school and apply the knowledge learned to solve problems for the community practically. The subjects of the study are 60 high school third-year students in two classes. One class is the experimental group using STEAM-6E teaching and the control group uses traditional briefing teaching, conducting experiments. The MSLQ (Motivated Strategies for Learning Questionnaire) and the ASQ (Activity Satisfaction Questionnaire) are applied to acquire quantitative data for examination. The results showed that the experimental group had differences in learning motivation and satisfaction with learning activities.
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Lin, YH., Lin, HC.K., Liu, HL. (2021). Using STEAM-6E Model in AR/VR Maker Education Teaching Activities to Improve High School Students’ Learning Motivation and Learning Activity Satisfaction. 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_13
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