為培育其備美學和科技素養之工科領域設計人才,本研究提出在高中階段發 展STEAM (Science, Technology, Engineering, Arts, and Mathematics )取向之Maker 教學課程。以能夠高速前進、其備美觀造型的賽車設計活動發展課程後進行教學 實驗,並且比較高中生和設計學院大學生參與課程後之表現,以暸解學生能力上 的差異與需求。研究結果顯示高中生和設計學院大學生的作品創意和學習成效皆 其顯著的差異,實驗結果可作為未來發展STEAM 取向Maker 課程設計與教學之 參考。
To enable to cultivate students the literacy of aesthetics and technology in the engineering design field. We developed a Science, Technology, Engineering, Arts, and Mathematics (STEAM) oriented Maker curriculum centered on designing a high-speed stylish racing car. After developing the curriculum, we analyzed the learning outcomes of two groups of students (high school students and design college students) to assess their competencies. There were significant differences in creativity and learning outcomes. The findings of the present study would benefit the future design,development,and implementation of STEAM curricula.