Individual Creativity and Career Choices of Pre-teens in the Context of a Math-Art Learning Event

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http://hdl.handle.net/10138/333698

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Salmi , H , Thuneberg , H , Bogner , F X & Fenyvesi , K 2021 , ' Individual Creativity and Career Choices of Pre-teens in the Context of a Math-Art Learning Event ' , Open Education Studies , vol. 3 , no. 1 , pp. 147-156 . https://doi.org/10.1515/edu-2020-0147

Title: Individual Creativity and Career Choices of Pre-teens in the Context of a Math-Art Learning Event
Author: Salmi, Hannu; Thuneberg, Helena; Bogner, Franz X.; Fenyvesi, Kristof
Contributor organization: Department of Education
Faculty Common Matters (Faculty of Education)
Teacher Education
Centre for Educational Assessment CEA
Date: 2021-08-06
Language: eng
Number of pages: 10
Belongs to series: Open Education Studies
ISSN: 2544-7831
DOI: https://doi.org/10.1515/edu-2020-0147
URI: http://hdl.handle.net/10138/333698
Abstract: A sample of 392 students (aged 12-13 years, M± SD: 12. 52% girls) completed a learning module integrating informal hands-on mathematics and arts activity (extending STEM to STEAM). Within a 140 minute workshop period participants worked with commercially available ‘4Dframe’ Math and STEAM learning toolkits to design and create original, personal and individual geometrical structures. Two science pedagogues acted as tutors supervising the process and intervened only when needed. A pre-/post-test design monitored individual creativity, relative autonomy, and career choice preference. Path analysis elaborated the role of creativity (measured with two subscales: act and flow), and it showed that post-act, post-flow as well as relative autonomy are valuable predictors of career choices. Similarly, pre-creativity scores were shown to significantly predict the related post-scores: act and flow. As a consequence, our STEAM module was shown to trigger both the creativity level and the career choice preferences. Conclusions for appropriate educational settings to foster STEAM environments are discussed. Keywords: STEAM; math learning; inquiry-based; hands-on; art; informal learning; motivation; career choice.A sample of 392 students (aged 12-13 years, M± SD: 12. 52% girls) completed a learning module integrating informal hands-on mathematics and arts activity (extending STEM to STEAM). Within a 140 minute workshop period participants worked with commercially available ‘4Dframe’ Math and STEAM learning toolkits to design and create original, personal and individual geometrical structures. Two science pedagogues acted as tutors supervising the process and intervened only when needed. A pre-/post-test design monitored individual creativity, relative autonomy, and career choice preference. Path analysis elaborated the role of creativity (measured with two subscales: act and flow), and it showed that post-act, post-flow as well as relative autonomy are valuable predictors of career choices. Similarly, pre-creativity scores were shown to significantly predict the related post-scores: act and flow. As a consequence, our STEAM module was shown to trigger both the creativity level and the career choice preferences. Conclusions for appropriate educational settings to foster STEAM environments are discussed. Keywords: STEAM; math learning; inquiry-based; hands-on; art; informal learning; motivation; career choice.
Subject: 516 Educational sciences
Inquiry-based learning
hands-on learning
STEAM
career choice
informal learning
motivation
111 Mathematics
learning to learn
learning effect
learning theory
learning activity
Learning materials
Peer reviewed: Yes
Rights: cc_by
Usage restriction: openAccess
Self-archived version: publishedVersion


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