This study was conducted as an assignment for (type B) humanities and social science research professors for the fostering of the next generation of academics at the National Research Foundation of Korea. The purpose of the study is that people with d ...
This study was conducted as an assignment for (type B) humanities and social science research professors for the fostering of the next generation of academics at the National Research Foundation of Korea. The purpose of the study is that people with developmental disabilities have difficulty acquiring the necessary skills to live as members of the community after graduating from school, so they need continuous support through lifelong education so that they can live as members of the community and accordingly it was implemented for the purpose of developing a STEAM-based basic literacy education program for lifelong education.
The method of this study was conducted based on literature research, Delphi survey and survey, in-depth interviews, verification and review of experts for the development of the Korean Life Literacy Program of the STEAM-based basic literacy education program and the Hangeul Literacy Program. Based on these research methods, we developed the process and contents of STEAM-based basic literacy education program and surveyed perception of STEAM-based lifelong education of people with developmental disabilities, and presented a model of STEAM-based lifelong education. A step-by-step summary is as follows:
[Phase 1] A survey on the actual status of lifelong education for people with developmental disabilities, a literature analysis related to the program, and an awareness survey were conducted. Implications were derived from a survey of lifelong education of people with developmental disabilities and literature analysis related to basic literacy education programs, and a questionnaire was constructed to investigate the current status of basic literacy education programs, and a draft was prepared for the Delphi survey. In addition, a survey on the perception of lifelong education workers on STEAM-based lifelong education for people with developmental disabilities was conducted targeting 138 people in 6 cities across the country. Based on this, a preliminary model hypothesis for STEAM-based basic literacy education for people with developmental disabilities was established.
[Stage 2] The draft composition of the STEAM-based basic literacy education program and the Delphi survey were conducted to test the validity and the results were derived. Based on the draft, the first Delphi survey paper was prepared after verification, review, revision, and supplementation with five experts, and a Delphi survey was conducted based on this. The Delphi survey was conducted twice for related workers and experts consisting of 25 Delphi panelists. Developed the process and contents of 'life literacy education'. Based on this, a model of STEAM-based basic literacy education was established.
[Stage 3] A model of STEAM-based basic literacy education program was developed and the final result was derived. Based on the literature study and 'expert verification' method, the validity of the set model was verified through the verification of 5 experts, and a STEAM-based basic literacy education program and model for people with developmental disabilities was developed and submitted to an academic journal, resulting in the results of the research. Based on these research results, a method of utilization was presented for the vitalization of STEAM-based research and the establishment of a system.
The plan to use this is to establish courses related to lifelong education for the disabled within special education, train instructors, mid- to long-term plans for new STEAM-based education for students and adults with disabilities, and to establish plans for vitalizing programs using metaverse and AI can be utilized. In addition, it can be used to implement STEAM-based education within the special education curriculum for students with disabilities. This can be used as a basis for STEAM-based curriculum and educational policy development, and materials such as textbooks and activities for STEAM-based teaching and learning guidance can be developed, and plans and activation plans for community education programs can be established. In addition, it can be used as a part of supporting educational institution operation programs in the community for lifelong education for the disabled and establishing a system for volunteer work and job creation, and can be used for training courses for leaders and experts in the field related to disabilities. In addition, it can be used by institutions such as universities and academic conferences, such as STEAM-related contests and academic conferences, and can be used by people with developmental disabilities and each disability using AR (augmented reality), VR (virtual reality), metaverse, and AI (artificial intelligence). It can be actively utilized in the development of STEAM-based lifelong education programs and textbooks by area.