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STEAM PROBLEMS IN PHYSICS SOLVING THROUGH

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Physics education plays a vital role in developing critical thinking, problem-solving skills, and scientific literacy among students. To enhance the effectiveness of physics instruction, educators have embraced the STEAM (Science, Technology, Engineering, Arts, and Mathematics) approach, which integrates artistic and design elements into the learning process. This article explores the benefits of the STEAM approach in solving problems in physics and highlights how interdisciplinary collaboration and creative thinking can lead to innovative solutions. Drawing on research and practical examples, we present a framework for implementing the STEAM approach in physics education and discuss its impact on student engagement, critical thinking, and real-world applications. By embracing the STEAM approach, educators can foster a generation of physics problem solvers who possess the necessary skills to address complex challenges in our ever-evolving world.

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# innovation# creativity# diversity# critical thinking# inclusivity# problem-solving# Physics education# STEAM approach# interdisciplinary collaboration# real-world applications# communication skills# growth mindset# future careers

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Foydalanilgan adabiyotlar

Gulnara T. Shoiynbayeva, Adilkhan K. Shokanov, Zhaynagul K. Sydykova, Akmaral K. Sugirbekova, Bakytzhan A. Kurbanbekov. Methodological foundations of teaching nanotechnology when training future physics teachers// Thinking Skills and Creativity. –2021. –Volume 42. 100970https://doi.org/10.1016/j.tsc.2021.100970 Ramankulov S., Dosymov Y., Turmambekov T., Azizkhanov D., Kurbanbekov S., Bekbayev, S. Integration of case study and digital technologies in physics teaching through the medium of a foreign language //International Journal of Emerging Technologies in Learning. –2020.–No15(4). –P. 142–157. https://doi.org/10.3991/ijet.v15i04.11699 Badeleh A. The effects of robotics training on students’ creativity and learning in physics //Education and Information Technologies. –2021. –No26(2). –Р.1353–1365. https://doi.org/10.1007/s10639-019-09972-6 Shute V.J., Rahimi S. Stealth assessment of creativity in a physics video game//Computers in Human Behavior. –2021.–Volume 116.–106647.https://doi.org/10.1016/j.chb.2020.106647 Pearce D.R., Oyama M., Moore D., Kitano Y., & Fujita E. Plurilingual STEAM and School Lunches for Learning?// International Journal of Bias, Identity and Diversities in Education.–2021. –No6(2)–Р.33–57. https://doi.org/10.4018/ijbide.2021070103 Rico-Bautista N.A., Rico-Bautista D.W., & Arévalo-Pérez N. Construction of an amusement park using STEAM and LEGO education to participate in the science fair. //Journal of Physics: Conference

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