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Üstün ve Özel Yetenekli Öğrencilerle STEAM Temelli Renk Çemberi Uygulamaları ve Sonuçları

Yıl 2026, Sayı: 10, 54 - 60, 26.03.2026
https://doi.org/10.62425/at.1840784
https://izlik.org/JA47XU52FE

Öz

Bu çalışmada, CMY bilimsel temelli boya renkleriyle dijital ortamda STEAM temelli tasarlanan renk çemberinin, ölçüm ve deneyim hassasiyeti temelli iki farklı yolla yapılan uygulamasının karşılaştırılması ve bu iki uygulamanın STEAM bütünleşik öğrenme modeli çerçevesinde sağladığı avantajların ortaya konulması amaçlanmıştır. Renk çemberi boyama etkinliğinde, genel zihinsel yetenek alanında tanılı üstün zekâlı 5 ve resim özel yetenek alanında tanılı 6 ortaokul öğrencisi ile resim alanına seçilmiş özel yetenekli 5 üniversite öğrencisi olmak üzere toplam 16 öğrenci yer almıştır. Çalışmada elde edilen sonuçlar, STEAM temelli etkinliklerin ve beraberindeki uygulamaların, bireylerin var olan becerileri ile süreç içinde geliştirdikleri yeni becerileri anlamlı biçimde bütünleştirdiğini göstermiştir. Bu sayede hem üstün zekâlı ve özel yetenekli ortaokul öğrencileri hem de özel yetenekli üniversite öğrencileri etkinliği başarılı performansla tamamlamıştır. Ayrıca uygulama sürecinde öğrencilerin dikkat, görsel algı, oranlama, karşılaştırma, karar verme ve yaratıcı problem çözme becerilerini etkin biçimde kullandıkları belirlenmiştir. Ölçüm hassasiyeti temelli uygulamaların sistematik düşünme ve kontrollü işlem basamaklarını desteklediği; deneyim hassasiyeti temelli uygulamaların ise öğrencilerin sanatsal yorumlarını, görsel değerlendirme becerilerini ve özgün ifade biçimlerini daha belirgin hâle getirdiği görülmüştür. Bu bulgular, STEAM yaklaşımının farklı yetenek profillerine sahip bireyler için hem yapılandırılmış hem de esnek öğrenme olanakları sunduğunu ortaya koymaktadır. Bununla birlikte, renk öğretiminin yalnızca teknik ya da sanatsal bir süreç olmadığı, aynı zamanda disiplinler arası bağlantılar kurmayı destekleyen bütüncül bir öğrenme yaşantısı sunduğu anlaşılmaktadır. Elde edilen bulgular, öğrencilerin mevcut bilgi birikimlerini uygulama sürecinde yeniden yapılandırarak disiplinler arası düşünme, estetik farkındalık geliştirme ve ortak ürün oluşturma açısından daha bütüncül bir öğrenme deneyimi yaşadıklarını göstermektedir. Bu süreçte iş birliği, sabır, değerlendirme ve sorumluluk gibi becerilerin de desteklendiği söylenebilir.

Kaynakça

  • Ahmad, D. N., Astriani, M. M., Alfahnum, M., & Setyowati, L. (2021). Increasing creative thinking of students by learning organization with STEAM education. Jurnal Pendidikan IPA Indonesia, 10(1), 103-110.
  • Bequette, J. W., & Bequette, M. B. (2012). A place for art and design education in the STEM conversation. Art Education, 65(2), 40–47. https://doi.org/10.1080/00043125.2012.11519167
  • Chu, H. E., Martin, S. N., & Park, J. (2019). A theoretical framework for developing an intercultural STEAM program for Australian and Korean students to enhance science teaching and learning. International Journal of Science and Mathematics Education, 17(7), 1251-1266.
  • Costantino, T. (2018). STEAM by another name: Transdisciplinary practice in art and design education. Arts Education Policy Review, 119(2), 100-106. https://doi.org/10.1080/10632913.2017.1292973
  • Creswell, J. W., & Poth, C. N. (2018). Qualitative inquiry and research design: Choosing among five approaches (4th ed.). SAGE Publications. Graham, M. A. G. (2020). Deconstructing the bright future of STEAM and design thinking. Art Education, 73(3), 6-12. https://doi.org/10.1080/00043125.2020.1717820
  • Gross, K., & Gross, S. (2016). Transformation: Constructivism, design thinking, and elementary STEAM. Art Education, 69(6), 36-43. https://doi.org/10.1080/00043125.2016.1224869
  • Harris, A., & Carter, M. R. (2021). Applied creativity and the arts. Curriculum Perspectives, 41(1), 107-112.
  • Hartzler, D. S. (2000). A meta-analysis of studies conducted on integrated curriculum programs and their effects on student achievement (Doctoral dissertation). Indiana University.
  • Henriksen, D. (2014). Full STEAM ahead: Creativity in excellent STEM teaching practices. The STEAM Journal, 1(2), Article 15. https://doi.org/10.5642/steam.20140102.15
  • Hirai, Y., Morita, C., & Kamata, M. (2025). A subtractive colour mixing experiment using a mini-torch with LED and filters handmade with a colour printer. Physics Education, 60(3), 035002.
  • Kang, M., Park, Y., Kim, J., & Kim, Y. (2012). Learning outcomes of the teacher training program for STEAM education. International Conference for Media in Education, Beijing.
  • Kim, S., & Lee, J. (2023). Subtractive primary color separation with a prism? The Physics Teacher, 61(6), 485-488.
  • Land, M. H. (2013). Full STEAM ahead: The benefits of integrating the arts into STEM. Procedia Computer Science, 20, 547–552. https://doi.org/10.1016/j.procs.2013.09.317
  • Liao, C. (2016). From interdisciplinary to transdisciplinary: An arts-integrated approach to STEAM education. Art Education, 69(6), 44-49. https://doi.org/10.1080/00043125.2016.1224873
  • Maeda, J. (2013). STEM + Art = STEAM. The STEAM Journal, 1(1), Article 34. https://doi.org/10.5642/steam.201301.34
  • Meyn, J. P. (2008). Colour mixing based on daylight. European Journal of Physics, 29(5), 1017.
  • Morrison, J. (2006). TIES STEM education monograph series: Attributes of STEM education. Baltimore, MD: TIES.
  • National Art Education Association. (2014, April). Position statement on STEAM education. National Art Education Association. Retrieved from https://www.arteducators.org/advocacy/articles/143-position-statement-on-steam-education
  • NGSS Lead States. (2013). Next generation science standards: For states, by states. Washington, DC: National Academies Press. Retrieved from https://www.nextgenscience.org/
  • Perignat, E., & Katz-Buonincontro, J. (2019). STEAM in practice and research: An integrative literature review. Thinking Skills and Creativity, 31, 31–43. https://doi.org/10.1016/j.tsc.2018.10.002
  • Planinsic, G. (2004). Color light mixer for every student. The Physics Teacher, 42, 138-142.
  • Rolling, J. H., Jr. (2015). STEAM education: Special issue call for papers. NAEA News, 57(5), 21.
  • Rolling, J. H., Jr. (2016). Reinventing the STEAM engine for art + design education. Art Education, 69(4), 4-7. https://doi.org/10.1080/00043125.2016.1176848
  • Ruiz, F., & Ruiz, M. J. (2015). Color addition and subtraction apps. The Physics Teacher, 53(7), 423-427.
  • Sanders, M. E. (2008). STEM, STEM education, Stemmania. Retrieved from http://hdl.handle.net/10919/51616
  • Shatunova, O., Anisimova, T., Sabirova, F., & Kalimullina, O. (2019). STEAM as an innovative educational technology. Journal of Social Studies Education Research, 10(2), 131-144.
  • Ulger, K. (2019). Comparing the effects of art education and science education on creative thinking in high school students. Arts Education Policy Review, 120(2), 57-79.
  • Wilson, B., & Hawkins, B. (2019). Art and science in a transdisciplinary curriculum. CIRCE Magazine: STEAM Edition, 27(1), 27-36.
  • Yakman, G., & Lee, H. (2012). Exploring the exemplary STEAM education in the U.S. as a practical educational framework for Korea. Journal of the Korean Association for Science Education, 32(6), 1072–1086. https://doi.org/10.14697/jkase.2012.32.6.1072

Steam Based Color Wheel Applications and Outcomes with Gifted and Talented Students

Yıl 2026, Sayı: 10, 54 - 60, 26.03.2026
https://doi.org/10.62425/at.1840784
https://izlik.org/JA47XU52FE

Öz

This study aimed to compare two different implementations of a STEAM-based color wheel, digitally designed with CMY science-based paint colors, one grounded in measurement precision and the other in experiential precision, and to reveal the advantages offered by these two implementations within the framework of the integrated STEAM learning model. A total of 16 students participated in the color wheel painting activity, including five gifted middle school students identified in the domain of general intellectual ability, six middle school students identified in the domain of artistic talent, and five university students selected as talented individuals in the field of art. The findings demonstrated that STEAM-based activities and their associated practices meaningfully integrated participants’ existing skills with the new competencies they developed throughout the process. In this respect, both gifted and talented middle school students and talented university students completed the activity successfully. In addition, the results indicated that students actively employed skills such as attention, visual perception, proportional reasoning, comparison, decision-making, and creative problem-solving during the implementation process. While measurement-precision-based practices supported systematic thinking and controlled procedural steps, experiential-precision-based practices made students’ artistic interpretations, visual evaluation skills, and original forms of expression more visible. These findings suggest that the STEAM approach provides both structured and flexible learning opportunities for individuals with diverse talent profiles. Furthermore, the teaching of color was found to represent not only a technical or artistic process, but also a holistic learning experience that fosters interdisciplinary connections. The findings also demonstrated that students restructured their prior knowledge throughout the implementation process and engaged in a more holistic learning experience in terms of interdisciplinary thinking, the development of aesthetic awareness, and the production of a shared outcome. In this process, skills such as collaboration, patience, evaluation, and responsibility were also supported.

Kaynakça

  • Ahmad, D. N., Astriani, M. M., Alfahnum, M., & Setyowati, L. (2021). Increasing creative thinking of students by learning organization with STEAM education. Jurnal Pendidikan IPA Indonesia, 10(1), 103-110.
  • Bequette, J. W., & Bequette, M. B. (2012). A place for art and design education in the STEM conversation. Art Education, 65(2), 40–47. https://doi.org/10.1080/00043125.2012.11519167
  • Chu, H. E., Martin, S. N., & Park, J. (2019). A theoretical framework for developing an intercultural STEAM program for Australian and Korean students to enhance science teaching and learning. International Journal of Science and Mathematics Education, 17(7), 1251-1266.
  • Costantino, T. (2018). STEAM by another name: Transdisciplinary practice in art and design education. Arts Education Policy Review, 119(2), 100-106. https://doi.org/10.1080/10632913.2017.1292973
  • Creswell, J. W., & Poth, C. N. (2018). Qualitative inquiry and research design: Choosing among five approaches (4th ed.). SAGE Publications. Graham, M. A. G. (2020). Deconstructing the bright future of STEAM and design thinking. Art Education, 73(3), 6-12. https://doi.org/10.1080/00043125.2020.1717820
  • Gross, K., & Gross, S. (2016). Transformation: Constructivism, design thinking, and elementary STEAM. Art Education, 69(6), 36-43. https://doi.org/10.1080/00043125.2016.1224869
  • Harris, A., & Carter, M. R. (2021). Applied creativity and the arts. Curriculum Perspectives, 41(1), 107-112.
  • Hartzler, D. S. (2000). A meta-analysis of studies conducted on integrated curriculum programs and their effects on student achievement (Doctoral dissertation). Indiana University.
  • Henriksen, D. (2014). Full STEAM ahead: Creativity in excellent STEM teaching practices. The STEAM Journal, 1(2), Article 15. https://doi.org/10.5642/steam.20140102.15
  • Hirai, Y., Morita, C., & Kamata, M. (2025). A subtractive colour mixing experiment using a mini-torch with LED and filters handmade with a colour printer. Physics Education, 60(3), 035002.
  • Kang, M., Park, Y., Kim, J., & Kim, Y. (2012). Learning outcomes of the teacher training program for STEAM education. International Conference for Media in Education, Beijing.
  • Kim, S., & Lee, J. (2023). Subtractive primary color separation with a prism? The Physics Teacher, 61(6), 485-488.
  • Land, M. H. (2013). Full STEAM ahead: The benefits of integrating the arts into STEM. Procedia Computer Science, 20, 547–552. https://doi.org/10.1016/j.procs.2013.09.317
  • Liao, C. (2016). From interdisciplinary to transdisciplinary: An arts-integrated approach to STEAM education. Art Education, 69(6), 44-49. https://doi.org/10.1080/00043125.2016.1224873
  • Maeda, J. (2013). STEM + Art = STEAM. The STEAM Journal, 1(1), Article 34. https://doi.org/10.5642/steam.201301.34
  • Meyn, J. P. (2008). Colour mixing based on daylight. European Journal of Physics, 29(5), 1017.
  • Morrison, J. (2006). TIES STEM education monograph series: Attributes of STEM education. Baltimore, MD: TIES.
  • National Art Education Association. (2014, April). Position statement on STEAM education. National Art Education Association. Retrieved from https://www.arteducators.org/advocacy/articles/143-position-statement-on-steam-education
  • NGSS Lead States. (2013). Next generation science standards: For states, by states. Washington, DC: National Academies Press. Retrieved from https://www.nextgenscience.org/
  • Perignat, E., & Katz-Buonincontro, J. (2019). STEAM in practice and research: An integrative literature review. Thinking Skills and Creativity, 31, 31–43. https://doi.org/10.1016/j.tsc.2018.10.002
  • Planinsic, G. (2004). Color light mixer for every student. The Physics Teacher, 42, 138-142.
  • Rolling, J. H., Jr. (2015). STEAM education: Special issue call for papers. NAEA News, 57(5), 21.
  • Rolling, J. H., Jr. (2016). Reinventing the STEAM engine for art + design education. Art Education, 69(4), 4-7. https://doi.org/10.1080/00043125.2016.1176848
  • Ruiz, F., & Ruiz, M. J. (2015). Color addition and subtraction apps. The Physics Teacher, 53(7), 423-427.
  • Sanders, M. E. (2008). STEM, STEM education, Stemmania. Retrieved from http://hdl.handle.net/10919/51616
  • Shatunova, O., Anisimova, T., Sabirova, F., & Kalimullina, O. (2019). STEAM as an innovative educational technology. Journal of Social Studies Education Research, 10(2), 131-144.
  • Ulger, K. (2019). Comparing the effects of art education and science education on creative thinking in high school students. Arts Education Policy Review, 120(2), 57-79.
  • Wilson, B., & Hawkins, B. (2019). Art and science in a transdisciplinary curriculum. CIRCE Magazine: STEAM Edition, 27(1), 27-36.
  • Yakman, G., & Lee, H. (2012). Exploring the exemplary STEAM education in the U.S. as a practical educational framework for Korea. Journal of the Korean Association for Science Education, 32(6), 1072–1086. https://doi.org/10.14697/jkase.2012.32.6.1072
Toplam 29 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Görsel Sanatlar (Diğer)
Bölüm Araştırma Makalesi
Yazarlar

Ekin Boztaş 0000-0003-1886-4272

Sıla Balım 0000-0002-8140-268X

Turan Enginoğlu 0000-0001-7772-5454

Kemal Yürümezoğlu 0000-0002-3288-9890

Gönderilme Tarihi 17 Aralık 2025
Kabul Tarihi 9 Mart 2026
Yayımlanma Tarihi 26 Mart 2026
DOI https://doi.org/10.62425/at.1840784
IZ https://izlik.org/JA47XU52FE
Yayımlandığı Sayı Yıl 2026 Sayı: 10

Kaynak Göster

APA Boztaş, E., Balım, S., Enginoğlu, T., & Yürümezoğlu, K. (2026). Steam Based Color Wheel Applications and Outcomes with Gifted and Talented Students. Art Time, 10, 54-60. https://doi.org/10.62425/at.1840784