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A Rethinking of STEM and STEAM to ST3AM

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《香港美術教育期刊》歡迎投稿

下期主題:設計教育

一、本刊徵稿範疇從視覺藝術之教學實務,延伸至各級學校藝術與人文學習領域教學、視覺文化教育及終身學習等熱
門話題,提供師生藝術學習的園地並賦予充分思辨的空間。徵稿範圍如下:
1. 藝術焦點/焦點追蹤
本地藝術教育政策、現況及未來發展、藝術人才之培育、藝術教育新思潮等。
2. 各師各法/教學新思維
以視覺藝術為基礎,提出各式創意教材教法、課程研發等。
3. 資源共享
搜羅社區資源或好書推介,與一眾視藝老師分享資源。
4. 教學隨筆
視藝老師的教學有感、經驗分享、小品文。
5. 師生畫廊
展示視藝老師與學生作品。
* 讀者請依據以上五項之規定投稿,本刊將優先採用。投稿字數2,000字以內,不限文體。
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3

目錄

藝術焦點
04 從STEAM的A來看美國STEAM教育 陳怡倩博士
10 A rethinking of STEM and STEAM to ST3AM 劉宇衡先生
16 中國創客教育的困惑與思考 蔡江宇教授
22 The Schools Center for Innovation Dr George Szekely

教學•資源•分享
29 「由STEM到STEAM」焦點小組公開會議內容簡要
31 香港培道中學——設計源於需要 許朗慧老師
33 Maker Space

美育專欄
34 小雪教室 陳雪儀老師
35 仍是山 Ying’s Sound 劉 瑩老師

教學隨筆
39 東拉西扯談STEM與STEAM 王錫清老師
40 STEAM中的A,重要嗎? 陳奕鑫老師
42 從STEM走向STEAM 林海欣老師

會長的話
一直以來,視覺藝術科一直在學校肩負着培養學生創意的重任。不過,政府於2015年施政報
告提倡加強科學、科技、工程及數學(STEM)課程的教育,讓學生充分發揮創意潛能,以裝
備學生們應對社會及全球急速的發展所帶來的機遇和挑戰。我們樂意見到政府投放更多資源
提升學生的創意,然而,視覺藝術教育當中亦包含許多STEM的元素,而STEM亦需要「Art」
的配合,才能使創作得以完整。那麼,在STEAM的教育上,視覺藝術科可怎樣融入當中?
今期我們將邀請四位對STEAM素有研究的專家分享對STEAM的見解,分別有陳怡倩博士文
章,就自身在美國推行STEAM教學的觀察,向讀者詳細拆解STEAM當中應允含的元素。另
又有劉宇衡先生,就自身在設計教育的多年經驗反思當前加拿大及香港推行STEAM教育的盲
點。緊接蔡江宇教授向我們分享內地推行創客教育中所遇到的困惑與省思。最後亦有來自美
國的Dr George Szekely分享如何透過遊戲引發孩子創新意念。除了四篇焦點文章,今期期刊
亦有其他與STEAM教育相關的教學分享。希望各位視藝同工閱畢今期「由STEM到STEAM」
後,能對STEAM有更深刻的理解,培養創意未來。

鄺啟德
4 藝術焦點

從STEAM的A來看美國STEAM教育
文:陳怡倩博士

摘要

自2009年以來,STEM教育的理念逐漸延伸至STEAM教育。面對STEAM的熱潮,作者呼籲教育工作
者需從STEAM的核心宗旨來思考STEAM的意義。作者首先從統整教育的方向來剖析A在STEAM的意
義,提出A的七個面向。然後根據這七個面向討論STEAM教學的理念,最後提供落實STEAM教育的
幾點方針,認為STEAM基礎教育師資培訓必須從跨科統整開始,期許STEAM教育顛覆傳統教育方
式,以重視啟發、玩中學、正視失敗為學習的過程。融合運用的精神,從批判思維、探索發現中引
導綜合思維的養成,加強解決問題的能力,吻合真實社會的脈動。

關鍵字:STEAM, 統整教育, 批判思維。

STEAM,這一個新興語彙,在美國教育界激起旋風。STEAM從字義解釋,是科學(Science)、科技
(Technology)、工程(Engineering)、藝術(Arts)、數學(Mathematics)的縮寫。它延續自2009
年起美國以國家的力量推廣的STEM教育,希望從融合科學、技術、工程、數學的知識來打造科技創
新的新世代,並提高國家的競爭力。這股熱潮引發教育界的討論與反彈,認為藝術的價值與科技技術
同等重要,偏重於科學技術無法達到全人教育的目標。2011年起前羅德島設計學院約翰前田率先引
領,STEM+ART=STEAM的口號應運而生(Maede, 2011; 2013)。的確,藝術均衡科技STEM教育的
學習方式,提供學習者運用多元化的學習模式進行感知聯動(Reitenbach, 2015)。藝術不僅提供一
個不同的管道來幫助人類瞭解複雜的社會,此外,藝術創作過程中特有的創造力、解決問題、靈活
思維和勇於承擔輟折都是良善STEM教育的鑰匙。

不論是STEM還是STEAM,它們都以統整課程(Integrating Curriculum)為教學架構的核心,期許打
破學科單一化,強調綜合運用跨科的概念來引導學生探究、批判、創作。事實上,STEM或是
STEAM的跨科融合並不是新的概念。Interdisciplinary(跨科統整)這個名詞,杜威很早就從實用主義
的角度出發,批判分科教育會造成知識與知識之間缺乏連貫性的危險(Dewey, 1954, 1956)。80年
代,James Bank(1989)進一步從多元文化的教育觀點提出融合文化族群的教學模式。90年代後期,
迦納德引領的多元智慧與統整教學更成為融合教育的典範(Gardner & Boix Mansilla, 1997; Boix
Mansilla, Miller & Gardner, 2000)。美國國家科學學會在1998年向美國國會提出報告——《科學
工程領域的公平委員會》 (Committee on Equal Opportunities in Science and Engineering),以
「SMET」統稱科學、數學、工程及科技的學科,明白指出「每一個人都有參與科學、數學、工程、
科技的學習機會,並因此而強大」 (National Science Foundation, 2000, paragraph 1)。然而,
受制於分科學習、成績至上的教育系統,跨科統整的實踐一直不被重視。因此,從SMET重新出發的
STEM教育,打著受教不分性別與提高創新競爭力的旗幟,立刻為跨科教育注入新力。

STEAM出現之後,在美術教育界也造成不少的震撼。跨科融合教學無疑成為教育界積極發展的目
標。2015年美國藝術教育年會以設計為大會議題,緊接著《藝術教育》 (Art Education)學刊在2016
年11月以《STEAM》為專題特刊,具體展示K-20研究實踐STEAM的成果、2017年三月紐約年會近
100場次STEAM的講題、2018年美國藝術教育協會西雅圖年會將以STEAM=Art+Design為主題,進
一步探討STEAM教學的方向。除此之外,以STEAM為核心的特色小學、中學在全美各地陸續成立,
社區中心以及圖書館規劃STEAM的學習空間的數目急劇增加。立體列印、AR、VR、CODING程式
5

設計等,以科技為重的課程蔚為流行,在一波波的熱潮的推動下,STEAM在美國儼然是教育的改革
運動,以藝術融入科學的教學範例,如雨後春筍般地湧出,五花八門中卻也參差不齊。

A在STEAM的意義
在實踐STEAM教學之前,身為美術教育者,我們必須理解A在STEAM教育可能具備的本質。換句話
說,在STEAM的框架下,我們更要從不同面向思索A的意義與價值才能真正做到融合教育。那麼,
從STEM轉化為STEAM的過程中,A代表的是什麼?

根據對STEAM課程的觀察、實踐、文獻,對A有兩個看法:1. ART=外顯的美,2. ART=設計思維。

1. A=Beautification
外顯的美:偏重視覺的「美化」,來傳達「STEM為本質」的結果(Sousa & Pilecki, 2012)。從
這個觀點來看,A其實被窄化地當做「用藝術來包裝」或是「為科學技術作嫁」。在這裡,藝術
是外加的,不是融合於其他學科的結合。

2. A=Design Thinking
設計思維:設計過程中的醞釀、嘗試、應用與科技學科中的假設、推論、實證有異曲同工之
妙。許多教育學者(特別是藝術領域以及傳播媒體領域)認為STEAM最有效的切入點,便是
從設計的角度來結合科技、科學與藝術。的確,在解決問題的過程中,設計給予藝術融合科
技技術明確的目的性。「解決問題」是STEM與ARTS兩者緊密相接的共同性。STEM的解決問
題以實用性為主,ARTS的解決問題以創造力表達力為主。那麼,把STEM與ART結合之後的
STEAM,意味著學習的過程必須結合「實用性」與「創造力」,透過「解決問題」的技能來
賦予某種社會價值與改變生活的意義。運用「設計思維」 (Design Thinking)來引導藝術課程,
在教學中提供現實生活的案例,讓學生經由同理心、定義(問題)、構思、原型、測試的過
程,進行設計創作(Bequette, & Bequette, 2012; Vande Zande, 2017)。

S.T.E.A.M. = Design + Art ?


圖1:STEAM = Design + Art
6 藝術焦點

然而,除了外顯的A與設計的A以外,我認為A還有其他四個面向值得思考:
3. A=ARTS
大藝術的視角:以跨科融合的精神來看,我認為A如果只是單純地用「視覺美術」、或「設計」來
詮釋,是狹義且偏頗的做法。A應該是與「大藝術」,包括視覺、音樂、舞蹈、戲劇、媒體,
種種與藝術相關學科。在大藝術的視野下,藝術與科技技術之間的關係是多元多樣的。

4. A=Visuazlization
「視覺化」的過程:A的存在代表的是透過視覺化的技能、轉換資料資訊的能力。在瞬息萬變
的數位時代,學校教育必須重視如何在龐大的資訊中揀選、分析、察看、洞悉學科連結的知
識,並運用創造力的發想,才能有效地溝通。在新一代藝術教育指標中也明確指出,培養學生
具備視覺化的能力是永續藝術教育的目標。的確,藝術的圓融與彈性促進資料視覺化溝通的效
率,並開拓視覺化「讀者」的詮釋能力(Cooper, 2016; Reed, 2010)。

5. A=Aesthetic Literacy
美感素養:美感素養是永續STEAM的元素。知道技術而缺乏溝通的技巧、開創科學的契機卻
忽略市場的包裝、過度強調科技而少了人文,這些方法雖然短期內可以達到提升國民教育的素
質、增加國家競爭力;但是,長期下來,這種缺少美感訓練的教育會碰到持續力不足的問題,
無法真正達到全民教育、包容寬廣的目的。

6. A=Artistic Interpretation
藝術性的詮釋:正視藝術的特殊性。藝術之所以與其他學科的不同,在於個人獨特的風格與藝
術的表達。藝術家特有的藝術性無法由其他學科取代。藝術的靈感啟迪之處,往往成為創意發
想的支柱。因此,在STEAM的學習中,教師需要盡力保有學生創作的自由度。

A=Aesthetic A=Artistic
A=Visualization
Literacy Interpretation
「可視化 」的過程
美感素質 藝術性的詮釋

A=Design Thinking A=Beautification A=ARTS


設計思維 外顯的美 大藝術的視角

STEAM
圖2:A在STEAM可能的意義

從討論得知,A在STEAM的意義,到目前為止,有下列六個面向:1. 外顯的美,2. 設計思維,3. 大


藝術的視角,4. 視覺化的過程,5. 美感素養,6. 藝術性的詮釋(見圖2)。近年來,面對STEAM的
蓬勃發展,也有教育學者認為這個理念不足以代表全面性的學習,必須另尋管道來彌補更多的教育
缺口。於是有了加個R的STREAM,同時,對R的解釋也有所紛爭,它可以是閱讀(Reading),寫
作(Writing)
(DeBoer, Carman, & Lazzaro, 2010)研究(Research),甚至是宗教(Religon)。從
STEM、STEAM,到STREAM,教育界對「與跨科共存」的理念越來越強,但同時像這樣的爭議,似
7

乎也流於形式,成為無意義的嫁接。我認為,與其一直外加不同的技能或是理念,倒不如仔細思考A
可能的本質意義。

在知識的洪流中,ARTS,本身就與Humanities(人文)有強烈的關聯。人文學科彙集歷史、哲學、
文學(William,1984),而ARTS之所以能引起共鳴,人文的底蘊的影響不容忽視。我們十分清楚,
許多藝術的靈感源自歷史、詩歌、哲學、文化、習俗,藝術家透過藝術的媒介與形式來批判社會議
題,展現人文關懷的情操的例子也比比皆是。ARTS內涵Humanities的本質是自然而然的。 於是,我
把「人文」視為A在STEAM中的第七面向,在統整融合的框架下,具備強烈的人文色彩(圖3)。雖然
ARTS融合人文的元素,但「人文學科」中的歷史、文學、哲學等學科,各有它們不容取代的學科研
究的專業性和獲取知識的特殊性。因此,在圖3中,我把ARTS=Humanities的區塊特意地分隔,以雙
向箭頭表示「人文」的元素其實也與其他六個A的面向有所交集,相互融合與影響。

A=Aesthetic A=Artistic
A=Visualization
Literacy Interpretation
「可視化 」的過程
美感素質 藝術性的詮釋

A=Design A=Humanities
A=Beautification A=ARTS
Thinking 人文
外顯的美 大藝術的視角
設計思維

STEAM
圖3: A的第七面向——人文

STEAM 代表的理念
從這些A的可能面向來思考,STEAM代表的理念有:(1)知識獲取的共同性;
(2)創造力、實用性、
與自覺性;(3)藝術實用化的跨學科領域的實踐;(4)符合時代的需求。
1. 知識獲取過程的共同性:基礎科學強調的是從理性思維與實際操作的流程中獲取新知識。從觀察
中發現問題、找資料、研究、然後假設、驗證、進而解決問題。學習者在這個強調結集理論與實
踐,以解決問題為本、動手操作的過程裡一直是手、耳、眼、腦並用,激發觸覺、視覺。(有時
甚至包括嗅覺與味覺)來學習特定的概念與知識。這些感官感知有效地促進學習的動力與思考力
來解決問題、分析整合、批判驗證。藝術的創作過程其實在許多方面和基礎科學學科的性質十分
類似。

2. 創造力、實用性、與自覺性:STEAM的學習鼓勵學生結合創造力與實用性來解決問題。從動手
實作的過程來尋找答案。經由不斷整合、調整、審視來瞭解自己在學習過程裡的角色與學習的成
效。

3. 藝術實用化的跨學科領域的實踐:STEAM的學習是融合科學、科技、工程、藝術、數學的整
體實踐。積極運用這些學科的知識做深度的有目的的學習。STEAM促進藝術的實用性。突顯
Art+Design的經濟效益,把設計的原理融入於實用科學領域是極具效率的方法,達到「REAL
WORLD」的學習。

4. 符合時代的需求:以STEAM為基礎的教育是問題導向的教學。它以融合的方式探討社會議題,
在生活中發現問題進而解決問題,重視實踐的過程與思考的整合。
8 藝術焦點

落實STEAM教育的起點
總結筆者從事統整教學近十年與參與創建本地以STEAM為核心的初中的經驗,我的感觸是:21世紀
將是跨科統整的融合教育。因此如果要落實STEAM教育,必須從以下兩點來進行改革:1. STEAM基
礎教育師資培訓從跨科統整開始;2. STEAM教育必須顛覆傳統的教育方式。

一、STEAM基礎教育師資培訓從跨科統整開始
跨科統整的融合教學是STEAM的核心。仔細想想,在面對日常生活的問題時,我們的確很難劃
分我們運用的先前知識是「屬於」或「僅僅用到」某一個特定學科。我們所獲取的知識在潛意識
與無意識中已經成為一個「各科融入合流」的儲藏機制。那麼,我們為什麼還在教育的板塊裡
一直「強化」各科的疆界呢?在傳統的師資訓練裡,學科的分野太過制式化,數學老師本科的
教育專業和自然科學老師本科的教育專業甚少有交集,更何況是與藝術專業教學場域之間的對
話?因此,如何改變長期以來分科、分領域的學習思維的習慣,光是要求各科老師開始做跨科
的課程規劃是不夠的。STEAM的跨科統整的思維必須從高校師範課程開始,並與其他領域的專
家協同合作。比如,在籌備STEAM初中的近一年的過程裡,有一半的核心委員是各個領域專
家,有一半為即將在初中任教的教師。透過協同合作、對話與溝通,我們運用彼此的強項,彌
補彼此的盲點,一步步地厘清各式的教學法,來打造融合為優的、適合本地的學習環境。

二、STEAM教育必須顛覆傳統的教育方式
總之,STEAM不是一個熱潮,STEAM也不一定要高科技才能進行。STEAM教育強調跨科統整的
教學,它的本質在於融合運用的精神。STEAM珍視學習者的多元感知聯動的能力,以批判思維
出發,從探索發現中引導綜合思維的養成,加強解決問題的能力,符合並反映真實社會的脈動。
1. 注重啟發性的教學。思考帶動創作,創作整合思考。老師要學習的並不是一個掌控
者,而是在旁觀中引導學生積極思考解決問題的方式。其中,開放思考、玩/遊戲中學
習是設計STEAM不可或缺的元素。因為,玩/遊戲是醞釀思維的過程。「玩」不是「浪
費時間」,而是頭腦風暴的「醞釀期」,是Tinkering。Tinkering是摒棄傳統的「一個口
令、一個動作」以教師為中心的引導方式,讓學生在「敲敲打打、修修補補」的實際動
手的過程裡能夠「思考」並且激發解決問題的方法。這個一邊做、一邊想的過程,就是
Tinkering。STEAM課程裡的「玩/遊戲」除了是開放思考為主,玩中學為輔的學習機會之
外,還帶有「玩」道有方的色彩。讓學生在不斷地「做決定」的過程裡有機會認識「我」
與「自己」的意義與價值(陳怡倩,2015)。

2. 正視失敗的力量。引導學生失敗中求精。在求知的過程中,我們經常突顯「失敗」的負
面意義,而忽略了「失敗」只是學習過程當中遇到的瓶頸,失敗讓我們仔細思考一個一
個的環節,找出盲點,從輟折中尋求契機。我在過去半年間追蹤兩個初中六年級、七年
級STEAM課程,我發現當學生上台發表他們獨立研究創造的STEAM項目時,他們坦然
陳述遇到瓶頸、失敗的沮喪,甚至發表失敗的項目,展示做壞的作品。而且絕大部分的
孩子們都會在簡報中提出失敗過後的分析,尋求並聆聽同學的建議,然後再接再厲。換
句話說,在實踐STEAM的課程時,我們必須打破學習目的為「完美的成品」的迷思,重
視學習過程中的經驗教訓,培養學生抗壓與樂觀進取的能力。

劉佳音(Elizabeth Liu)同學作品,《會動的怪獸》,8歲。
內容涉及造型設計與電流學基本原理。指導老師:陳怡倩博士。
9

參考文獻
Banks, J. A. (1989). Approaches to multicultural curriculum reform. Trotter Review, 3 (3), 17-19.

Bequette, J. W., & Bequette, M. B. (2012). A Place for art and design thinking in the STEM conversation. Art Education , 65(2), 40-47.

Boix Mansilla, V., Miller, W. C, & Gardner, H. (2000). On disciplinary lenses and interdisciplinary work. In S. Wineburg, & P. Grossman (Eds.),
Interdisciplinary Curriculum: Challenges to Implementation (pp. 17-38). New York, NY: Teachers College Press.

Cooper, Y. (2016, September). Data visualization and creation. WIKICREATION, Retrieved from http://wikicreation.fr/readArticle.php?notion=Data%20
Visualization

Dewey, J. (1954). The Public and its Problems. Athens, OH: Ohio University Press.

Dewey, J. (1956). Experience and Education. New York, NY: The MacMillan Company.

DeBoer, G., Carman, E., & Lazzaro, C. (2010). The role of language arts in a successful STEM education program. College Board Project 2061.
Retrieved from http://files.eric.ed.gov/fulltext/ED563458.pdf.

Gardner, H., & Boix Mansilla, V. (1997). Of kinds of disciplines and kinds of understanding. Phi Delta Kappan, 78(5), 381-386.

Maeda, J. (2011,Sep 30). STEM to STEAM. Core77.com. Retrieved from: http://www.core77.com/posts/20692/getting-steamy-in-rhode-island-20692

Maeda, J. (2013). STEM + Art = STEAM. The STEAM Journal, 1(1), 1-3. DOI: 10.5642/steam.201301.34

National Science Foundation. (2000). Committee on Equal Opportunities in Science and Engineering, 1998 Biennial Report to The United States
Congress. Retrieved from: https://www.nsf.gov/pubs/2000/ceose991/ceose991.html

Reed, S. K. (2010). Thinking Visually. New York, NY: Psychology Press.

Reitenbach, G. (2015). From STEM to STEAM education. Power. 159 (1), 6.

Sousa, D., & Pilecki, T. (2012). From STEM to STEAM: Using Brain-Compatible Strategies to Integrate the Arts. Thousand Oak: Corwin.

Vande Zande, R. (2017). Design Education: Creating Thinkers to Improve the World. Lanham, MD: Rowman & Littefiled.

Bennett, W. J. (1984). To reclaim a legacy: A report on the humanities in higher education. Washington, D.C.: National Endowment for the Humanities.

陳怡倩(2015)。統整與實作——綜合技術變革下的藝術教育。載於書天瑜(編),《大資料時代的創意美術教育》(頁49-59)。上海:華
東師範大學出版社。

陳怡倩(2016)。《課程設計:統整課程設計的思維與趨勢》。台北:洪葉出版社。

陳怡倩博士,修讀佛羅里達州立大學藝術教育系博士,及獲得博物館學結業證書。2008年起任教於華盛頓州
立大學三鎮分校教學與學習系。現任世界華人美術教育學會代主席、國際事務秘書長、美國國家藝術教育學
會亞裔藝術教師議題核心委員、美國國家藝術教育學會「資料視覺化」研究主席、Tom Anderson《Art For Life
藝術為生活》華語地區代言人、美國華盛頓州里奇蘭市藝術委員、中哥倫比亞藝術聯盟委員、三鎮華人協會顧
問、麗比中學STEAM核心課程顧問。研究興趣包括:統整藝術課程設計、資料視覺化、思維導圖、STEAM、
藝術為生活、社會勢力、資優生美術教育課程、課程綱領與活力指標。
10 藝術焦點

A RETHINKING OF STEM AND STEAM


Article:Brian Lau

I am a designer and a design educator. I founded a design consultancy which has worked with organisations
from around the world and I teach design at a university in Canada. As such, I am more accustomed to
the workings of design processes structured by design thinking and design ecologies. So when I was
asked to offer my insights on STEM education, I was surprised (pleasantly so) and not a bit trepidatious
so I qualify myself by stating categorically that I only offer such insights through the lens of design.

To better vindicate my views, I have done some due diligence. I have had conversations with educators
in Canada and Hong Kong as well as perused literature on the topic. Moreover, I was a “pure science”
student in high school, taking the full complement of “fee-kem-bi” (Physics, Chemistry and Biology) while
I majored in Fine Arts and Economics for my undergraduate degree. It was only by a serendipitous twist
that Design became my chosen profession for which I have two Masters degrees.

Thus I feel confident that I can offer some insights into STEM. But my views will necessarily be preliminary
and cursory and I reiterate, given from the perspective of a design practitioner and educator.

To my knowledge, STEM, an acronym for Science, Technology, Engineering and Math, has been
increasingly acknowledged by various organisations and institutions who formulate educational policy and
pedagogy in both Canada and Hong Kong. STEM presents itself as a particular pedagogical philosophy
that aims to, in the words of Lederman, give students “the ability to adapt to and accept changes driven
by new technological work, to anticipate the multilevel impacts of their actions, to communicate complex
ideas effectively to a variety of audiences, and perhaps most importantly, to find measured, yet creative,
solutions to problems that are today imaginable” (quoted by Molina and Rivera, 2015).

While laudable in its intentions, I feel that STEM as it is presently understood and taught, in both Canada
and Hong Kong, is inadequate in reaching the goals set by Lederman. From a designer’s perspective, I
see1) a lack of horizontality, 2) a lack of contextuality and 3) an over emphasis on instrumentality.

Let’s look at the issue of a lack of horizontality, or a lack of cross-disciplinary connections first.

Tim Brown, CEO of a globally recognised design consultancy, popularized the concept of the T-shaped
person. In an interview with Chief Executive Magazine, Brown describes “The vertical stroke of the ‘T’ [as]
a depth of skill that allows them to contribute to the creative process.” and “The horizontal stroke of the
‘T’ [as] the disposition for collaboration across disciplines.” (Hansen, 2010). To my designer-mind, it is
this horizontal aspect that is missing from STEM in that it fails to connect the various “vertical” disciplines
of science, technology, engineering and math. In my conversations with educators in Canada and Hong
Kong, and as depicted in the Hong Kong documentary by Radio Television Hong Kong on STEM (RTHK,
2017), one gets the sense that these subjects are still taught as isolated disciplines.

An example would be the group of students who designed a chair to help correct the posture of people
as they sat at their desks using computers (RTHK, 2017:2:05). The students were introduced to various
technologies such as sensors and timers. However, the teacher did not seem to have used the opportunity
11

TO ST3AM

to also introduce scientific concepts, for example in anatomy or electro-magnetism; and in the documentary
math did not seem to have been a part of their conversations nor engineering principles like design-
ergonomics. This lack of “horizontality” across the STEM disciplines was further emphasized as teachers
and principals spent prodigious amounts of money to purchase the technological accoutrements of a
STEM curriculum, leaving the sole Arts teacher interviewed to troll the internet for the cross-disciplinary
connections that should be a crucial component of STEM pedagogy. In the documentary, she was the
only teacher who demonstrated horizontality between the physics of light refraction and the phenomenon
of holograms that could be made with smartphones and some DIY skills (RTHK, 2017).

This lack of horizontality seems to also be prevalent in the Canadian STEM curriculum, a Canadian
teacher citing an already heavy workload and inadequate time to connect with teachers from other
disciplines, an unclear curriculum structure and an entrenched lack of interest by teachers, students
and school boards, all dis-incentivizing horizontal interaction and integration. So this designer questions:
Does STEM education as it is presently executed, instil in students what Lederman describes as an ability
“to anticipate the multilevel impacts of their actions” (quoted by Molina and Rivera, 2015).

Such horizontal connections are crucial in helping the student to realize, to understand, and in time,
perhaps to manage and manipulate the interconnectedness of our world and to anticipate the ramifications
of such actions. It is only by seeing how knowledge from one discipline is relevant and related to another
that students begin to envision the world in larger contexts beyond the narrow focus of an engineered
artefact. With such an expanded worldview, the student will be able to harness multiple points of entry
to understand a problem from multiple perspectives and to be able to draw from multiple resources to
derive multiple solutions.

Here, I quote Steve Jobs, Founder and CEO of Apple Computers, to drive home this point; “Creativity
is just connecting things. When you ask creative people how they did something, they feel a little guilty
because they didn’t really do it, they just saw something. It seemed obvious to them after a while. That’s
because they were able to connect experiences they’ve had and synthesize new things.” (Jobs, 1996)
And the quote ends: “The broader one’s understanding of the human experience, the better design we will
have” (Jobs, 1996) which leads me to my second observation, the lack of contextuality in STEM.

STEM education in its present form offers to us the WHAT, but it does not seem to stipulate for WHO all
this knowledge is to be used for and subsequently, HOW this knowledge can be used. Zakaria (2015)
notes that “[innovation] is not simply a technical matter but rather one of understanding how people and
societies work, what they need and want” and Steve Jobs stresses that “[technology] alone is not enough
— that it’s technology married with liberal arts, married with the humanities, that yields us the result that
makes our hearts sing.” (quoted in Zakaria, 2015). It is missing a human context.
Hence the idea of STEAM, where the A stands for the Arts (and the Humanities).

“Art, literature, history, and other branches of the humanities are vital for developing our emotional
12 藝術焦點

intelligence” (Salovey, 2017) and it is this emotional intelligence that allows students to contextualise
STEM skills and knowledge as “[these] skills, if cultivated, enable leaders to respond successfully
to challenges and opportunities in every sector” (Salovey, 2017), thus fulfilling Lederman’s criteria of
anticipating multilevel impacts and communicating complex ideas to a variety of audiences.

An example of a technological artefact that is shaped by ideas from the Arts is Slack. Slack is a messenger
application (or App) that facilitates project management and it has a unique feature called the Slackbot,
an avatar that “pops up periodically to provide tips so jaunty that it seems human” (Anders, 2015).
Slackbot’s humanistic responses are crafted by Anna Pickard who studied theatre. It is Anna’s quirkily
crafted responses which breathes life and character into Slackbot which makes the software that much
more appealing to diverse audiences. Anna has humanised what would otherwise be lines of unfeeling
code. Another example of how the Arts have served STEM can be found in the example of Rachel Lee
who also works at Slack. Rachel’s degree in communications has been an asset as she can understand
technical jargon and translate them into words that are meaningful to Slack’s increasingly diverse and
non-technical customers. In this, she has earned the respect of her more technically oriented colleagues
for her very “untechnical ability to ‘connect with end users and figure out what they want’” (Anders, 2015).

In other words, the A in STEAM enables STEM to be contextualized for human interaction, the Arts
humanizes and helps connect technology with the people who use them.

Oh yes, and coincidentally, Stewart Butterfield, the Founder and CEO of Slack, studied philosophy and
history in Cambridge (Anders, 2015). And Mark Zuckerberg, the Founder and CEO of Facebook “studied
Greek intensively in high school and majored in psychology while he attended college” (Zakaria, 2015)
and Steve Jobs was well known for cutting classes to attend a course in calligraphy from which he drew
so much inspiration for his future endeavours in technology (Rosoff, 2016).

So far we have explored what I feel are two of the inadequacies of STEM education in Hong Kong and in
Canada, its lack of horizontality and contextuality. The third, as I have observed, is its over emphasis on
instrumentality.

The title of the report by the Council of Canadian Academies(2015),“Some Assembly Required: STEM
Skills and Canada’s Economic Productivity”, already gives one an indication that the key purpose of
STEM is as a means for the development of the Canadian economy. This sense is further stressed when
we read the Executive Summary. It lists four points of which the first three are centred around economic
development:
1) What role do STEM skills play in supporting and fostering innovation, productivity and growth?
2) What is the extent and nature of the global market for STEM skills and how does it interact with the
Canadian market?
3) How is labour market demand for STEM skills likely to evolve in the future? Which STEM skills are likely
to be most in demand?
(excerpt from“Some Assembly Required: STEM Skills and Canada’s Economic Productivity” by the Council
of Canadian Academies, 2015)

Similarly, reading the “Report on Promotion of STEM Education,Unleashing Potential in Innovation” by the
Hong Kong Education Bureau (2016), I get the same sense that STEM students are seen as mere tools
13

for economic development or national prestige. In the report’s description of the macro environment, this
one pops out and hint at the emphases of the authors:

“There is a need for Hong Kong to maintain its international competitiveness and fulfill the needs of
economic, societal, scientific and technological developments and in particular to foster innovation and
entrepreneurial spirit. It is of paramount importance to nurture a range of talents with different capabilities
and at different knowledge and skills through STEM education, especially when opportunities arise for
Hong Kong to contribute to major initiatives for national developments.”(italics mine, excerpt from“Report
on Promotion of STEM Education, Unleashing Potential in Innovation” by the Hong Kong Education Bureau,
2016, p12)

What seems to be conveyed in these reports is that a STEM curriculum seems to prepare students to
become an instrument for the development of a nation’s economy and its primary objective is not for
the betterment of its young citizens as individuals. Its young citizens do get an education, but a heavily
proscribed one by an educational and pedagogical policy that is as single-minded in its economic focus
as it is simple-minded in its disregard for diversity and individuality.

When we contrast these reports against the Ontario’s Ministry of education’s stated purpose of education
which lists; 1) Intellectual Development, 2) Learning to Learn, 3) Citizenship, 4) Preparation for work/
career development, 5) Instilling values; or when compared with the Fundamental Aims as stated in the
document “School Education in Hong Kong: A Statement of Aims” where “[the] school education service
should develop the potential of every individual child, so that our students become independent-minded
and socially-aware adults, equipped with the knowledge, skills and attitudes which help them to lead a full
life as individuals and play a positive role in the life of the community” (Education and Manpower Branch,
1993); both these documents from Canada and Hong Kong seem to stress the student as an individual
to be cultivated to the best of their abilities, and as that individual becomes more educated, he or she will
be capable of making his or her own choices as to how they can contribute to society at large.

Such choices do not seem to have been conferred onto our present cohort of STEM students. Their STEM
education seems instrumentally geared towards training them to become a resource for national or regional
economies, economies that will exploit their talent and labour to sustain innovation and entrepreneurship.
I was under the impression that education was meant to cultivate the individual to become contributing
members of society, of mankind as a whole and beyond. However, a cursory glance at the Canadian
and Hong Kong reports betrays their underlying intentions, that STEM is but an educational means to the
achieving of economic ends.

This instrumental exploitation of STEM betrays a lack of intention towards individual cultivation and is but
another form of indoctrination into a proscribed labour market.

Even with an A, where STEM becomes STEAM, the A is merely in service of STEM, to better express
STEM in terms of economic efficiencies. This is fully demonstrated by the English teacher in the RTHK
documentary when he tutors a STEM student. He describes the role of languages in STEAM as merely
“to better explicate STEM concepts thus making them more easily acceptable” (RTHK, 2017), again
demonstrating the overwhelming instrumentality of a STEM/STEAM education.

This I feel is shortsighted and in the long term, perhaps even dangerous as our youth become funnelled
14 藝術焦點

into one particular worldview. I feel that students should not be constrained into such a narrow vision of
the world, where education is merely a means to an end and only an economic end at that. This to me
is disappointing as humankind does not only engage in economic endeavours. In reality, human beings
interact across many arenas and require many different skills and knowledges. STEM/STEAM are already
diverse sets of disciplines but when only focused on economic objectives, they exacerbate their own
limitations. Look again at Lederman’s definition of STEM. The word “economy” is not mentioned even
once.

STEM as it is described in the Canadian and Hong Kong reports is overtly and overly econocentric, its
focus is overwhelmingly on the building and sustaining of economies. The inclusion of the Arts in STEAM
has a more anthropocentric bearing, shifting STEM to focus more on human needs and wants albeit only
economic ones. But this is still inadequate. The solutions sought for in STEAM are still catered to homo-
economicus. However, many of the problems that we face today are ethically and ecologically predicated
and STEM/STEAM’s focus on human economic needs and wants instrumentalizes, and thus limits, the
imaginations of our young citizens.

So, with a bit (or perhaps a lot) of naivete, I here make a preliminary proposal. I propose ST3AM (read
as STREAM), S-T-3E-A-M, the first E signifying engineering as in the original STEM, and the other two to
signify Ethics and Ecology. Thus we have a more holistic education with Science, Technology, Engineering,
Ecology, Ethics, Arts and Maths.

ST3AM is intended to shift a student’s thinking away from econocentric and anthropocentric worldviews
towards a biocentric one, and hopefully thus to better prepare them to truly face the issues and problems
of our world today and tomorrow. Aristotle noted that a complete education needs to be theoretical,
practical and technical (Smith, 2001), or to have the aspects of episteme, phronesis and techne (Ing,
2013). The inclusion of Ethics and Ecology expands on the STEM/STEAM places emphasis on techne
and episteme to include phronesis which is defined as ‘a moral and intellectual virtue rooted in a natural
and human capacity “to do the right thing in the right place, at the right time in the right way” (Bhatta,
2013). In other words, students also learn how to use their skills and knowledges responsibly and with
accountability. Again in the words of Lederman, “to find measured, yet creative, solutions to problems”
(quoted by Molina, and Rivera, 2015), a responsibility and accountability not only to the human species
but also to all living-beings and the greater environment in which we all live in.

Thus ST3AM is hoped to offer students a large enough space in which to explore and apply diverse
skills and knowledges, and that they be able to use such skills and knowledges in a responsible and
accountable manner, not only for human-kind but beyond, to truly have the “the ability to adapt to and
accept changes driven by new technological work, to anticipate the multilevel impacts of their actions, to
communicate complex ideas effectively to a variety of audiences, and perhaps most importantly, to find
measured, yet creative, solutions to problems that are today imaginable”.

It’s the photos on design thinking and problem solving class. It


encourages students to think over a range of problems that are STEAM-
like: eg. physics (mechanics), technology and engineering (material
strength and configuration), arts (human interaction and collaboration,
participatory design), math (logical problem solving) etc. In fact if I were
to be biased, a lot of STEAM is like design education. But the problem
is that most people (and design schools) view design as a decorative
process instead of a creative problem solving one.
15

REFERENCES
Anders, G. (2015). That “useless” liberal arts degree has become tech’s hottest ticket. Retrieved from https://www.forbes.com/sites/georgeanders/
2015/07/29/liberal-arts-degree-tech/#4525a9a8745d

Bhatta, P. (2013), Phronesis as Practical Wisdom. Retrieved from https://gaurabgurung.wordpress.com/2013/11/09/what-is-phronesis/

Council of Canadian Academies, (2015). Some assembly required: STEM skills and Canada’s economic productivity. The Expert Panel on STEM
Skills for the Future, Ottawa (ON): Council of Canadian Academies.

Education and Manpower Branch, (1993). School Education in Hong Kong: A Statement of Aims. Handbook on Educational Policy in Hong Kong
(1965-1998) September 1993, The Hong Kong Institute of Education.

Feldman, A. (2015). STEAM vs. STEM: Why we need to put the arts into STEM education. Retrieved from http://www.slate.com/articles/technolo
gy/future_tense/2015/06/steam_vs_stem_why_we_need_to_put_the_arts_into_stem_education.html

Hansen, M. L. (2010). IDEO CEO Tim Brown: T-shaped stars: The backbone of IDEO’s collaborative culture. Retrieved from http://chiefexecutive.
net/ideo-ceo-tim-brown-t-shaped-stars-the-backbone-of-ideoaes-collaborative-culture__trashed/

Ing, David. (2012). Science, systems thinking and advances in theories, methods and practices. Retrieved from http://coevolving.com/blogs/index.
php/archive/science-systems-thinking-and-advances-in-theories-methods-and-practices/

Jobs, S. (1996). Making connections and creativity. Retrieved from http://knowledgeisnecessity.blogspot.hk/2011/10/steve-jobs-making-connec


tions-and.html

Molina, R. V., and Riviera, H. J. (2015). Preparing Canada’s youth for the future through STEM education. Retrieved from http://ascd.ca/ascd/on/
wp-content/uploads/2015/04/ASCD-Newsletter_WEB-April-2015-1.pdf

Ng, T. K. (2017). Why Hong Kong is Falling Behind In STEM Education. EJ Insight on the Pulse, January 13, 2017. Retrieved from http://www.
ejinsight.com/20170113-why-hong-kong-is-falling-behind-in-stemeducation/

Ontario Ministry of Education. (1994). For the love of learning. Retrieved from http://www.edu.gov.on.ca/eng/general/abcs/rcom/full/volume1/cha
pter4.html

Radio Television Hong Kong (2017). “STEM education in Hong Kong” [Video file, Cantonese]. Retrieved from http://www.liberalstudies.hk/video/pro
gramme.php?vid=tcs17-1688

Rosoff, M. (2016). The only reason the Mac looks like it does is because Steve Jobs dropped in on a course taught by this former monk. Business
Insider, March 8, 2016. Retrieved from http://www.businessinsider.com/robert-palladino-calligraphy-classinspired-steve-jobs-2016-3

Salovey, P. (2017). Why we need the humanities more than ever. Retrieved from https://www.weforum.org/agenda/2017/03/the-key-to-responsible-
andresponsive-leadership-thehumanities/

Smith, M. K. (1999). Aristotle on Knowledge. Retrieved from http://infed.org/mobi/aristotle-on-knowledge/

Stecher, B. (2017), It’s time to rethink how we are educating our children, futurism. Retrieved from https://futurism.com/itstime-to-rethink-how-we-
are-educating-our-children/

The HKSAR Education Bureau, (2016). Report on promotion of STEM education. Retrieved from http://www.edb.gov.hk/attachment/en/curriculum-
development/renewal/STEM%20Education%20Report_Executive%20Summary_Eng.pdf

Universities Canada. (2016). From STEM to STEAM. Preparing Canadian students for the challenge of change. Retrieved from http://www.univcan.
ca/media-room/media-releases/from-stem-to-steam/

Zakaria, F. (2015). Why America’s obsession with STEM education is dangerous. Retrieved from https://www.washingtonpost.com/opinions/why-
stem-wont-make-us-successful/2015/03/26/5f4604f2-d2a5-11e4-ab77-9646eea6a4c7_story.html?utm_term=.a669a3075257

劉宇衡(Brian Lau)先生是一位加拿大華裔設計師及藝術家,出生於加拿大多倫多,在新加坡學畫,熱衷於藝
術和藝術教育。他畢業於多倫多大學(University of Toronto),主修藝術與經濟,其後於多倫多大學修讀設計
碩士,以及香港理工大學的設計碩士。因受香港留學生影響,好奇來香港旅遊,從此留港近二十年。在此期
間,劉宇衡先生兼任設計創作及教學工作,成就顯著。於本地及於國際獲設計及藝術獎項超過一百項,並在多
間大專院校擔任客席講師,包括香港理工大學(Hong Kong Polytechnic University)設計學院和香港知專設計
學院(Hong Kong Design Institute)、CO1設計學校等。現在他於滑鐵盧大學(University of Waterloo)擔任講
師,教授藝術設計專業課程。
16 藝術焦點

中國創客教育的困惑與思考
文:蔡江宇教授

「創客」一詞源於英文Maker,很明顯地是指動手能力和實踐力、創造力以及DIY(自己動手製作)。
創客是熱衷於創意、設計、製造的個人設計製造群體,1包括軟體發展者、藝術家、設計師等諸多領
域的代表,創客(Maker)以用戶創新為核心理念,是面向知識社會的創新2.0模式在設計與製造領域
的典型體現。2

創客教育(Maker Education)是一種融合資訊技術,以「在創造中學習」為主要學習方式和以培養各
類創新型人才為目的的新型教育模式。它脫胎於美國STEAM教育模式和創客文化教育,旨在將
STEAM課程培育模式和創客理念引入教育體系中,開展一系列關於創新動手技術與跨界創造力素養
的綜合課程。

美國的創客教育方面約有二十多年的歷史,主要體現在STEAM
教育的延伸上,其重要性不亞於中國的素質教育。《美國競爭
力與創新力》報告認為:在未來肩負創新使命、推動經濟發展
的人力資本多數將來自STEAM教育。1986年開始,美國國家
科學基金會在《本科的科學、數學和工程教育》報告,建議國
家調動各類資源投入科學、數學和工程(SME)領域的教育;
開啟了SME教育。1990年技術(Technology)被納入SME;而
美國官方正式採用STEM這一術語是在2001年。2006年,小
布希發佈的《國家競爭力計畫》中,批准從2008年到2010年向
STEM研究和教育計畫提供433億美元經費,使STEM這一教育
理念得以在高等教育中推行並在2007年延伸至中小學(K12)
領域。STEM教育的全面實行得益於奧巴馬發表「教育促進創
新」的演講,該次演講宣佈在全美範圍內實施STEM教育計畫,
並期望在未來十年取得成效。3學者Georgette Yakman在2011
將「A」(Art)納入體系,提出STEAM理論;2012年「創客空
間」被引進中小學,為此美國政府推出一個新項目——在未來
四年內在1000所中小學引入「創客空間」,配備開源硬體、3D 圖1: STEAM教育框架
印表機和鐳射切割機等數位開發和製造工具。

從最初的STEM,後來加上「A」 (Art)成為STEAM,再到現在的STREAM,當中又加入了R,就是現在
講的寫作能力(wRiting),以第二個字母R來縮寫。從國際學生評估項目(Program for International
Student Assessment,簡稱PISA)的結果中可以看出中國學生的寫作能力比較強。
19.5
17.6 18.8
15.6 美國
12.4
OCED
9.9
8.3 7.6 台北
5.2
4.1 香港
上海
低分段 高分段
圖2: 2009年PISA國際學生分數評估匯總
17

高分段裏面中國佔19.5%,美國高分段裏面佔9.9%;低分段中國只佔4.1%,美國佔17.6%(見圖2)。
再看數學很明顯,中國在高分段佔了50%,美國只佔了10%,相差巨大,科學也是這種趨勢。

未來學校的核心素養中可以看到中美兩國的異同,兩國都體會到學校教育是為未來服務的,本世紀
需要的是創新、批判、溝通、合作……(見圖3、4)我們必須學會面對複雜情境下解決問題的能力,
以及應對高速發展的資訊化智慧化社會的能力。

人文積淀

人文底蘊 人文情懷

審美情趣

理性思維
樂學善學
文化基礎 科學精神 批判質疑
學會學習 勤於反思
勇於創新
信息意識
全面發展的人 自主發展
珍愛生命

健康生活 健全人格
社會責任
自我管理
社會參與
責任擔當 國家認同

國際理解

勞動意識

實踐創新 問題解決

技術運用

圖3:中國未來學校核心素養

發展關鍵的未來技能6C概念

批判性思維與
創造力與想象力 問題解決 品質教育
溝通 合作 公民的權利與義務
Creativity and Critical thinking Character
Communication Collaboration Citizenship
imagination and education
problem solving

圖4:美國未來學校核心素養——6C理念

1/ 百度百科「創客」詞條。
2/ Chris Anderson著,蕭瀟譯,《創客:新工業革命》(Makers)
(北京:中信出版社,2015)
3/ 朱學彥、孔寒冰, 〈科技人力資源開發研究——美國STEM學科集成戰略解讀〉,《高等工程教育研究》2期(2008年),頁21-25。
18 藝術焦點

傳統教學模式的特點,知識只是事實和程式;教師只需把這些知識和事實教給學生,灌輸到學生頭腦
裏面。這種傳統的簡單重複機械的幾十年不變的方式,在互聯網時代就不行了。新的時代需要強調
深度學習,不僅看重對知識的認識,更強調的是它們之間的連線性。嚴文蕃教授(美國)指出:「未
來的學校,實際上就是儘量利用資訊的技術把我們低層面的東西交給學生去自學,然後更多的是活
動。」這種觀點我通過剛剛進行的國際設計論壇IOD大會——「設計教育論壇」中發表的《關於創客教
育的幾點疑惑?!》演講後,得到來自美國首都華盛頓DC的世界華人美術教育大會主席陳怡倩老師的
證實,創客教育在奧巴馬時代已經普及。

課堂上的時間

創造 創造
課後 課後
活動 評價 活動 評價

分析 分析

應用 應用
課堂 課堂
講授 講授
理解 理解

記憶 記憶

課堂上的時間

圖5:中美課堂時間構成圖

未來學校和傳統學校課堂的不同,還體現在「傳統的大部分時間都在下層,未來都在上層」。中國的
創客教育大約在三年前才開始進行試驗,廣州市天河區中小學的教育論壇(廣東省第一屆創客教育論
壇)中首次提出創客教育的重要性,深圳市也在2015年開始呈現爆發式的增長,科技企業主辦了深
圳的柴火創客空間的「制匯節」。佛山市作為珠三角製造業中心,在南海區由螞蟻雄兵互聯網企業與
佛山照明光電協會,廣東省職業技術學院在2014年舉辦了創客大會,佛山科學技術學院創辦了創客
實踐基地等,體現了「互聯網+」和產業製造、學校創客教育三方面結合的特點。4

創客教育在中國、美國及歐洲等多國,中小學以至大學教育中已被充分接受,並付諸卓有成效的
實踐,理工科教育特別是在物理學、電子學半導體方面,學生親自動手進行電器、收音機、動力裝
置、無人機、人工智慧機械手等的組裝。2015年底我重訪柏林並回母校參觀,在柏林藝術大學(UdK
Berlin)工業設計學院的實驗室裏,師生們都在親手組裝3D印表機供課程使用,德國學生表示,3D
印表機的組裝零件全部來自中國,而很多3D列印的材料都是來自中國的,物美價廉,簡單實用。

2016年的8月日本沖繩大會後,我被邀請前往九州參訪早稻田大學(Waseda University)。北九
洲地區是「日本製造」的中心,也是日本創新的基地,被國際上認為是除了美國矽谷以外,世界第二
大製造業產業研發中心。在早稻田我參觀了人工智慧化研究所、日本電腦終端中心(大資料中心),
生產力情報中心等重要的研究機構,觀摩了他們的博士課程。除了動手,創新意識也是很重要的,
應用知識的創新,我個人認為是思維模式的創新、理念的創新、甚至是價值觀的改變。我的演講題
目則是「一場延續了十二年的工業設計創新教育實驗!」將我在廣東二十年的教學工作實踐做了一個
總結。早稻田大學院情報生產力研究所博士古月敬之教授在人工智慧化方面是日本的著名學者,與
他交流中發現,中日兩國對於博士生的培養有較大的差異性。來自中國大陸的博士生很有自己的一
套想法,到日本之後,主動要求加入教授的專案組,對學校搞項目賺快錢十分熱衷,對學術研究「細
工長活」的研究工作不感興趣。這同樣讓我吃驚,怎麼我們的博士去到國外還是帶著國內的思維?

4/ 黃碧雲、嚴謹,〈佛山科技街將建首家創客空間〉,《佛山日報》,2014年5月22日。
19

日本沖繩大會同樣感受到這種強烈的資訊,美國德克薩斯州奧斯丁大學資深教授詹姆斯‧波‧巴魯法
爾迪博士(James P. Barufaldi, Ph.D),他明確提出了21世紀創新人才培養如植物幹莖系統的STEM
Education,將科學(Science)、技術(Technology)、工程(Engineering)、數學(Mathematics),
學科聯姻、合理搭配、科學嫁接,發揮各學科的優勢和綜合能力。美國目前對於創新教育人才需求
量較大,缺口約為一百多萬人,德國同樣有這樣的需求,缺口約為二十多萬人,英國約為十多萬
人,這大體上反應出國際跨學科人才的客觀需求量。由台灣師範大學資深教授、美國博士張俊彥主
講的演講內容,提出新時代的要求是教育、認知、新技術、基因四方面的組合(Education, Cognition,
Neuroscience and Genes,簡稱ECNG)對創新設計教育有了更明確的定位。

06
探索學習能力
Inquiry and Learning

100

80
05 01
積極人格與價值觀 60 思考與問題解決能力
Positive Presonality and Values Critical Thinking and Problem Solving
40

20

04 02
溝通合作能力 創意革新能力
Communication and Collabration Creativity and Innovation

03
科技實踐能力
Steam Literacy and Practive

圖6:STEAM能力雷達圖

2014年我參訪了金門大學,並參與台灣百所學校創新發明科技大獎賽,與台灣工業設計的泰斗何明
泉老教授作為評委組為來自台灣各地一百多所小學、中學、大學、研究所頒發了近200多個金獎,同
年台灣設計在全球取得發明創新的最高名次。得獎者有小學生、中學生、大學生、研究生、博士,
甚至老教授,這也是我經歷過的唯一一次覆蓋面最廣的大賽。近幾年台灣雲林科技大學在人工智慧
化與創客教育、機械手方面的教學也 取得了很大的進步和發展。我從2012年起兼任設計學研究所的
客座教授,每年都去進行交流,發現他們的創意工坊開始轉向工業4.0自動化、智慧化研究,重視動
手能力、創新能力和科研能力,對學生進行多方面的培養。

2002年北京師範大學成立了國際傳媒藝術與設計學院,這所學校開辦之初,由香港視覺藝術委員會
主席王純杰和香港資深教授、1961年畢業於英國倫敦聖馬丁藝術設計學院的愛爾蘭藝術家白禮仁
任正副院長,我負責具體的教學管理工作。我們就在教學方針上將互聯網諮詢、媒體傳播學、新聞
學、商業、廣告、影像、造型藝術、當代藝術、表演、行為藝術表演、舞臺藝術、設計學、工業設
計等學科進行融合、跨界和跨學科的綜合。一年級開始就打破了傳統的教學模式,重視運用材料、
工具、工藝技術、行為實驗和動手能力來表達創意,可以理解為最早的中國創客教育。
20 藝術焦點

從2010年至今,德稻教育先後匯聚了來自24個國家和地區的500餘位兼具業界經驗與學界地位的行
業大師,對智慧進行科學化、系統化地採集,傳承大師的行業經驗和隱性知識,並提供系統化的課
程設計和綜合教學服務,說明高校和教育機構提升國際化程度和教育教學水準。同時通過對國際國
內教育生態、創新教育產品內容的潛心研究,明確了成為行業領先的創新教育內容與綜合服務提供
者的發展目標,並逐漸確立了德稻在教育行業的高端定位。幾年前,我去上海德稻參觀的時候,艾
斯林格爾(Hartmut Esslinger)已經開始開班授徒了,我現場看了他們一年級做的模型和我多年前在
德國的感覺有較強的相似性,重視三維模式的製作和「直接經驗」的獲取和訓練。

2010年在廣東省佛山市南海區獅山鎮成立了廣東工業設計培訓學院,多位來自世界各地的設計大
師成為了這所學院的客座教授,德國的世界設計大師,「活著的達‧芬奇」的路易吉‧克拉尼(Luigi
Colani)
,曾經在世界大師論壇上談論自己從小開始自己動手做模型,現在已快90高齡,他在八十多
年的歲月中使用自己的雙手創造了數萬件優秀產品,他在對中國學生演講的第一句話就是: 「扔掉你
們的鍵盤,你們不要依賴電腦,要用自己的雙手去創造藝術!」當時85歲高齡的他手上還紮著黑色繃
帶,正是因為製作產品模型的時候受的傷,他鼓勵中國學生要多動手!我們可以想像在德國、美國
這些國家為何如此重視創客教育,從大師身上也可以看出當前中國進行創客教育與STEAM教育的必
要性!

現階段的中國進行創客教育與STEAM教育的主要難點和困惑有以下幾點:
A. 設計教育、創客教育長期受制於所謂中國特色的美術教育國家政策,而這種教育政策直接延伸至
上世紀50年代所謂的「全盤蘇化」、具有強烈的計劃經濟特徵。1978年中共中央十一屆三中全會
以後,中國的經濟政策迅速轉向市場經濟,30年的發展,經濟能力從世界倒數幾名的赤貧的國
家躍進成為世界第二大經濟強國。然而經濟政策的改變,並沒有帶來教育政策的變化,中共十八
大隆重召開的時候,將「繼續深化改革、建設具有創造力的中國社會」寫入了黨綱,八千萬黨員
將為之奮鬥。但由於教育政策的遲緩和不改變、不作為,嚴重地妨礙了創新設計、創客教育能夠
自由生長、自由發揮、健康成長的道路,問題到今天依然十分嚴重。

B. 設計教育與「傳統美術」的關係、設計教育與理工科教育的關係、設計教育與職業教育的關係仍
然錯綜複雜。高等院校的設計教育仍然以「就業」為目標,向職業教育看齊,這是存在很大疑
問的。大批量、工廠式推進職業教育的結果並沒有改善「就業」的前景,同質化教育造成千人一
面、簡單、枯燥、機械的教育模式,極大地限制了年輕人創造力的發揮。優質的高等院校研究
生、博士生教育由於現行的教育政策,內容空泛、不切實際、只追求表面的形式,成為其高等
教育之通病,並且遠離了國際化的教育標準。時至今天,問題的嚴重性應該引起我們的警惕和思
考。

C. 設計教學的課程內容及設置過分強調功利性,忽視研究與分析,課程量看上去十分龐雜,好像什
麼都學,實質上不得要領,這當然也牽涉到師資培養的問題,禁錮的教育政策、偏低的教師收
入、繁重的教學工作量,甚至乎教師還要擔當起社會部門的職責,給學生介紹各式各樣的工作和
就業機會,造成許多不必要的困擾。

D. 設計基礎的理念被嚴重歪曲,將大量本來可以用於提升設計技能、設計理念、動手能力的時間花
在不必要的「基礎」訓練上,比如,設計素描、設計手繪、設計色彩等其實與傳統美術訓練模式
沒有差別,卻浪費了學生大部分學習專業技巧、讀書、思考、調查、研究、分析的寶貴時間。
這種粗陋的、機械的教育模式,甚至造成了學生錯誤的世界觀和價值觀,現代文化素質的嚴重缺
失,影響了設計教育、創客教育的正常發揮。

E. 全國近三千所高等院校開設了工業設計課程,90%的高等院校嚴重缺乏教學實驗工作室及基本設
21

備、工具、機床……教師本身大多數沒有動手能力和研究能力,僅僅依賴於僵化陳舊的教材和手
繪效果,有關的專業諮詢大多數本來源於「牆」外的諸多海量資訊被人為地切斷在國體之外,極
大地防礙了專業最新諮詢的獲取,人為地造就了被動的局面。

傳統教育向創客教育的轉換過程,中國正走向工業化生產、技術複製的
時代。教育也毫無例外成為超級產業,在社會生產的制度下大批量地「複
製」學生。大生產一體化體制下,教育進行了規範化建設,教育的機械複
製決定人如何感受和感受什麼?幾乎無人可以例外。大批量生產的同質化
複製下的教學範式,摧毀了每個人的個性和創造力。人思考的本身變得越
來越不能思考;人已經不習慣親身經驗和不能夠凝神關注。這樣生產出來 上課
的「教育產品」,再也找不到人作為奠定主體的痕跡。如今,中國創客教育
要發展成具有社會效力的規模程度尚還長路漫漫,需要各行各界的大力支
持與革新,為中國教育的未來前景創造良好適宜的發展環境。唯有如此,
方能將教育與社會發展更好的有機結合,讓設計也能夠發揮出其應有的作
用,而不僅僅流於表面。

世 界 設 計 泰 斗 克 拉 尼 L u i gi
Colani教授到訪我系展區

參考文獻
孔悅(2012年4月9日)。創客空間「好玩是主要目的」。《新京報》。取自http://tech.sina.com.cn/it/2012-04-09/03476926396.shtml

王純杰(2008年2月2日)。請藝術家教學何罪之有?【線上論壇】。取自http://www.art-ba-ba.com/main/main.art?threadId=13777&forumId=8

宋剛,張楠(2009)。創新2.0:知識社會環境下的創新民主化。《中國軟科學》,2009(10),60-66。

宋剛、紀陽、唐薔、張楠(2008)。Living Lab創新模式及其啟示。《科學管理研究》,26(3),4-7。

《咬文嚼字》編輯部(2015年12月16日)。《咬文嚼字》編輯部2015年十大流行語【部落格文字資料】。取自http://www.cssn.cn/yyx/yyx_tp
xw/201512/t20151216_2783970.shtml

移動政務研究(2008年9月26日)。邁向創新2.0的應用創新園區與Fab Lab【新聞群組】。取自http://www.mgov.cn/complexity/info0809.htm

張娟(2013)。中國「創客」發展即將迎來爆發期。取自:http://it.sohu.com/20131023/n388753344.shtml

樸美善(2014)。淺談STEAM教育的重要性。《現代裝飾:理論》,2014(3),252-253。

Fun教育(2016年5月25日)。什麼是Steam教育?【部落格文字資料】。取自http://tkbrobot.pixnet.net/blog/post/101029052-%E7%94%9
A%E9%BA%BC%E6%98%AFsteam%E6%95%99%E8%82%B2

蔡江宇教授1962年出生於中國廣州,1985年畢業於廣州美術學院工藝美術系並獲得學士學位,1996年畢業於
德國柏林高等藝術大學(Berlin University of the Arts)工業設計專業並獲得碩士學位。1998年進入中國廣州華
南師範大學美術系工作至今,現為華南師範大學美術學院工業設計系主任、副教授及碩士生導師。同時,他
還在德國漢堡國際傳媒藝術設計學院、北京師範大學(珠海校區)國際傳媒藝術設計學院等任職教授。此外,
他也是中國美術家協會會員、德國職業藝術家協會會員、廣州市美術家協會漆畫藝術委員會副主任、評委等
等。
22 藝術焦點

Art : The Schools Center for Innovation


Article:Dr George Szekely

The windmills of educational reforms are constantly churning, propelled by the economy, public views
of school success, and the latest wisdoms and trends sweeping educational institutions. It is easy to
be pushed along by the fever of reform. Teachers often feel pressured to adapt according to the latest
guidelines, edicts, and their enforcers, even as many reforms potentially ignore convictions and instincts
of artists and teachers.

The artist-teacher by nature is both a doer and a shaper, someone who questions prevailing art-making
trends, creates new ways to teach and resists the urge to jump aboard the next passing train of reform.
Art teachers must lead the way in changing art instruction, and the following discussion exemplifies the
journey of my 45 years in the art classroom.

In the 1950s, with the advent of a new art called Abstract Expressionism, the art world drifted across
the ocean, from Paris to New York. With new tides of Abstract Expressionism came a fresh spirit of free
art making called self-expression, which soon became the emphasis of art education in schools. For the
first time in art classes, students took the lead and made art reflective of their own spirits, expressing
themselves through drawings and paintings without submitting to restrictions of tradition. Child art and
children as artists were recognized for creating a unique art that, although different from adult art, was
valuable, and could serve as inspiration for modern art.

When I first began teaching art in the 1960s, I encountered the child artist with unique visions, motivations,
approaches, and interests. I was instantly a great fan of the child artist and an avid observer of children’s
art composed beyond the classroom and free from formal direction. It was exciting to feel something like
Picasso must have felt discovering a new art in Africa, and it made the notion of simply bringing hand-
me-down art techniques to such originals disrespectful and intrusive. This was the beginning of a lifetime
of playing with children while observing their wide range of creative ideas and media sparked by playing.

Subsequent educational trends tried to revoke the creative freedoms, as art teachers in the early 1970s
were taught to set ‘behavioral objectives’ for students while teaching a compilation of historic artifices
called the Principles of Art. Once again, teachers were indirectly trained to mistrust the artists in the room
by narrowing their students’ choices in terms of paths to art. In scholarly circles, teachers, were afraid
to mention the child artist or the phrase “self-expression”, Perhaps thankfully, it was difficult in a post-
Vietnam era to achieve complete submission among teachers to curriculum that sought to silence and
suppress. There came to be a resilient strand of committed art teachers who defied mainstream actions
and continued to teach by respecting young artists ideas and playful creations, by promoting play and
choice for student artists with admiration for their insightful innovations.

Even following the last twenty years in education, now referred to as the darkest days of accountability
and testing, there remains some respect for art rooms as centers for higher orders of thinking. One of the
most recent trends confirming this respect has been the rise of STEM, an education policy referencing
fields of science, and ,technology, engineering and mathematics. Although the art discipline is left out of
the acronym, the value of creative aptitude has gained strength and legitimacy in speeches by President
23

Elementary School Middle School Designer: High School Designer:


Designer : Pull Toy Play and Innovation with Building the Future of
Invention Flashlights Personal Transportation

Barack Obama who called for, “Creating educational experiences that are project-based, hands-on, that
build a lifelong love of learning, leading to a nation of innovators” (2013 Annual White house science fair).
The response of art education has been to lobby for the inclusion of an “A” for art in STEM, in efforts to
recognize the role of art in supporting science and technology learning. But many art teachers responded
by speaking from the heart and more forcefully saying, “Wait; this innovation that we are now asked to
support, is what many of us have been pursuing all along!”.

The 5th Grade Art Class


When new educational voices called for Project-Based Learning and Maker Spaces in relation to STEM,
they failed to include or consider the art classroom. Motivated by these voices in 2016, I decided to
organize a fifth grade trip to Chicago, a showcase for makers, builders, and innovators. I talked to my
students about how architectural students take a similar pilgrimage, and referenced the giants of design
who have stacked their monumental markers along the city’s skyline, arguably the most beautiful in the
United States. Looking about with children, it was interesting to hear their thoughts. “This skyline is great,
but old,” a student remarked. It’s is true that many of the superb, tall buildings were erected in the 1950s,
and so Skyscraper Row no longer feels like cutting edge design to a younger generation. The best of
Chicago is perhaps an aging museum. It will take the next generation of visionaries, perhaps fifth graders
in art classes, to revive the prominence of the American city.

Back in the hotel room, surrounding the coffee maker, students found plenty of building supplies to
set about redesigning Chicago: coffee filters, wood stirrers, and foam cups. With extra donations from
housekeeping, they threw all of their hearts into a rebuilding effort. Soon tables, dressers and windowsills
were teaming with striking stacks of cups and lids. Forward-thinking architects employed miniature soap
bars, sleek lotions, shampoo containers, ice and ice buckets from the hotel room. Even a translucent
shower cap had a place, wrapped around the summit of twin cup towers. Our hotel room became a
preview of the new Chicago; a project to be continued in the art class.

Upon our return, free masons continued building without rubrics, instruction sheets, or design formulas,
raising towers to the future. Using a pure spirit of invention with wood and foam scraps, classroom books,
rulers, erasers, baseball caps, and other unlikely building materials, young designers raised objects
towards the sky.

With the proverbial kitchen cabinet unlocked for students, art classes build with pots and pans, Tupperware
and Pringles, topped with nuts and bolts and ice cream cones. Young designers see the world as limitless,
welcoming their fresh, youthful, ideas. Art classes challenge design dreams as future architects, interior
designers, and urban plannersplanners’ pioneer new forms and building supplies.

STEM
STEM in the past few years started to recognize the importance of these young artists, capable of the
highest levels of playing: inventing. When STEM educators started to invite art into the fold, the movement
24 藝術焦點

was officially renamed STEAM with the ‘A’ for art. Many art teachers considered the ‘A’ a sign of good
faith, and flocked to join the popular STEAM movement. Others like myself saw an opportunity to finally
alter the course of art education. When I founded CCAT, the Center for Creative Art Teaching, I sought to
move the public opinion of education professionals who considered art as a “‘good helper’ ” subject to
other, “heavier” disciplines. I wanted art to finally earn respect as an essential, major subject. It takes more
than the STEAM class to create a nation of innovators. Proposing an art curriculum built on advanced
playing (which IS design and innovation), art now stands on the cusp of becoming a leader, with lessons
to offer the rest of the school.

While STEAM has received criticism for relying on expensive learning kits to teach science and technology,
and repackaging a familiar method of integrating art, there is no doubt that its fast rise in school adoptions
also helped to create an important opening to value children as builders and designers, inventors and
innovators. CCAT sponsored Centers of Innovation promote advanced playing that is respected, and
building and innovation takes place in the art classroom. My work offers what might serve as a model
for centers of innovation, with the aim of further advancing the rise of art into the realm of major school
subjects.

Altered Entrances
Even those who choose to walk past the art rooms will observe the bright yellow banners with strong black
type placed over the art room door. The message is hard to ignore; “Art Room: The School’s Center for
Innovation.” It’s not only drawing and painting that takes place inside. There is self-expression in the form
of tinkering, and building. It is a class for makers, designers, futurists, and as the sign notes, innovators.

The demand for these banners was extra-ordinary, and these signs declaring the art room as The School’s
Center For Innovation, made their way to many art teachers eager to display them. The sign stakes the
art room as the lab, the test track, and the test kitchen with clarity of mission. Art teachers all over the
country created their own valuable interpretations and demonstrations of what goes on inside a center
for innovation. Ideas continue to spread on social media and publications, as those displaying the banner
seek to fulfill its promise. With factories decimated, innovative start-ups and new ideas thrive, and the
constant refrain for a nation of innovators places art in a central role in education for the first time.

From Play to Innovation


Play is the first step toward design and innovation. Children play with ponies and toy figures, then work to
design environments for them. Play leads to children’s exploration of their environment, and then moves
them to create beyond what is familiar. Each level of playing in an art class can move students closer
toward design innovations, original ideas, and art.

At the first level of play, for example, children work inside a Fisher Price playhouse, responding to the toy
as designed. They arrange ready-made furniture pieces and a cast of characters. At the second level,
children see themselves in their figures as they adventure together beyond the playhouse. Like their
children “owners”, the Fisher Price toy people and animals must explore, and they move into different
spaces, as parks and schools are designed for them with other toys parts and objects found around the
play area.

The creation of new worlds moves invention beyond the Fisher Price house. In a third level of play,
children design their own figures, animals, playhouses and toys. With expanding confidence and the
25

ability to cross-larger swaths of their home turf, there is more innovation and original design. At their
highest level of playing, children act as futurists, playing with space and exploring new worlds, creating
robots from available materials, making their own iPhones, and discovering the new in everything by freely
adjusting all objects and materials.

With a nation dedicated to innovation in mind, The Center for Creative Art Teaching (CCAT) was developed
in 2001, and Play Based Art Teaching in 2012. The goal of both programs was to spread the word
regarding the importance of using higher levels of play to promote design innovation. The call for art
classrooms that support futurists began in 2014, with the creation of model art rooms designated as
Centers of Innovation.

Views of Art Teachers


Over a two-year period spanning 2014-2016, art classrooms have developed into innovation centers
across the United States. One teacher describes how the children let her know they were already
innovators: “Just look at all the stuff we gather and build and bring to show in art class.” Taking an interest
in what students bring to class—collections, environmental finds, observations, and notes of ideas—is
an important part of class practice that allows the teacher to see each student as a designer-inventor.
Perhaps even more importantly, it allows students to see themselves capable of generating remarkable
new ideas.

Another art teacher notes that, “When I did not offer a drawing lesson, the students confidently shared
ideas about what they wanted to design and build. Even those who claimed they were not good in art
felt that they could transform available objects placed for viewing in different parts of the room.” Teachers
observe how their students prefer to make and build things, and how they proudly wear their creations,
such as a backpack invented from the bubble wrap.

Still another teacher notes that the new emphasis on innovation prompts students to consider and focus
on what things will be like in the future. They remark that art is just like playing as they develop ideas for
new skate parks, and design new stadiums for their action figures. Students seem grateful to be free to
alter the world as it is’s handed to them, and to design and make their own things.

Play is the first step towards design and innovation. Art teachers hear more students say that they
have great ideas, and students seem more willing to share their ideas in class. Students might come in
assuming that a good art class is one in which the teacher has great ideas, but addressed as inventors
and innovators students shine with pride for the concepts they build and ideas they offer to the class.

In our Center for Innovation a teacher proclaims, “We rebuild the world, one object at a time.” At the
beginning of the day, students like to design their own art supplies. Throughout the year, students dream
up new toys, games, and construct arcades. They like to invent things for their room, their parents,
siblings and pets, and innovate new environments for play figures. But, “even the youngest students
think large and global.” They have big ideas for new schools, museums, and airports that are seriously
engaged in art class.

Search For a New Term


There is no single word or educational acronym yet to describe children who are artists-designers-
players-innovators.They are not adult designers with restrictions like solving client problems and re-
26 藝術焦點

designing existing products for a firm. Children are not designers following outdated design principles or
other adult techniques and formulas. The essence of youthful design is the knowledge that you can create
and make anything. These observations are not specific to any special media, but apply to innovators
across disciplines. Innovators see the creative potential in all things, and all objects can generate ideas
to be tested through play.

Artists-designers-players-innovators have the confidence to reference a childhood state of mind, practicing


the way young children live. What is so valuable is the way they freely examine everything and sort through
the world to come up with their own plans and conclusions. Art classes focused on design innovation can
hold on to a childlike quality and build on early notions of boundless curiosity.

As young players at home children feel they can design and invent all kinds of new things. Art classes
for innovators extend and celebrate children’s early life of testing all tools, forms, and ingredients in the
kitchen, in the park, or at the table while waiting for food at a restaurant. Children need to be supported
both in the home and in the art classroom as players/innovators/ designers who can use anything and
know that it is in their power to make and build everything. Children should be appreciated when they
think big. They may want to design a new school or highway system, or build a new athletic shoe… just
give them a minute to find some stuff around the house, or in the art classroom.

While the STEAM initiative works to bring about the blossoming of technology in science and engineering,
art classes have been on the forefront in creating studios and workshops for building and innovation.
Art classes foster innovation as a way of life, instilling the whole person with the confidence of being
a contributor. From art classes come innovators who are the futurists, the advanced thinkers in any
occupation. Art offers a way to approach all tasks, viewing life from the perspectives of creator and
participant. Art education empowers students to build and make; to dare to dream and do things differently.
Art innovators are able to make changes, create, and reformulate the world around them. Not all design
must be ready to consume for profit. Usefulness in society comes from agents of change, and the art
class experience supports students as agents of change.

Just like children who perceive each home chore as a creative opportunity, art students can see every
field and every job as a challenge to innovate. As a result of art education, students feel confident as
creative leaders. Art classes lead to living life as creative thinkers and active doers who appreciate art and
design and the new and innovative in all things.

Characteristics of art rooms as Centers for Innovation


An art room as a center for innovation is a laboratory in search of the new, a place to build and present the
latest. The following is a brief overview of what this 21st century classroom powered by students looks
like and how it functions.

The art room is a discovery place to try the unusual; what has not been done or seen before. Art rooms
should look, feel, and function unlike any other place in a school. It is a room where students shop for
interesting objects and available materials that are sometimes hidden to involve a search and the gratification
of discovery. Items may be planted on the floor, placed in drawers, or unusual containers. Students can
examine objects not commonly found in art rooms, those things not typically considered art supplies.
Everything can be touched, maneuvered, and approached as if encountered and tried on and tried out for
the first time. New approaches and actions rename, reframe, repurpose, and surprise colleagues in the room.
27

The art room is a tinkering place with tools where inventors can take apart and build with everything.
Toolboxes, tool belts, plastic hard hats, and bright ‘Under Construction’ marking tape signals this as
a place for building and construction; putting things together and taking them apart. In this innovative
space, the number of different screwdrivers might equal the number of crayons and paintbrushes. There
is a wealth of newfangled tapes, magnets, and wires to make connections. However, this is not the usual
lumberyard or building supply store. It is closer to an appliance graveyard, or a well-stocked thrift store.
With a universal surplus of goods culled from home and industry, this art room’s intention is to invite
tinkering.

The art room is a shopping place for finding multiple possibilities in the small and simplest form. Beyond
their minute stature, small objects are used to build and design, often suggesting larger forms and ideas.
Children who carry small building supplies and collections in their pockets, or in the secure safes of
school lunchboxes, unpack in class to sort and reveal secret treasures. Art room furnishings for inventors
offer tiny Tupperware containers, drawers, and tackle boxes to store erasers and washers, rare paper
clips, buttons and technology fragments that inspire objects enthusiasts and originators.

The art room is a stage for animation and improvised performances. The rule in school may be to sit down
with hands in lap, but in this innovative art room, student bodies are not restricted to chairs and tables;
advanced players are free to move around as they design and invent. Innovation takes place in space, out
of seats, where body and spirit are free to rise. An art room table is too small for action and performing
with tools and objects. Thinking of the art room as a large canvas, the three-dimensional space invites
advanced play. Every surface, from floor to counters can be employed to audition and rehearse with
objects. Inventors and their objects can perform with their whole bodies on walls and in openings under
tables. Inventors need to test with speed, leap and jump, and raise object finds to the sky.

The art room is a podium for student to share their collections, ideas, and plans. The art teacher can act
as an outside observer as students enter with new finds, noticing, listening, and discussing all things
student have saved just to bring to art class. Innovative ideas derive from environmental observations
and the richness of experiences outside. In a class for innovative designers, there is a recommended
“receiving table”, a large, designated site reserved for students’ show and tell finds. Before class starts,
students unpack treasures and browse in a friendly market style atmosphere. And then there is the
“podium”, whether an old speaker stand, or a crate with a special chair, where students take turns
briefly sharing notes, sketches, or idea plans. Unlike required homework, students offer these voluntary,
personal records proudly, as original contributions to the classroom. An engaged audience appreciates
interesting finds with applause. Setting up a place that celebrates student’s thoughts and ideas is the first
step in an art room that supports innovators.

The art room is a playhouse to invent shelters, and furnish play spaces. The unconventional playhouses built
in the art room are not made from a kit, but from those things found and imported to the classroom. The best
nest can be made from twigs; others invented from a web of tapes and strings with cushy pillows inside.
Advancing children’s “fortress” play, chairs and adjustable light stands may support a draping of beach towels
for tent-like inventions. To frame a house, cardboard panels, folding exercise mats, and pool floats are some
of the borrowed objects used to explore large-scale card castles. The “big house” is not a jail, but a large
container, like a cello-shipping box, refurbished with state-of-the-art comfort to spend a night. Among art room
shelters are covered wagons, tunnels, and cave-like forms proposing a new architecture, made habitable with
newspaper roofs, and stacks of books designed as tables and chairs.
28 藝術焦點

The art room is a playground set up with art room furnishings to explore. When students are free to invent
with furnishings, they feel licensed to invent with anything in the room. Towers and space stations formed
from slanted and coupled stools are some of the myriad inventions when art room tables and chairs
can be adventurously engineered. Moving tables and chairs open up spaces that allow for ideas and
innovations. Tabletops as cooktops and post office counters, under-the-table time machines and malls
alter the original purpose of furniture and how to perform in a room. Tables and chairs become primary
play sets, the building blocks to create rides, suspend bridges and highways, or stage plays. When
students can engage in furniture moving they control the canvas and the space that promotes innovation
in all other things.

The art room is a laboratory for unique adaptations of what exists. Experiences in the art room demonstrate
how objects have infinite lives and possibilities. Consider, for example, the form for future phones as still
open to interpretation. In advanced design play, students freely audition any object in the room to become
a phone. In this class for innovation, students demonstrate stimulating ideas when asked to foretell
the future. In art room play, they show how any form can have many lives, take on different attributes,
and become something else. Transformational thinking is an essential tool for future design-artists. Art
teachers can lead advanced play for design ideas using everyday objects. Children have fascinating ideas
that have far-reaching implications for designs yet to come. The art room is for imagining and constructing
the future.

Ending
Art in America held a position of respect as a discipline established to bolster American manufacturing
during the Industrial Revolution. Now is the time to recognize the art classroom again as key player in
raising a nation of creative innovators.

The art room moves outside of the lines, out of the box, and out of space. Every object is open to
redesign from a fresh and playful perspective. Students invent new ways to make art, new art tools, and
discover new creative materials and supplies. The art classroom allows for positive accidents that create
new possibilities. New systems, commands, options, and remote controls, become magic wands and
tickets to futuristic design for playful building and innovative performances.

While STEAM programs flourish in many schools, the art classroom needs to be recognized as a dominant
space for project-centered, hands-on learning. In art rooms, students tinker, build, design and invent. Art
classes have been restricted in association to artists, but art classes educate a creative mind and build
the spirit of an “ideas person” an innovator in all realms of life and work. Drawings and paintings on display
in school halls have shaped societal views of the art class, but this paper demonstrates another facet of
art education: the block playing, building and inventing side; the imagining, pretending and future-seeing
aspects of young creators. Advanced playing in the art classroom is arguably the most important of any
schoolwork. This article exemplifies how play and art visualizes the future. In art classes, young artists
hone their confidence and spirits to take hand in inventing that future.

Dr. George Szekely 於1970年出生於美國賓夕法尼亞州的蒙哥馬利縣(Montgomery County,Pennsylvania),


是一位藝術教育領域的探索者和開拓者。他先後在紐約大學(New York University)獲得藝術教育碩士學
位,在普瑞特藝術學院(Pratt Institute)獲得藝術碩士學位,在哥倫比亞大學(Columbia University)獲得藝
術教育博士學位。Dr. George Szekely在藝術教育學術方面成就顯著,曾獲得多個獎項,例如Manuel Barkan
Prize,Viktor Lowenfeld Award,Marion Dixon Award等,出版發表12本著作及上百篇期刊論文。現於全球
最權威的藝術藝術教育協會——The National Art Education Association(NAEA)任職副會長。
教學•資源•分享 29

「由STEM到STEAM」焦點小組公開會議(內容撮要)
A的角色在哪裡? 文:陳家燕

STEM教學在港仍是起步階段,許多學校仍在摸索階段。我們知道外國早已開始把STEM轉換成
STEAM,把藝術(A)融合於STEM教學。而放諸於香港的教育環境,身為視覺藝術科的同工們,可
以如何把A加到STEM,透過視覺藝術科推動STEAM教育?鑑於此,本會於2017年3月18日(六)舉
行了「由STEM到STEAM」焦點小組公開會議,邀請坊間研究STEM教學的人士與視覺藝術教育界代
表,共同商議STEAM教育在學校實施的可行性。

會議起首先由陳偉康博士(香港教育大學數學與資訊科技學系副教授及系主任)提出推行STEAM教育
的目的,陳博士表示:「我認為現今對STEM教育所設的目標未夠清晰。其實學習本應是一個融合的
過程,現代教育要將科目分科,已不合時宜。首先,我認為在校推行STEAM教育前,應要思考推行
STEAM的目的為何,甚至是思考學習的目的為何。我認為學習知識,最終目的是應用,換言之是如
何「使用」該知識。STEAM教育是一種工具或途徑輔助我們學習知識,推行STEAM教學也應考慮如
何「使用」當中知識的問題。故此,學校推行STEAM教學,可考慮先設定一項「任務」
(task)給學生,
而該任務可以是解決日常生活所需為前提。以完成實作為本,從學習過程中發現需要暸解相關知識
時,才再去尋求相關的知識。自網絡普及,學生要去獲取相關知識的途徑比從前更快捷,而身為老
師的角色也需因應轉換,由從前單向教授知識,轉化為激發起學生求知慾的角色。而透過STEAM為
課程設計的綱領,便可提供機會讓老師、學生們自發性的去尋求相關知識去解決在課堂實作中所遇
到的疑難。」

其後緊接由科研代表林曉鋒博士(港科研有限公司行政總裁)及李小寶博士(裘槎基金會首席研究
員)表示藝術於科研的角色——

林博士:「其實可參考外國在校推行STEM教學的實例,到發展後期已逐漸轉型為STEAM,當中實有
其原委。至於放諸於香港教學情境,我們應考慮為何我們仍起步於STEM,並非STEAM?以世界當
前領先的科創巨頭為例,如:Google、Apple等,它們能獲得空前成功,當中不乏Art的元素。Steve
Jobs擁有視覺藝術知識的根基及素養,從日後他帶領Apple所研發的產品,無論是使用者感受,性
能的偏重,甚至是外觀設計,均可追尋到視覺藝術的蹤影。」

李博士:「自己是科研背景出身,目前則從事科學教育的工作。曾觀察學校所舉辦STEM工作坊,
邀請海外的科學家來港,科學家以話劇的形式向學生展現有關科學知識,與學生交流,我留意到很
多學生都非常享受是次工作坊,氣氛非常愉快。」從這些經驗反映,筆者認為在STEM中加上A(藝
術),其實是加上趣味。藝術讓人快樂,亦讓學生更享受當中的學習過程。

至於在本港的教育環境,原來已有大學以STEAM為綱推行教育活動,胡錦添博士(香港科技大學電
子及計算機工程學系工程教育副教授及工學院院長辦公室環球社會中心總監)及阮秀雯女士(香港
科技大學工學院院長辦公室環球社會中心項目經理)以水底機械人的STEM教育分享與視藝科的關
係——

胡博士及阮女士:「我們所籌辦的iSTEAM水底機械人大賽,發現參加的學校及指導老師,並非來自
視覺藝術科。其實學校的視覺藝術科有較大的創造空間,教學內容比其他科目具彈性,是一個理想
的平台讓學生嘗試與探究STEM的學習。我們曾以STEAM為題,籌辦一些與社區有關的項目,希望
能將社區議題帶進STEAM的學習領域。因為STEAM教育的精神應該源自生活、源自社區,所以在設
計STEAM的項目時便應該與日常生活息息相關。」
30 教學•資源•分享

至於在本港基礎教育領域,日校資深視藝科教師徐香蘭老師(香港四邑商工總會陳南昌紀念中學視覺
藝術科科主任)及張寶雯副校長(香港道教聯合會雲泉學校)亦就STEAM推行教學活動,及於席間
分享教育實例:

張副校長:「本校剛開展STEAM教學。校方利用政府撥給學校的十萬元資助籌辦STEAM教學活動,
期望利用資源發展可持續的STEAM課程,並非單購買科技硬件。我們與科技公司合作開展了一個網
上的學習平台。我們發現,當學生成為知識的提供或創造者時,他們會比以往更投入該學習活動。
此外,在研究過程中學生透過適當的視覺語言展示所得,並於『成果日』中向觀眾展示。學生不但從
STEAM中,學到相關的科學或科技知識,而STEAM中的A更能有效讓學生表達或展示相關的概念。
此外,STEAM亦是一個理想的契機讓不同專業的老師互相溝通學習,統整各科目的內容。」

徐老師:「本校亦有推展STEAM教學計劃,本校以A為綱,分別配合S、T、E、M,開展不同的活
動。以數學與藝術為例,我們發現原來許多傑出的經典作品或建築都存在『黃金比例』,『美』竟然是
『有數可計』。又以工程與藝術為例,我們透過研習珠三角大橋的設計,引入通識科,讓學生學習與
城巿建設相關的議題。STEAM教育豐富了本校的藝術素養發展。」

總括而言,席間各嘉賓在闡釋STEM或STEAM教育時,都不謀而合地提到「學科統合」的概念。可見
STEAM教育其實是「學科統合」、「任務型學習」的一個推行口號。既然香港教育局投放了不少資源
在中小學,以發展STEM/STEAM教育,相信這是一個很好的契機,以轉變學生分科學習的模式,把
學習與生活結合。筆者就此引用黃素蘭博士(香港教育大學文化與創意藝術學系高級講師)於席間的
發言為總結:

黃博士:「藝術與我們的生活息息相關。杜威早已提出學習不能脫離生活而割裂存在。就以香港教育
大學近年開設的『創造力副修課程』為例,其中一科稱為Creativity in Action就是讓來自不同學系的學
員從當下的生活取材,分組進行探究,並以具創意的行動回應小組所欲解決的生活或教育議題。明
顯可見,具有不同專業背景的學員所發展的創意行動與單一學科展示的創意不盡相同。觀察所得,
主修視覺藝術的同學所執行的A不再停留在美的追求,而是在學習歷程中與其他學系的同學一同『動
手做』,透過多元的探究、計劃、實踐、反思和修訂過程,解決一項與教育或生活相關的問題。相信
這就是STEAM教育的精神吧。」

本會希望能透過是次焦點小組會議,引發同工們在學校推行STEAM教學前,能重新思考學習的初
衷,並非為符合教育局提出STEM教育的要求而額外加重教師及學生的負擔。我們深信視覺藝術教育
是帶給學生創意空間和策動「從做中學」的主要元素。
31

設計源於需要
文:許朗慧老師 / 香港培道中學視覺藝術科

數學以邏輯思維或抽象思維為基礎,以判斷、推理、分析、綜合、比較、概括等揭露事物的本質特
徵和規律性聯繫,所以數學能力高的學生邏輯思維較好亦廣受認同。是故,不少老師、家長們也喜
歡以學生數理學科的成績來評定一個學生的才智。加上普通人對大腦的概念是:左腦負責邏輯思考
和分析的工作,右腦則負責創意、藝術或情緒。雖然在科研上未有肯定這個大腦分工的概念,但我
們發現大部分修讀視覺藝術科的學生剛巧她們數理科的表現也未如理想。而選修理科或數學M2模組
又同時修讀視覺藝術科的學生寥寥可數。常常聽到學生感慨的表示:「我的左腦尚未開發,數學不
好的人是特別愚蠢嗎!?」、「讀藝術的人,數學科成績好極有限吧!」、「我們又不愛寫程式和機械
人,教育局近年推行的STEM教育與我何干!?」

局方稱推動STEM教育的目的是強化科學、科技和數學教育,以學習者為中心,配合學生的需要和興
趣,綜合教師的教學想像及與社區持分者的夥伴協作,為學生提供一個合適的學習經歷,從而強化
學生綜合和應用知識與技能的能力、培養學生創造力、協作和解決問題能力,以及使她們具備創新
思維。論到創新思維,又怎能把修讀視覺藝術科的學生拒於門外?又怎能不為普遍數理科較弱的視
覺藝術科學生設計剪裁一個合適的教學活動!?外國教育政策比香港走得更前更快,她們已不再推行
STEM教育,而是STEAM教育!

當解讀STEM或STEAM教育時,普遍即時聯想是設計軟件教學或平板電腦、3D打印機等高科技應
用,科學原理應用及邏輯思考則不多。過往,科學原理應用及邏輯思考亦不是視藝科教學培訓重
點。然而教學並不孤寂,有幸與藍屋創作室及軸物行者協辦「社區協作系列:Look!轆說故事工作
坊及作品展」。藝術家與教師在工作坊前開了幾次會議,理解學生學習的能力及興趣特質,共同製訂
合適學生的教學活動。

工作坊時段:2016年10月至2017年1月
地 點:軸物行者工作室及本校視覺藝術室
教 學 對 象:中五視藝科同學
參 與 老 師:軸物行者藝術家 Gary、Garfield、Paddy、許朗慧老師、袁家杰老師

作品展時段
首輪作品展於於土瓜灣牛棚藝術村展出:2017年2月25日起至3月4日
次輪作品展作品將於本校藝術教育中心展覽館展出:2017年3月11日起至5月5日
其間獲邀於香港理工大學Maker Faire Hong Kong 2017展出作品。
工作坊的目的
知識層面: 穩固美學知識基礎,並強化數理運算能力、空間概
念、物料運用以至力學原理等綜合應用。
技能層面: 培養創造力、協作和解決問題能力。在無預設題目框
架設定下,發展學生思考和創作的自主性。
態度層面: 藉著創作,發展學生對學習數理的正面價值觀和積極
的態度。
社會層面: 增潤學生學習活動,加強與社區夥伴的協作。以創作
藝術為平台,表達學生對社會的想法。
32 教學•資源•分享

教學活動

1. 由軸物行者藝術家及老師帶領學生觀察土瓜灣城市發展,並到維修
場執拾廢棄物料和清洗車轆。
2. 老師在課堂上帶領學生匯報社區觀察成果及討論自身至社區議題。
3. 藝術家教授物料切割及處理、 講解力學、電批車結構及運行原理。
4. 學生在課堂上自行訂定題目回應社區生活、構思設計、師生探討電
批車結構製作可行性和物料使用。
5. 學生在軸物行者工作室及本校視覺藝術室遊走,進行電批車製作。
6. 學生匯報完成作品。
7. 軸物行者藝術家及老師帶領學生討論策展事宜。
8. 學生佈置展覽、設計刊物及導賞事宜。

延伸活動

學生自行佈置展覽、設計刊物及為來賓導賞。

困難及反思

1. 學生發現製訂支架時,尺寸、角度等數值務必精準,否則支架便會失去平衡,亦影響轉軸運行。
從挫折中學習,學生重新繪製合比例的草圖,用數式運算立體數據,體會運算的實用性,學生對
數式運算的抗拒感亦大有改善,並提升學生學習動機。

2. 修讀物理的學生提出如何製作雙輪非均速運行的製作方法,對於不熟數理的老師來說,的確無從
入手,幸得同事和藝術家的支援及解難。跨科合作及社區夥伴的協作的確十分重要。

3. 這個計劃後,如何繼續推行更多STEAM的教學活動?除了買iPad、安裝apps、用網上平台即時
分享學生習作等提議外,期待有更多視覺藝術科同工參考的教學活動和教材面世。

莊雅晴《熊的一生》 葉渙雯《黃金時間》
33

Maker Space

香港貿發局設計及創新科技博覽

香港貿發局設計及創新科技博覽是一個推動各行業設計及科技發展的有
效平台,憑著創新思維,吸引本地及國際參展商展示品牌的嶄新設計、
科技意念和產品及市場推廣策略,提供創新商業方案及意念,協助企業
提升生產力及競爭力。

展覽日期:2016年12月1至3日(星期四至六)
展出地點:香港灣仔博覽道1號香港會議展覽中心
主辦機構:香港貿易發展局
詳情:http://www.hktdc.com/fair/innodesigntechexpo-tc/

Dim Sum Labs

位於上環,是香港首創的創客空間(Maker Space),由香港創造有限公
司贊助的一所社會企業。旨在提供空間及工具讓所有對創客有興趣的人
士齊來動手造!Dim Sum Labs 亦會舉辦為兒童而設的創客工作坊,詳
情可查看:http://www.dimsumlabs.com/2017/05/24/dsljuniors/

Maker Bay

位於油塘,提供各類與創客有關的課程,包括有以使用工具類為主的
課程、有關公民科學教育的課程、製作機械人的課程,甚至有專為女
孩子而度身訂造的編碼課程等,詳情可查看:https://makerbay-hk.
squarespace.com/classes/

The MakerHive

The MakerHive 位於堅離地城,是一個聚集一群產品設計師、室內設計


師、機械人發明家、工業設計師、建築師、創意產業企業家等等的創客
工作間。另外,亦有舉辦與創客有關的工作坊等,詳情可查看:http://
makerhive.com.hk/
34 小雪教室

STEAM LEARNING 水墨教學


文:陳雪儀老師

陳雪儀老師作品

踏進廿一世紀,活在資訊爆炸的時代,變化萬千的世界,知識與科技日新月異,智慧、科技不
斷影響生活。面對瞬息萬變的大時代,發展學生的創新及解難等的能力是非常重要。

近年來,有學者提出以STEAM教育(科學、技術、工程、藝術和數學)培養學生解决問題的創
新能力,並且結合學生在其他學科學到的知識,進行融會貫通的學習,可以加強學生的思維發
展和綜合能力的提升。

這次是第一課的水墨畫教學,參考STEAM課程理念的跨學科項目學習下,既要考慮水墨畫教學
本身的獨特性、系統性,又希望可以強化學科間的橫向聯繫和有機整合。因此,以「我心中的
老鼠」作為主題,在上課前請學生翻看不同課程的相關內容以配合主題。

進行這堂水墨教學時,首先我示範老鼠的造型,以偏鋒畫老鼠的身體,而偏鋒即是將筆鋒斜貼
在紙面上作畫,筆跡的面積會擴大,容易表現墨色變化的結果。
並且以中鋒畫老鼠的頭、眼及手等。當筆鋒在宣紙上垂直運行,
並保持筆鋒在中央,不偏不側,稱為中鋒運筆,這樣每一筆一點
都有圓滿渾厚之感,一隻隻黑白的老鼠就呈現出來了!

然後就是學生創作「我心中的老鼠」,通過他們參考了不同科目
對這主題的聯想後,表達出對老鼠的感覺,例如:「貓捉鼠」、
「老鼠偷吃豆」及被人進行實驗的「白老鼠」等。

要啓發學生的思維能力,就必須帶領他們進入反覆思考、實驗,
甚至不怕失敗的精神,去實踐並追求藝術昇華的境界!期望通過
這次的教學,讓學生既能了解水墨畫筆墨的表現方法,又可以配
合不同學科的內容,讓學生從探索中不斷成長及學習!
5A 霍穎欣

鳴謝:聖公會油塘基顯小學 6C 黃珮琪 6A 馬頌恩


仍是山 Ying’s Sound 35

超前還是倒退?
思考STEM 和STEAM教育理念和施行
文: 劉瑩老師 / 英華書院

近幾年不時聽到和看到關於STEM課程的宣傳和熱烈的討論,繼而有STEAM課程的建議提出,好奇
心推動下,開始翻查和梳理相關資料,反思我們的美術教育方向應如何走下去。

黃冬柏在《續談STEM異化的憂慮》內提出「教育的影響並非個別人;當一窩蜂地勇往直前之際,小小
的變調就足以導致壞大事的異化」 (黃冬柏,2017)。正如以往TSA的例子和高中通識教育課程,現
在就是一窩蜂地去攪STEM,卻忘記了不是人人都要透過玩STEM才有興趣去學習;尤其那些本來就
有天賦和興趣的孩子,在電腦網絡通行的年代,他們自會主動以創新的方法去學習。其實STEM只是
為了提升創新科技的社會需求才提出來,教育局用這面旗幟是為了推動第二波的課程革新或配合政
府施政方向。大家別忘了STEM本身不是一個目標,當中的教學策略也非新創。若為了推STEM而耗
費太多教育能量,那就得不償失了。在美國,最初也不是將STEM視作一個綜合課程推行,而是在大
學支援高等學校的教師、加強師資培訓的計劃(STEM TEC),後來才形成一個 K-12連貫性的跨學科
課程。在香港,這一波STEM熱潮的起點或可追溯到2015年特首施政報告(黃家偉,2016)。落實將
新界北河套區發展成為最大的創新科技園後,坊間掀起新一輪關於科學科技的熱議;同時,港科院
發表STEM(科學、科技、工程、數學,或簡稱為數理工科)教育的研究報告(2017年1月5日發表「科
學、科技和數學教育與香港創新科技的發展」) (香港特別行政區,2015)。因而在教育界內外引起
更多的探討(灼見名家編輯部,2017)。

教育政策不應只是熱潮
2015年特首施政報告後,教育局發出題為「推動STEM教育:發揮創意潛能」的文件(黃冬柏,2015);
此後學界和一些相關公司就推出大量的研討活動和比賽,令STEM成為潮流名詞(楊佩珊,2015)。
通過「動手」及「動腦」活動,以解決問題和創作發明品的教學法,例如:運用科學探究、專題研
習、問題為本學習、數學建模、設計和製造等。然而,大家請不要忘記探究式學習、問題為本學習
或結構式學習等教學策略都是上一個世紀已提出了,以學生為本的教學法更是上世紀初已發展出(香
港特別行政區,2016)。在香港上個世紀70年代為配合工業發展,不少中學也有「動手」的基本課程
在不同學校推行,有木工、家政、陶藝和設計科等。

如今不少藝術朋友望STEM教育可增加設計元素(即加入「A」,使之成為STEAM)和提高藝術的實
踐精神(有些人稱之為創客,MAKER),於是提議加入「Art」,或更貼切的說是加入「Design」或
「Applied Art」
(黃冬柏,2017),然而,藝術自走入人類文化史中,不是甚着重「動手」嗎?也因此
常被視為Practical Subject(STEM: emphasis hand-on and project-based),藝術教育從不只談理
論,常是活動式教學或要「動手」實踐的,自推動作品集製作後,更強調以學生為本(Jolly, 2014)。
與STEM提倡類同,但不同的是以本科知識出發,並非受制於其他科的思考模式。正如你是否能運用
邏輯或數理來解構表現形的抽象藝術呢?邏輯思辨是推理,藝術創意可以是關乎文化、心理、情緒
或個人成長(特殊性)的反映和反思,當然也有部份是關乎數理邏輯的。

筆者從不排拒科技和數理邏輯融入美術教學,尤其讚揚Leonado Da Vinci 和M.C. Escher及當代藝術


通過網絡系統推動人類反思文化和改善生活的藝術表達。然而,我們也要明白在新世代中,中小學
的科技學習應該是怎麼一回事?科技學習在總體的課程設置中,應該是怎樣的一個位置?南韓、歐
洲等國已在中小學全面教授程式編碼,香港有否借鑑呢(葛珮帆,2016)?為甚麼要重視STEM教育?
港科院報告書提出STEM教育的目的有四:
一、強調 STEM 與日常生活的關係; 三、加強系統化考證和概念發展過程中應有的態度和技巧;
二、培育學生對 STEM 的興趣; 四、為學生建立穩固的科學基礎,有利他們將來升學或就業。
36 仍是山 Ying’s Sound

STEM教育是什麼意思?包括什麼內容?為何教育必然培訓「就業」技術?對於這些問題,報告書似
乎沒有深入探討,甚至四點目的似要說明除了STEM學科外,其他科目都欠「系統化考證」。另外,
報告書把高中學生的選科—有多少學生選讀物理、化學、生物—作為學生接受科學教育的指標。如
此,是否一直以來的物理、化學、生物、高等數學的課程,就是STEM教育的殿堂?而重視STEM,
就是恢復這些殿堂的傳統地位?又或者加進「編碼」作為新時代STEM的代表?報告提出一個有趣的
矛盾:香港在國際比較如TIMSS和PISA,經常是名列前茅;國際比賽(如數學奧林匹克、機械人比
賽)經常也是成績彪炳;但是香港中學生全修理、化、生的愈來愈少,選修高中附加數的也是愈來
愈少。後者成為報告書的主要憂慮之點(程介明,2017)。我們為何不是問中間矛盾的原因所在,
而是只抽取表面數據,放大成掩蓋全貌的屏障?為甚麼我們不問傳統的科學高材生,他們上了許多
課,做了不少實驗(驗證性的實驗),考試也能夠答卷得高分,反而不會培養上述這些STEM的要素
呢?港科院研究的理據是「因發現近半文憑試考生沒有修讀科學選修科,同時修習M1或M2及三個傳
統科學科的比率低,於是須大力推行STEM課程」,難到文科和美術科比率又不是在下降嗎?難到大
家淡忘了當初教改曾期望「文中有理」、「理中有文」和為培養「多元智能」學生而努力嗎?何況以前
有會考時,學生一般選修8科,如今少了一科,加上以核心科(中、英、數、通識)為大學先考慮取
錄條件,其他選修科自然相對較放輕,受影響的科目何止港科院專注研究的科目?單以數理選修科
比率低為理據並不符合《全球發展規劃》,教育領域重視「公平」原則。

另外,如果必然要創新課程,我們為甚麼不是設想香港科技教育的新境界,反而是希望在過去的框
架中尋找出路(程介明,2017)?如果我們只想微調現時的課程,大可考慮已有內容,譬如:高中新
課程的核心——中文、英文、數學、通識——是經過研究的核心學習領域,內作調整,起碼數學加
上通識的三分之一是屬於科技學習的領域,佔了核心全部的三分之一。報告把核心學習領域與科技
學習對立起來,認為是核心佔的比重太大,完全是一種誤解;核心科裏面有不輕的科技元素,以至
沒哪個國家可以以全體學生課程的三分之一與科技有關(程介明,2017)。因此港科院若關心科技學
習,也許首先應該看看通識的科技部分,看看如何可以有突破改進的地方。新增加的學習領域,如
「應用學習」、「其他學習經歷」,裏面都可以有非常豐富的科技元素。STEM教育不是始自今天,
理念更是上個世紀中的舊觀念,新世代科技迅猛發展,學生的科技知識和素養,當然要與時並進,
但是不能當是時尚,把科技學習看成是高於一切的學習,希望在學生的生活裏面佔據學生更多的時
間,這是多元文明社會應有的教育課程嗎?美國學者也提醒過科技只是工具,不一定能改善教育
(Veenema, & Howard Gardner, 1996)。

美國於二千年開始看重數理科技人才,全因為她以高新科技實力稱霸於軍工商技各個範疇。惟自踏入
新世紀以來全球人才數據卻反映出在科技理工科目博士人才中,美國所佔份額不斷下跌,2010年時已
下降至15%;與此同時,中國、印度、韓國等新興國家所佔的份額卻一直在上升(黃冬柏,2017),
所以對亞洲地區本是不應存在的前設問題,在不同的情境前題下,搬美國一套教學法來應用,是否
恰當?美國科技人才出現斷層乃STEM提出的原因,香港情境又是否等同?

重視普遍技能培養 忽略個別專才培育
如果我們認為「只有精英才可以帶領整個產業向前衝,若人人都為了『好玩』才攪科創,最終就是培
養出更多科技消費者,非產出到創新闖關的領頭人。香港尖子的百分比偏低,究竟現行的教學模式能
否培育高能力的學生?」中大教授何瑞珠認為:香港學校推行的電子學習方式並未能提升學生在電子
學習方面的表現,亦未能因應學科的本質有效地將資訊科技適用於課堂教學中(何瑞珠,2016)。這
次2015年PISA的結果反映「時下一般電子學習方式未能觸及科學科的高階思維,對科學的學習成效難
有深入影響。」(何瑞珠、藍郁平,2017)然而,作為文化藝術科教師,對文化藝術方面如何借助科
技教學法以提升創意產業而非藝術消費者,同樣有待探討。換言之,我們可以用STEM方法培育一般
學生對數理邏輯(前設一般中學數學科技課是教邏輯思辨的,實際有多少真正做到)的興趣,但不代
表能培育出專精人才,以領導科技發展。我懷疑這是否由於教育政策着意培養學生的集體解難能力或
共通能力(generic skills),而忽略了個體研習能力 (Jolly, 2014)。
37

科技不能取代人文 多元社會需培育多元人才
日本、美國等國不評甚麼「三好學生」,認為評等級排隊會使其他學生產生自卑心理。讀書都是自動
的,不是強迫的。周有光1主張教育要提供寬鬆的環境,認為沒有興趣是學不好的。必然的興趣同偶然
的機會結合,就能成就事業(周有光,2017)。當全球在討論「後2015」的《全球發展規劃》;在教育
領域,「公平」更上升成為大家關注的頭號主題,教育的公平,可以減少社會不均。這是歷年來討論教
育公平的核心,最明顯的是特殊教育,讓有特殊需要的學生獲得高於平均的資源,他們才能獲得與其
他學生同等的教育。教育,恰恰是促進機會均等的重要機制,這也許是教育對於社會公平最顯着的功
能(程介明,2016)。到此刻,我不能不重提哈沃德 ·加德納(Howard Gardner)的理論(陳雅慧,
2015),他看到人的共同和獨特面,這也是多元社會中,獨特個體能力得以尊重和彰顯的重要理論
(Veenema, & Gardner, 1996)。試問在電腦科技通行的今天,我們最憂慮的是學生欠缺共通資訊和
基本資訊技術,還是獨立批判能力和真實自我認知能力?

STEAM課程的思考
我們在思考STEAM政策可行前,必需瞭解STEM的內容、推行情況和影響,才能提出如何和為何要
加入藝術的元素,所以文章用了大篇幅闡釋STEM的內容,提出背景,似乎並不切合華人社會,而且
內容和推行策略也似乎在舊有教學法已提出,未見創新,最多可說是彌補教育改革下純理科可能忽
略的實用性和誘發學生學習的動力,但對研究專才培育意義不大。換句話說,若在STEM課程內加
入ART/DESIGN,並無助於真正培育出藝術獨創能力的專才,只能略為引起普遍人對藝術的應用關
注,也就是基本認知,是藝術的應用和橫向推廣策略,並不能等同藝術科專業的培訓。因為這必然忽
略了當中的文化歷史認知和個性彰顯(Jolly, 2014)。在美國STEAM官方網站清楚指出,STEAM不等
同藝術教育(STEAM Education, n. d.)。同樣地,將任何一科隸屬於其他科,都是抹煞了各自的獨
立性(Jolly, 2014),正如Gardner被問到是否要在STEM課程內加入ART時說“I don’t have strong
views about whether A (for arts) should become a part of STEM or be self-standing. What’ s
important is that every human being deserves to learn about the arts and humanities, just as each
person should be cognizant of the sciences.”(Jolly, 2014)他強調要開拓非傳統教學(語言和邏
輯)內學生的潛能,公平教育基本信念就是讓「每個孩子都是一個潛在的天才兒童,只是經常表現為
不同形式」,今天我們國家的教育要從精英化走向大眾化,非常有必要學習和借鑑像「多元智能」這
樣的現代教育理論和實踐,使每一名學生都能獲得可以盡情施展其才能的機會。一個會問問題和願
意解決問題的人,才是未來社會需要的人才。正如Albert Einstein說過“Anyone who have never
made a mistake has never tried anything new.”(Ruthcatchen, 2011)也因藝術沒絕對的「對」
與「錯」,才更能鼓勵學生勇於嘗試。
Year Items
1986 USE National Science Board promote STEM
Putting the Arts in the Future: Reframing education the 21st Century edited by Nick Rabin and Robin Redmond (In John M.
2004
Eger on Twitter: www.twitter.com/jeger62). Art provided career opportunity.
2006 STEAM modify
2007 Rhode Island School of Design began leading the STEM to STEAM effort
2011 Started in US
• 中國「十三五」規劃,2015年特首施政報告提出STEM。
2015 •《全球發展規劃》,在教育領域重視「公平」
• 2010——known as the STEM act——are set to expire this year, in HKEDB emphasis in 2016.Learn through failure.
2017 香港港科院發表 STEM(科學、科技、工程、數學,或簡稱為數理工科)教育的研究報告。

1/ 周有光(1906年1月13日-2017年1月14日),原名周耀平,起先「周有光」是他的筆名,「有光」後來成為他的號。生於中國江蘇
常州,中國語言學家、文字學家,通曉漢、英、法、日四種語言。周有光青年和中年時期主要從事經濟、金融工作,當過經濟學教
授,1955年,他的學術方向改變,開始專職從事語言文字研究,曾參加擬定《漢語拼音方案》 (1958年公佈)、建立了漢語拼音系統,
被若干媒體稱作「漢語拼音之父」。幾十年來一直致力於中國大陸的語文改革。作家沈從文是他的連襟。
38 仍是山 Ying’s Sound

Leonado Da Vinci M. C. Escher


Mona Lisa or La Gioconda, Drawing hands, 1948
1503–05/07 28.2 cm × 33.2 cm, Lithograph
77cm x 53 cm, oil on canvas Dutch
Louvre, Paris, France

參考文獻
本社編輯部(2017)。港科院倡加強培育STEM人才。取自http://www1.master-insight.com//content/article/9670

何瑞珠(2016)。從PISA2015剖析香港學生的成就與挑戰(一)。取自http://www1.master-insight.com/content/article/9439

何瑞珠、藍郁平(2017)。從PISA 2015剖析香港學生的成就與挑戰(二)。取自http://www1.master-insight.com/content/article/9915

周有光(2017)。給孩子屬於自己的空間。取自http://www1.master-insight.com/content/article/6279?nopaging=1

香港特別行政區(2015)。《二零一五年施政報告》。取自http://www.policyaddress.gov.hk/2015/chi/pdf/PA2015.pdf

香港特別行政區(2016)。《推動 STEM 教育——發揮創意潛能》報告。取自http://www.edb.gov.hk/attachment/tc/curriculum-development


/kla/science-edu/STEM_Education_Report_Executive_Summary_Chi.pdf

耐撕爸爸(2016)。別耽誤了孩子!你分得清STEAM教育、創客教育和創新教育嗎?。取自http://kknews.cc/zh-tw/edication/5e39kk.html

徐瑜珮(2002)。應用多元智能理論於高年級視覺藝術教學之行動研究。取自http://www.artdesign.nthu.edu.tw/seminar/2009/1/2009_07.pdf

陳雅慧(2015)。「多元智能之父」加德納:未來人才,必備4大關鍵能力。《親子天下雜誌》,66。

黃冬柏(2017)。續談STEM異化的憂慮。取自http://www.master-insight.com/content/article/9972

黃冬柏(2015)。重整「幹莖教育」的呼聲。取自http://www1.master-insight.com/content/article/3384

黃冬柏(2017)。STEM?停一停,想一想!取自http://www1.master-insight.com/content/article/9804

黃家偉(2016)。淺談 STEM 的課程發展難點與機遇。《現代教育通訊》,111。

程介明(2017)。STEM教育:未解之結。取自http://www1.master-insight.com/content/article/9745

程介明(2017)。國際教育比較研究:香港的危機教育論壇。取自http://www1.master-insight.com/content/article/9662

程介明(2017)。科技教育:如何進入新境界?。取自http://www1.master-insight.com/content/article/9854

程介明(2016)。教育公平就是讓每片樹葉獲得陽光。取自http://www1.master-insight.com/content/article/6363

楊佩珊(2015)。STEM 風起時。取自http://www1.master-insight.com/content/article/6004

葛珮帆(2016)。仗義執言:「STEAM」教育。取自http://orientaldaily.on.cc/cnt/news/20161123/00184_006.html

Anne Jolly. (2014). STEM vs STEAM: do the arts belong?. Retrieved from http://www.edweek.org/tm/articles/2014/11/18/ctq-jolly-stem-
vs-steam.html

Law, N., Yuen, J., & Lee, Y. (2015). E-learning pedagogy and school leadership practices to improve HK students: computer and
information literacy findings from ICILS 2013 and beyond. Hong Kong: CITE, Faculty of Education, HKU.

Ruthcatchen. (2011). STEM or STEAM - what does it really mean and how do we do It?. Retrieved from https://ruthcatchen.wordpress.
com/2011/12/22/stem-or-steam-what-does-it-really-mean-and-how-do-we-do-it/

Ruthcatchen. (2015). STEAM: enabling the engineering habits of mind through creativity. Retrieved from https://ruthcatchen.wordp
ress.com/2015/08/31/steam-enabling-the-engineering-habits-of-mind-through-creativity/

Shirley Veenema, & Howard Gardner. (1996). Multimedia and multiple intelligences. Retrieved from http://prospect.org/article/multimedia-
and-multiple-intelligences
39

東拉西扯談STEM與STEAM
文: 王鍚清老師 / 高雷中學

STEM是近年的教育熱話,它總會教人將它與新事物聯想在一起;雖然美國在1990年為了政治及經
濟原因已經開始推行STEM教育。2015年11月曾獲EDB邀請在學校課程持續更新:聚焦、深化、持
續──科技教育學習領域諮詢研討會(課程編號:CDI020151315)中分享了一些校本施行的果效。當
時曾提出引入STEM的需要和好處,就是讓不同學科有共同協作的機會,還引伸出以下的期望和願景:
•讓學生更有系統及有效率學習
•學生可更全面地認識及了解課題
•強化學生綜合和應用知識及技能的能力
•讓學生建立穩固的知識基礎,並提升他們對科學、科技和數學的興趣

當時我利用一個以「新與舊」為題的燈罩設計系列(圖一)作例子。指出學生只是用一個簡易的設計
軟件創作,再利用立體打印機成型便創造了一系列既美觀又實用的燈飾。設計理念是基於新藝術風
格Art Nouveau的自由藝術式樣而演變而成。設計由充滿有機性的曲線進而發展而成簡約的直線為主
的外形;那時我認為這樣的習作己經符合了STEM的大致要求。如今再回看「新與舊」燈罩,我發覺
其實整個設計理念有著一個很重要的元素我沒有提及:那就是藝術(Art);STEM欠了一個A是有點
不完整。資深教育工作者溫建國曾經在不同場合多次用聖誕樹來形容STEM,就是你可以掛上不同的
東西來裝飾聖誕樹。我同意他的說法,如果將STEM視為一種教學工具實在無問題。但是若視它為
一次重要的課程持續更新,我就希望推行者要有長遠及清晰的施行計劃;例如是否一併也把A加入
STEM。其實在這個科技發展一日千里的世代,真的有些技能是必需擁有才能令人活得更精彩。無論
STEM又或STEAM,個人只視它為一種工具,反而更值得思考的卻是藉著它,我們可以令下一代學
曉那些更有價值和意義的東西?

我做故我在
教改的制定及決策一般老師根本無從左右,但是我們可以在自己的崗位做點事,相信大家只要堅持
就會成大事。就以「新與舊」燈罩設計為例,STEAM=STEM+Arts確是一個很好的組合。透過「藝術
美感」與「設計與科技」的教學結合及體現,令學生的學習更完整,而成品更精緻及有內函。那次我
教學生用的是一個免費網絡軟件,名叫Tinkercad ,設計過程如同砌積木,靠加或減材成形。由於是
三維軟件,學生建構設計時可培養空間感的認知。圖二展示了「新與舊」燈罩的製作過程而圖三則是
一件由S字母演變而成的電話座-Miss S;她的特色是既方便充電、反轉又可遮蔽iMac的鏡頭且也具
備擴音功能。最近更為 Miss S 籌辦了一個名為「重拾。創意與個性」的展覽,展示參與者如何創作具
個性及創意的電話座。這些都是STEAM可伸延的教學活動例子。
圖三)電話座——Miss S
「Miss S」同時具備電話座、電
腦自拍攝錄器「眼仔」遮蓋器,
以及電話聲擴音功能,也可給
予用家自由在Miss S繪上心儀圖
案,以達至STEAM:科技功能及
設計美感並重。

圖一)「新與舊」燈罩 圖二)燈罩的製作過程

可到以下連結了解筆者負責策展的Lost and Found


「重拾。創意與個性」的展覽 https://www.youtube.com/watch?v=Ke1zxs0Cyug
https://www.facebookcom/memoment/posts/1728221980538601
40 教學隨筆

STEAM中的A,重要嗎?
文: 陳奕鑫老師 / 浸信會天虹小學

前言
STEM的教學在2017/18年度正式在香港的學校開始推行,根據課程發展議會發佈的文件《推動STEM
教育 發揮創意潛能》1 中指出,推動STEM教育的重點在於發揮學生的創意潛能,讓他們能面對現今或
未來社會,甚至是世界的挑戰,以助學生掌握二十一世紀所需要的重要技能與素質。這篇文章並不打
算討論為甚麼要推行動STEM或STEAM的教育,本文旨在說明STEAM中的「A」,這個「A」的重要
性。

STEM教育的精神
STEM是科學(Science)、技術(Technology)、工程(Engineering)和數學(Mathematics)四個範
疇的簡稱。但是STEM教育並不是將科學、技術、工程和數學教育的四大範疇連結或簡單的加起來,
而是將這四大範疇融合到各學科,學生把學到的知識和技能應用到日常生活當中,或能轉變成探究
與真實世界相互聯繫的事情上,從而培養學生創新精神與實踐能力,這就是STEM推行的根本精神。

STEAM VS STEM
2006年,美國教育界將STEM改成了STEAM,而這個「A」指的是「Art」即藝術,一般人都認為只是
與美術及音樂有關。本人認為這個「A」包涵着美術、音樂、社會、語言等多項的人文藝術,STEAM
強調STEM與人文屬性的結合。

美國權威研究STEAM的教育網站2將STEAM教育定義為:「科學和技術,要通過工程和藝術來解釋,
所有的知識都基於數學這一基礎。」在STEAM中,「A」不只是代表藝術,更代表了博雅教育、語言
藝術、社會研究、體育藝術、美術和音樂。它基本上是一個可定製的、實用的教學框架,香港學校
近年都花了不少的時間讓學生學習STEM,但如何將創造性思維應用到STEM項目中,如何通過藝術
激發學生的想像力和創造力,這方面似乎暫時較弱。一件項目如果缺少了美學的話,創造出來的東
西只有實用而不會吸引。

STEAM教育最好的例子就是iMac,以及蘋果出產的一系列電子產品。以iMac為例,市面上有很多電
腦產品的品牌,但做到既實用又美觀,更能省空間的,當時只有蘋果所出產的iMac可以滿足大多數
人的要求。iMac(甚至是iPod或是iPhone)能脫穎而出的原因,最主要是它的特殊美感。蘋果做的都
不是發明一個全新的概念,或是全新的產品。相反的,他們拿了STEM的應用再加入「A」的元素,把
它做得具美感和外觀吸引,最後獲得市場的領導地位。

藝術如何自然地融入STEM課程中,簡單的來說可以通過將設計意念應用到電腦繪圖項目中,或者通
過用表現藝術的形式來展示和交流一個STEM項目。學生可以利用他們的藝術天賦來產生創新思維。
41

圖一)第一代的iMac,將顯示屏與主機結合,應用了STEAM的元素。

圖二)第一代的iMac除了革新之外,顏色亦非常吸引買家。 圖三)到了第三代的iMac着重STEAM中的「A」來進行改變。

總結
自從STEM這個詞變成香港教育界的關鍵字之後,很多人都想在這縮寫之中再加點甚麼。比如說有人
加個「R」,希望學生對閱讀(Reading)會感興趣,也有人加個「G」,給女孩(Girls)打氣加油,但
本人認為把STEM加上「A」
(art藝術),是為實際和需要的。如果一個人擁有邏輯概念,卻缺乏了人
性及美感的話,也難以適應未來的世界。

藝術教育並不只外觀好看而已,還包括了文字的美感,口語的表達,人性的展現等等,這都屬於藝
術教育的範疇,願教育工作者共勉之。

1 課程發展議會(2015), http://www.edb.gov.hk/attachment/tc/curriculum-development/renewal/STEM/STEM%20Overview_c.pdf ,
《推動STEM教育 發揮創意潛能》,瀏覽於2017年6月16日。
2 STEAM Education (2015), https://steamedu.com/ ,瀏覽於2017年6月16日。
42 教學隨筆

STEAM教育——視覺藝術教育的定位
文: 林海欣老師 / 路德會聖十架學校

近年由科學(Science)、科技(Technology)、工程(Engineering)、數學(Mathematics)四個領域組成的STEM活動,
加入了讓STEM作品更優秀的概念A——藝術(Arts),把藝術帶入作品中,把藝術融入活動中,把藝術滲入學生的思維,
從而真正讓藝術與生活不能分割,活出藝術生活。這正正是香港藝術學科發展的一個新路向。

Steve Jobs創出蘋果品牌,是一個風靡全球的簡約實用品牌。雖然其設計簡單,但當中不乏他對美學的執着,亦因此才能讓
蘋果公司業務蒸蒸日上。Steve Jobs於設計蘋果用品時對每個設計細節具有要求毫不馬虎,不單電腦設計精簡易用,就連
滑鼠形狀也設計得和電腦機身相似。滑鼠的比例一致,上面的方形按鈕也與顯示器的形狀與配置互相呼應。每個設計都
有其視覺美學,最突出的是其電腦字體設計,擁有著各種不同的字體或成比例間隔的字型。他認識襯線與無襯線字體,
知道不同字體間會產生的不同行距,以及要怎麼做才會讓好看的字體愈趨完美。科技從不離開藝術,藝術從不離開生
活。

學校裡所設計的STEAM課程,設計者把藝術加入科學教學之中。學生能就其創作,思考出如何設計作品。多領域的結
合,讓學生有更細密的頭腦、更敏感的藝術觸覺。概念的確是獨有創新,跟隨到美國頂尖的教育。但實際上,中小學的
STEAM活動著重點是如何美化製成品,與製成品的設計工學尚有一段距離。例如:小學裡製作濾水器、風向儀等,於急
速的教學時間內,又有多少空間能夠讓學生由零開始思考、設計及改良作品?即使香港藝術教育做到了STEAM,如何讓
藝術更有效地教導是需要再討論的問題。

STEAM教育——把藝術融入科學設計裡,象徵著創新意識的覺醒和對於文化重視。STEAM讓藝術加入了各個範疇,提
醒了人們藝術的重要。重要在於點出藝術不只是一門簡單製作小手工的學科,重要在於發現藝術藏在生活的每個細節
裡。
香港美術教育期刊

香港美術教育協會2016至2017顧問團

榮譽法律顧問
鄭美娟律師
簡汝謙律師

榮譽核數師
廖美玲女士

榮譽顧問
陳智思先生 (亞洲金融集團總裁)
張智彥先生 (香港高科技有限公司董事總經理)
徐秀菊教授 (澳門理工學院藝術高等學校校長)
金嘉倫先生 (前香港中文大學校外進修學院藝術課程主任)
高美慶博士 (前香港公開大學人文及社會科學院院長)
郭禎祥教授 (臺灣亞洲藝術文化教育交流學會理事長)
劉唯邁先生 (前香港大學美術博物館總館長)
楊懷俸先生 (前教統局課程及質素保證科總主任〈學校質素保證〉)
施子清博士 (香港太平紳士、全國政協文史和學習委員會副主任)

香港美術教育協會2016至2017執行委員會

會長
鄺啟德(寶安商會王少清中學視覺藝術科科主任)
副會長
胡永德(聖公會聖彼得小學學藝發展組及視覺藝術科科主任)
王家祥(浸信宣道會呂明才小學藝術教育發展組及視覺藝術科科主任)
財政
蔡鎮業(聖伯多祿天主教小學視藝科科主任)
秘書
陳麗森(CO1設計學校高級講師)
執行委員
李鈺山(中華傳道會劉永生中學視覺藝術科科主任)
張寶雯(香港道教聯合會雲泉學校副校長)
梁子謙(勞工子弟中學藝術與體育領域總負責及視覺藝術科科主任)
陳齊欣(沙田圍胡素貞博士紀念學校視覺藝術科科主任)
曾鉅桓(世界華人美術教育協會副主席)
黃素蘭(香港教育大學文化與創意藝術學系高級講師)
潘儷文(民生書院小學視覺藝術科科主任)
學校都有密室逃脫?!
度身定做 LOST 移動密室,將不同的學科領域相互結合,
演化為不同遊戲謎題關卡及應用,讓學生愉快 STEM 學習。

甚麼是密室逃脫?
一般人認為密室逃脫是玩家被困於黑暗空間中,透過驚嚇的摸索,找出鎖匙離開房間。
LOST 自2013年起顛覆了密室既有的形象,配合數學、工程、科技、科學各個不同的領域,
打造出10個雙語的主題密室,將真人密室逃脫遊戲呈現眼前,玩家會被困在房間裡,
必須使用房間的元素找線索來解決謎題,在指定時間內逃出。密室內多種機關給玩家帶來
無限樂趣及體驗,激發玩家們的 "智慧", "溝通", "合作" 和 "觀察" 能力,沒有任何驚嚇成份,
以及不是考膽量的遊戲。LOST 曾經協助各大機構(HK YOUTH, MTRC)及不同學校建立密室。

科學 (Science)

學生們可以透過密室遊戲領悟科學的奧秘,結合科學操作技能,
成功解出密碼。如何利用金屬感應、重力感應、紅外線感應觸發機關,
開啟物件? 如何令靜止的物件自行移動?

科技 (Technology)
學生們使用平板來讀題、找線索、蒐集資料,利用 APP 找尋線索後,
記錄學習歷程、呈現結果,當中利用不同 APP元素。
科技元素包括: AR、VR、iBeacon 技術解難。

工程 (Engineering)
活用書本上所學到的工程學知識,學生們透過動手參與、體驗,破解疑難
找出逃離密室的方式; 套用人體導電的概念,參加者彼此互相接觸,
使房間的門能自動開啟。藉此,可讓學生了解如何將工程學應用在商業社會。

數學 (Mathematics)
將嚴肅的數學化身為有趣的謎題。學生可以發揮無限創意找出謎題下所隱藏的
數學理念,從表面上所獲取的線索,透過分析、歸納、重組,拆解箇中奧秘。
線索中包含各種不同類型的數學邏輯推理。

Contact us: LOST 迷の密失


info@losthk.com 香港銅鑼灣勿地臣街15號 (耀華街入口)
FB: THELOSTHK +852 2892 2393
IG: @LOST_HK www.losthk.com
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