STEAM education: student learning and transferable skills

Author:

Bertrand Marja G.,Namukasa Immaculate K.

Abstract

PurposeGlobally, interdisciplinary and transdisciplinary learning in schools has become an increasingly popular and growing area of interest for educational reform. This prompts discussions about Science, Technology, Engineering, Arts and Mathematics (STEAM), which is shifting educational paradigms toward art integration in science, technology, engineering and mathematics (STEM) subjects. Authentic tasks (i.e. real-world problems) address complex or multistep questions and offer opportunities to integrate disciplines across science and arts, such as in STEAM. The main purpose of this study is to better understand the STEAM instructional programs and student learning offered by nonprofit organizations and by publicly funded schools in Ontario, Canada.Design/methodology/approachThis study addresses the following research question: what interdisciplinary and transdisciplinary skills do students learn through different models of STEAM education in nonprofit and in-school contexts? We carried out a qualitative case study in which we conducted interviews, observations and data analysis of curriculum documents. A total of 103 participants (19 adults – director and instructors/teachers – and 84 students) participated in the study. The four STEAM programs comparatively taught both discipline specific and beyond discipline character-building skills. The skills taught included: critical thinking and problem solving; collaboration and communication; and creativity and innovation.FindingsThe main findings on student learning focused on students developing perseverance and adaptability, and them learning transferable skills.Originality/valueIn contrast to other research on STEAM, this study identifies both the enablers and the tensions. Also, we stress ongoing engagement with stakeholders (focus group), which has the potential to impact change in teaching and teacher development, as well as in related policies.

Publisher

Emerald

Reference21 articles.

1. The development of STEAM educational policy to promote student creativity and social empowerment;Arts Education Policy Review,2018

2. Tool-mediated authentic learning in an educational technology course: a designed-based innovation;Interactive Learning Environments,2014

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4. Using inquiry principles of art to explore mathematical practice standards;Middle Grades Research Journal,2014

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