STEAM INNOVATION: CURRICULUM ALIGNMENT, EXPERIENTAL LEARNING, AND TRANSDISCIPLINARY APPROACHES
Keywords:
Creativity, Design and Technology Education, Primary School, TeacherAbstract
The inventive teaching approaches, such as project-based learning, combining arts with Science, Technology, Engineering and Mathematics (STEM) subjects, as well as adopting technology like three dimensional (3D) printing and Internet of Things (IoT) can significantly improve students' involvement, motivation, and creative thinking ability. Integrating Science, Technology, Arts, Engineering, and Mathematics (STEAM) education creates a constructive way of nurturing creativity and enhancing problem-solving skills. Students are encouraged to think critically through hands-on activities and collaborative projects. Nevertheless, an effective study was lacking which systematically revised the existing literature on primary school to identify, develop, and apply innovative methodologies and practices in STEAM education to improve creativity, critical thinking, and problem-solving skills across diverse educational contexts and populations. Therefore, this paper performs a systematic literature review to enhance creativity and problem-solving skills and its enhancement in various contexts and demographics. The present study examines techniques and practices in STEAM education using the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA). The present study chose articles for analysis using two well-scoped databases, Scopus as well as Web of Science (WoS). This review had three main themes arising from the thematic analysis: 1) innovative methodologies and practices in STEAM education, 2) enhancing creativity and problem-solving through STEAM, and 3) STEAM education in diverse contexts and populations. Key results were that integrated STEAM education is most effective in education in primary school curricula, which significantly improves creativity and problem-solving skills and benefits, including those in disadvantaged areas and disabled students, through tailored curricula and teaching methods that promote inclusivity. These highlights could be very helpful for teachers to receive proper training in STEAM education and successfully foster creativity within design and technology education.