| Version | Summary | Created by | Modification | Content Size | Created at | Operation |
|---|---|---|---|---|---|---|
| 1 | Catherine Yang | -- | 126 | 2026-09-18 07:51:31 | | | |
| 2 | Catherine Yang | -7 word(s) | 119 | 2026-09-18 08:01:32 | | |
STEAM education is an interdisciplinary educational approach that integrates science, technology, engineering, arts, and mathematics into connected learning experiences centered on inquiry, design, creativity, and problem solving [1][2][3][4][5]. Rather than teaching each subject in isolation, STEAM education organizes curriculum around authentic questions or projects that require learners to apply concepts and methods from multiple disciplines [1][2]. A defining feature is the inclusion of the arts (e.g., design, visual communication, creativity, aesthetics, and human-centered thinking) to broaden STEM learning and support innovation, engagement, and meaning-making [2][3][4]. In educational research and practice, STEAM education is characterized by project-based and design-based pedagogies, collaboration, iterative prototyping, and performance-oriented assessment aligned with real-world contexts [3][4][5].