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STEAM Education: Comparison
Please note this is a comparison between Version 2 by Catherine Yang and Version 1 by Catherine Yang.

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].

  • steam education
  • interdisciplinary learning
  • project-based learning
  • design-based learning
  • stem-to-steam
  • creativity in education

STEM Education •  Education • Social Sciences •  Social Sciences

References

  1. Elaine Perignat; Jen Katz-Buonincontro; STEAM in practice and research: An integrative literature review. Think. Ski. Creat. 2019, 31, 31-43. [CrossRef]
  2. Cassie F. Quigley; Dani Herro; “Finding the Joy in the Unknown”: Implementation of STEAM Teaching Practices in Middle School Science and Math Classrooms. J. Sci. Educ. Technol. 2016, 25, 410-426. [CrossRef]
  3. Christine Liao; From Interdisciplinary to Transdisciplinary: An Arts-Integrated Approach to STEAM Education. Art Educ. 2016, 69, 44-49. [CrossRef]
  4. Danielle Herro; Cassie Quigley; Jessica Andrews; Girlie Delacruz; Co-Measure: developing an assessment for student collaboration in STEAM activities. Int. J. STEM Educ. 2017, 4, 1-12. [CrossRef]
  5. Danah Henriksen; Full STEAM Ahead: Creativity in Excellent STEM Teaching Practices. STEAM 2014, 1, 1-9. [CrossRef]
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