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Bautista, A. (2021). STEAM education: contributing evidence of validity and effectiveness / Educación
STEAM: aportando pruebas de validez y efectividad. Journal for the Study on Education and
Development / Infancia y Aprendizaje, 44(4). https://doi.org/10.1080/02103702.2021.1926678
Alfredo Bautista
The Education University of Hong Kong (China)
INTRODUCTION
Ever since Yakman first used the acronym of ‘STEAM’ at the beginning of the 21st
century, STEAM has become a buzzword in the field of Education, despite it being a complex
and controversial notion (Martín-Gordillo, 2019; Perignat & Katz-Buonincontro, 2019). The
proponents of STEAM Education —which stands for science (S), technology (T), engineering
(E), arts (A), mathematics (M)—have raised the need for pedagogical innovation in classrooms,
and more precisely, the need to break down boundaries between disciplines that have been
traditionally taught in isolation. The difference between STEAM and STEM, the preceding
movement (see Martín-Páez et al., 2019), lies in the inclusion of the A for arts, which
encompasses various disciplines belonging to the humanities, social sciences, and fine arts. Their
inclusion emphasizes the importance of creativity in students’ development and learning, which
is understood to be essential for advancement and innovation (Perignat & Katz-Buonincontro,
2019).
The construct of ‘STEAM Education’ has been conceptualized in very different ways.
Some authors understand it simply as a movement in search of innovative pedagogical
experiences (Colucci-Gray et al., 2019), or as integrative classroom practices focused on solving
real-world problems (Korea Foundation for the Advancement of Science and Creativity
[KOFAC], 2017). Others confer STEAM a higher status, defining it as an integrated teaching
approach (Martín-Gordillo, 2019; Zamorano et al., 2018) or as a full-fledged educational model
(Carmona-Mesa et al., 2019; Quigley et al., 2019; Quigley et al. al., 2017; Yakman & Lee,
2012). Regardless of the terminology used, authors interested in STEAM agree on the need to
focus teaching and learning on hand-on projects that allow students to understand, assess, and
successfully handle techno-scientific issues that arise in everyday life. STEAM also emphasizes
the importance of addressing problems with innovative spirit and ethical responsibility (KOFAC,
2017).
The STEAM movement arose as a result of multi-agent forces operating with varied
theoretical, epistemological, and/or practical frameworks (Colucci-Gray et al., 2019). As is well
known, STEM emerged in the United States in the 1980s, within a neoliberal political and
socioeconomic background, in clear competition with emerging world powers such as China.
The main justification was the need to provide students a more holistic education in order to
guarantee national prosperity (Kuenzi, 2008; Martín-Páez et al., 2019). As STEM expanded into
STEAM, the agendas and interests of public and private organizations and industries claiming
the value of the Arts for educational and economic development were added into the equation.
These economic and practical forces have made STEAM the buzzword in school settings,
placing it as the focus of numerous academic and training calls (e.g., funded projects, training
courses, publications, conferences, social networks), hence putting STEAM at the forefront of
STEAM Education: Validity and Effectiveness 3
Reflecting the current hegemonic globalization in the field of Education, the STEAM
movement has extended rapidly throughout the world, in Western as well as Eastern countries,
with its halo of an ideal approach (García-Carmona, 2020). For example, South Korea has made
STEAM the core of its education system (Hong, 2016; Yakman & Lee, 2012), which is
surprising given the limited research available on STEAM’s validity and effectiveness in the
classroom. At the opposite extreme, many researchers do not consider STEAM to be a
pedagogical or didactic approach as such, but rather a political objective (e.g., Acevedo-Díaz,
2020; Domènech-Casal, 2018). Given this diversity of perspectives, Colucci-Gray et al. (2019)
argue that STEAM constitutes a boundary object, that is, a construct shared by different
communities and networks, each with a different understanding of its meaning.
In recent years, the STEAM literature has focused on documenting innovative practices
and teaching experiments at different levels of education (STEAM pedagogies), their positive
effects on students (STEAM competences)—including the promotion of professional interests
(STEAM attitudes)—, and the upgrading of learning environments at school (STEAM
classrooms) (e.g., Greca et al., 2021; Khine & Areepattamannil, 2019; Perignat & Katz-
Buonincontro, 2019; Queiruga et al., 2019). Despite the growing corpus of STEAM research, the
prevailing educational model in schools—especially in Secondary Education—continues to be
the disciplinary model, where curriculum subjects are taught independently and in isolation (e.g.,
Bautista et al., 2018; Cañal et al., 2013; Clapp & Jimenez, 2016).
The literature shows that one of the fundamental barriers towards STEAM is teachers’
low level of preparation to design and deliver integrated curricula. More specifically, some of the
identified challenges have been teachers’ lack of understanding of the notion of curriculum
STEAM Education: Validity and Effectiveness 4
integration (Radloff & Guzey, 2016), lack of knowledge and competences in the different
disciplines that make up the STEAM acronym (Shin & Han, 2011; Toma & Greca, 2018;
Zamorano et al., 2018), as well as the difficulties in selecting appropriate topics, developing
educational materials and/or assessing students’ learning (Hong, 2016). This is why authors such
as García-Carmona (2020) describe STEAM Education as a “utopian challenge, within the
current educational reality” (p. 40, our translation).
The STEAM approach is in an early stage of its conceptual development. Certainly, the
volume of pedagogical proposals and didactic resources are still limited (Zamorano et al., 2018).
Some authors consider that STEAM’s conceptualization is not sufficiently solid to make it viable
in classrooms, as most existing proposals and resources come from specific disciplines—notably
from science education (Acevedo-Diaz, 2020; García-Carmona, 2020; Zamorano et al., 2018).
Furthermore, the STEAM approach is being promoted on relatively weak empirical and
epistemological bases, as the amount of research regarding its validity and effectiveness is still
scarce. This very reason justifies the current special issue: the need to contribute further
evidence, from different educational levels and settings, to form a “well-supported and specific
framework of content and pedagogical knowledge for STEAM Education” (García-Carmona,
2020, p. 41, our translation). This framework should be one that allows teachers to design viable
classrooms proposals, and teacher educators to design pre-service and in-service teacher training
programs. Given the potential of STEAM to offer an integrated and holistic education to the
students of the 21st century, the Journal for the Study of Education and Development/Infancia y
Aprendizaje chose to publish this special issue, intended to fill some of the numerous gaps in the
STEAM literature.
In April 2019, the journal published a special call entitled “Redefining Academic Curricula by
Breaking Down Barriers: the STEAM Proposal (Science-Technology-Engineering-Arts-
Mathematics)” (Aróstegui et al., 2019). Topics of interest included: (a) Educational interventions
at different educational levels with an integrated curriculum approach; (b) International STEAM
initiatives through teacher networks; (c) Innovative methodologies for teaching and learning
based on STEAM proposals; (d) Successful STEAM teacher development proposals; (e)
Ethnographic studies focused on STEAM learning; and finally (f) Analyses of educational
policies focusing on STEAM competences. The call specified that the special issue was open to
both empirical and theoretical/conceptual manuscripts (e.g., analysis of educational policies).
This special issue contains six articles. The first one presents a detailed theoretical
conceptualization of the STEAM approach. The second and third articles present STEAM
initiatives contextualized in Primary Education, while the fourth and fifth focus on Secondary
Education. Finally, the sixth article focuses on the area of teachers’ beliefs, practices, and
professional development.
Following this Introduction, readers will find the article “The Disciplinary Boundaries of
Education: Art and STEAM Education”. Its author is Mark Allen Graham, from Brigham Young
University (United States). Following a review of the literature on curriculum integration,
interdisciplinarity, and “design thinking”, Graham describes the basic foundations of the
STEAM Education: Validity and Effectiveness 5
STEAM approach. He asserts it is vital to ensure that the curriculum objectives of arts education,
and of the humanities more generally, are not distorted (or worse yet, disappear) as a result of
adopting the STEAM approach. Graham likewise argues it is necessary to prevent the arts and
creativity from being reduced to mere “cognitive enhancers” of STEM disciplines. Finally, the
author discusses the advantages and limitations of recent STEAM educational experiences and
discusses how the work of contemporary visual artists provides generative examples for its
implementation in schools.
established between the various members of the educational community taking part in the project
(e.g., teachers, artists, researchers, and research centers). The results show an increase in the
students’ performance and interest in science and technology, as well as improvements in key
competences such as teamwork, creativity, communication, and self-evaluation.
Also carried out in the context of Secondary Education, the fifth study bears the title
“STEAM Views from a Need: the Case of the Sensopill Chewing Gum and pH”. Luisa Lopez-
Banet (Universidad de Murcia - University of Murcia), F. Javier Perales (Universidad de
Granada - University of Granada) and Rut Jimenez-Liso (Universidad de Almería - University
of Almeria) claim that the STEAM approach arises when teachers pose contextualized problems
whose resolution requires different views. The case study presented analyzes the views
developed by Secondary Education students when building a scientific model of the pH level of
the mouth while chewing gum, including views from technology, design skills, mathematical
modeling, and arts (specifically drawing). The implementation of a short sequence of video-
recorded inquiry-based contextualized activities is described in-depth. These activities are used
to analyze the emergence of STEAM in practice. The authors conclude that well-selected
problems make STEAM views necessary, thus bypassing the summative disciplinary approach
that is so common in contemporary schools.
Finally, the sixth study is “Changing Teachers’ Self-efficacy, Beliefs, and Practices
through STEAM Teacher Professional Development”, by Marta Romero, Antonio Quesada, Ana
María Quesada, and Cristina Cobo, of the Universidad de Jaén (University of Jaén - Spain). The
authors present a STEAM Education model based on inquiry and the use of socio-scientific
issues, combining the learning of mathematical, scientific, and technical contents with the
development of critical thinking, arts, creativity and cultural values. On the basis of this model, a
pre/post-test evaluation is presented, drawing on data from an international teacher professional
development program. Focus is placed on the program’s impact on the teachers’ self-efficacy
and teaching practices. Using a qualitative analysis of the participating teachers’ reflections, the
most valued aspects of the experience were shown to be the practical applicability of the
STEAM model, the usefulness of the educational resources offered, their potential to transform
the pedagogical practices, the opportunity to exchange experiences and ideas with colleagues,
and finally, the benefits of the STEAM model for students. The results presented are of great
interest from the perspective of STEAM teacher professional development.
We believe that the studies included in this special issue constitute solid, well-founded
STEAM proposals, from both theoretical and methodological standpoints. The results show that
these proposals are valid and feasible within school contexts, as well as effective in promoting
integrated learning for students and/or the professional development of teachers. We hope,
therefore, that the studies presented herein will inspire other researchers and teachers to develop
similar STEAM proposals. Furthermore, we encourage researchers and teachers to evaluate their
proposals to determine their pedagogical effectiveness, and also to share their results with the
educational community (García-Carmona, 2020). In summary, we hope that this special issue
will contribute to the development of the theoretical, epistemological, and practical frameworks
underpinning STEAM Education, and to ultimately provide a more holistic and integrated
education to 21st century students (Colucci-Gray et al., 2019).
STEAM Education: Validity and Effectiveness 7
INTRODUCCIÓN
Desde que Yakman utilizase por primera vez el acrónimo STEAM a comienzos del siglo
XXI, STEAM se ha convertido en uno de los términos de moda en Educación, pese a tratarse de
un constructo complejo y controvertido (Martín-Gordillo, 2019; Perignat & Katz-Buonincontro,
2019). Los proponentes de la educación STEAM—por sus siglas en inglés, science (S),
technology (T), engineering (E), arts (A), mathematics (M)—han venido planteando la necesidad
de innovar pedagógicamente en las aulas, derribando fronteras entre disciplinas que suelen
enseñarse de forma asilada. La diferencia con STEM, el movimiento precedente (véase Martín-
Páez et al., 2019), estriba en incluir en la ecuación la A de arts, que englobaría diversas
disciplinas pertenecientes a las humanidades, las ciencias sociales y las bellas artes. Con ello se
enfatiza la importancia del componente creativo en el desarrollo y aprendizaje de los estudiantes,
esenciales para el avance y la innovación (Perignat & Katz-Buonincontro, 2019).
1 A lo largo del artículo, se utiliza el género masculino en referencia a los sexos masculino y femenino, de
forma indistinta.
Educación STEAM: Validez y Efectividad 8
desarrollo educativo y económico de las sociedades. Dichas fuerzas de tipo económico y práctico
han convertido a STEAM en el término de moda en el ámbito de la didáctica escolar, situándolo
como protagonista de numerosas convocatorias académicas y formativas (e.g., proyectos
financiados, cursos de formación, publicaciones, congresos, redes sociales), poniéndolo a la
vanguardia de la innovación docente ante los ojos de la sociedad (Carmona-Mesa et al., 2020;
Martín-Gordillo, 2019).
Desde el punto de vista del diseño curricular, ciertos autores han planteado modelos
interdisciplinarios, que implican integrar contenidos de al menos dos de las disciplinas del
acrónimo (S-T-E-A-M) (Carmona-Mesa et al., 2019; Yakman & Lee, 2012; Zamorano et al.,
2018). Otros autores han propuesto modelos transdisciplinarios, donde la meta principal es
resolver el problema planteado (sea real o ficticio), para lo cual los estudiantes habrán de
explorar y conectar contenidos de múltiples disciplinas, las cuales adquieren un rol secundario en
este modelo (Quigley et al., 2017).
La literatura muestra que la escasa formación del profesorado es una de las barreras
fundamentales hacia una educación STEAM integradora. Más concretamente, algunas de las
dificultades identificadas han sido la falta de comprensión del concepto de integración curricular
(Radloff & Guzey, 2016), la falta de conocimientos y competencias de las distintas disciplinas
del acrónimo STEAM (Shin & Han, 2011; Toma & Greca, 2018; Zamorano et al., 2018), así
como las dificultades para seleccionar temas apropiados, desarrollar materiales didácticos y/o
evaluar el aprendizaje de los alumnos (Hong, 2016). Es por ello que autores como García-
Carmona (2020) califican la Educación STEAM como un “desafío utópico, dentro de la realidad
educativa actual” (p. 40).
En abril de 2019, la revista publicó una convocatoria especial titulada “Redefinir los
currículos académicos rompiendo fronteras: la propuesta STEAM (Science Technology-
Engineering-Arts-Mathematics)” (Aróstegui et al., 2019). Las temáticas de interés del
monográfico incluían: (a) Intervenciones educativas en diferentes niveles de enseñanza con un
enfoque integrador hacia el aprendizaje; (b) Iniciativas internacionales mediante redes de
profesores; (c) Metodologías innovadoras hacia la enseñanza y el aprendizaje con propuestas
STEAM; (d) Propuestas contrastadas en términos de aprendizaje de formación del profesorado
en estas temáticas; (e) Estudios etnográficos centrados en el aprendizaje; y finalmente (f)
Análisis de políticas educativas sobre desarrollo del currículo a partir de las competencias
STEAM. La convocatoria detallaba que el monográfico estaba abierto a trabajos de naturaleza
tanto empírica como teórica/conceptual (e.g., análisis de políticas educativas).
Educación STEAM: Validez y Efectividad 10
El presente número especial consta de seis artículos. El primero presenta una detallada
conceptualización teórica del enfoque STEAM. Los artículos segundo y tercero presentan
iniciativas STEAM contextualizadas en la etapa de Educación Primaria, mientras que el cuarto y
quinto se centran en Educación Secundaria. Finalmente, el sexto artículo focaliza en el área de
pensamiento docente y formación del profesorado.
enfoque STEAM no solo permite responder desde un punto de vista didáctico a la complejidad
del mundo actual, sino que constituye además una vía solida hacia la mejora del desarrollo
competencial del alumnado.
Finalmente, el sexto estudio del monográfico lleva por título “Cambios en la autoeficacia,
creencias y prácticas docentes en la formación STEAM del profesorado”, de Marta Romero,
Antonio Quesada, Ana María Quesada y Cristina Cobo, de la Universidad de Jaén (España). Los
autores presentan un modelo de educación STEAM basado en metodologías de indagación y en
el uso de controversias socio-científicas, combinando el aprendizaje de contenidos matemáticos,
científicos y técnicos con el desarrollo del pensamiento crítico, el arte, la creatividad y los
valores culturales. Sobre la base de dicho modelo, se realiza la evaluación pre-post de un
programa internacional de formación de profesorado, focalizando en su impacto sobre la
autoeficacia docente y sobre las prácticas de enseñanza. A través de un análisis cualitativo de las
reflexiones de los profesores participantes, se muestra que los aspectos más valorados de la
experiencia formativa fueron la aplicabilidad práctica del modelo STEAM, la utilidad de los
recursos didácticos ofrecidos, su potencial para transformar las prácticas pedagógicas, la
posibilidad de intercambiar experiencias e ideas con otros docentes, y finalmente los beneficios
Educación STEAM: Validez y Efectividad 12
del modelo STEAM para los estudiantes. Los resultados presentados son de gran interés desde el
punto de vista del desarrollo profesional docente en el ámbito STEAM.
Correspondence / Correspondencia
*Alfredo Bautista, Associate Professor y Associate Head, Department of Early Childhood
Education. Co-Director, Centre for Educational and Developmental Sciences. B3-2/F-34 | 10 Lo
Ping Road, Tai Po, New Territories. Hong Kong SAR (China). Phone: (+852) 2948 7948 |
Email: [email protected]
Acknowledgements / Agradecimientos
We wish to thank Dr. José Luis Aróstegui and Dr. Francisco Javier Perales (Universidad de
Granada - University of Granada) for their contributions in drafting the call for the submission of
manuscripts and in the review process. / Agradecemos al Dr. José Luis Aróstegui y al Dr.
Francisco Javier Perales (Universidad de Granada) sus contribuciones en la redacción de la
convocatoria de presentación de manuscritos y en el proceso de revisión.
Funding / Financiación
This study is part of the project “A multi-disciplinary research program in research on child
development” (04A05), funded by the Central Reserve Fund at The Education University of
Hong Kong. / El presente trabajo se enmarca en el proyecto “A multi-disciplinary research
programme in research on child development” (04A05), financiado por el Central Reserve Fund
en The Education University of Hong Kong.
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