The prevalence and use of emerging technologies in STEAM education: A systematic review of the literature

Background The advent of new and emerging technologies and industries has highlighted the need to equip youth with a unique skillset necessary to cope with a rapidly changing and complex digital era and adapt to modern societies' demands. This need has led to the development of teaching approac...

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Published in:Journal of computer assisted learning Vol. 39; no. 4; pp. 1061 - 1082
Main Authors: Leavy, Aisling, Dick, Lara, Meletiou‐Mavrotheris, Maria, Paparistodemou, Efi, Stylianou, Elena
Format: Journal Article
Language:English
Published: Chichester, UK John Wiley & Sons, Inc 01.08.2023
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ISSN:0266-4909, 1365-2729
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Abstract Background The advent of new and emerging technologies and industries has highlighted the need to equip youth with a unique skillset necessary to cope with a rapidly changing and complex digital era and adapt to modern societies' demands. This need has led to the development of teaching approaches to equip students with creative and innovative skills to help prevent any future skills gap. This shift has fuelled the growth of STEAM (Science, Technology, Engineering, Arts and Mathematics) Education worldwide. Objectives Our goal was to engage in a systematic review of the literature to identify the application and prevalence of emerging technologies within the landscape of STEAM Education. Methods We engaged in a systematic review of the literature. Following the application of exclusion criteria to 461 studies, 43 studies were extracted and analysed. Findings and Conclusions Analysis of these studies provides evidence of the fast‐growing use of innovative emerging technologies within the STEAM landscape across all levels of education, from early childhood to college‐level settings. Our analysis reveals an emphasis on developing STEAM‐related disciplinary knowledge and the desire to develop students' 21st‐century skills with a notable lack of targeted emphasis on developing understandings in the arts disciplines. We identify the need for carefully designed intervention studies involving collaboration between multidisciplinary STEAM experts that use high‐quality measures which support the development of inferences relating to learning outcomes arising from such interventions. Lay Description The need to equip students with creative and innovative skills has fuelled the growth of STEAM (Science, Technology, Engineering, Arts and Mathematics) Education worldwide. Technology can play a vital role in STEAM education, offering boundless capabilities and possibilities for creating high‐quality learning experiences that foster students' innovation creativity, communication and collaboration, critical thinking, and problem‐solving skills. Currently, efforts are made by educational researchers and practitioners worldwide to tap the potential of technology to support STEAM learning environments. A need exists for empirical evidence to support assumptions and hypotheses concerning the role of technology in STEAM education. The article offers a systematic review of the literature to identify the application and prevalence of emerging technologies within the landscape of STEAM Education. The systematic review describes a variety of pioneering STEAM education initiatives that utilize emerging technologies in their designs, but also reveals the challenges and obstacles to integrating STEAM disciplines in a meaningful way.
AbstractList The need to equip students with creative and innovative skills has fuelled the growth of STEAM (Science, Technology, Engineering, Arts and Mathematics) Education worldwide. Technology can play a vital role in STEAM education, offering boundless capabilities and possibilities for creating high‐quality learning experiences that foster students' innovation creativity, communication and collaboration, critical thinking, and problem‐solving skills. Currently, efforts are made by educational researchers and practitioners worldwide to tap the potential of technology to support STEAM learning environments. A need exists for empirical evidence to support assumptions and hypotheses concerning the role of technology in STEAM education. The article offers a systematic review of the literature to identify the application and prevalence of emerging technologies within the landscape of STEAM Education. The systematic review describes a variety of pioneering STEAM education initiatives that utilize emerging technologies in their designs, but also reveals the challenges and obstacles to integrating STEAM disciplines in a meaningful way.
Background: The advent of new and emerging technologies and industries has highlighted the need to equip youth with a unique skillset necessary to cope with a rapidly changing and complex digital era and adapt to modern societies' demands. This need has led to the development of teaching approaches to equip students with creative and innovative skills to help prevent any future skills gap. This shift has fuelled the growth of STEAM (Science, Technology, Engineering, Arts and Mathematics) Education worldwide. Objectives: Our goal was to engage in a systematic review of the literature to identify the application and prevalence of emerging technologies within the landscape of STEAM Education. Methods: We engaged in a systematic review of the literature. Following the application of exclusion criteria to 461 studies, 43 studies were extracted and analysed. Findings and Conclusions: Analysis of these studies provides evidence of the fast-growing use of innovative emerging technologies within the STEAM landscape across all levels of education, from early childhood to college-level settings. Our analysis reveals an emphasis on developing STEAM-related disciplinary knowledge and the desire to develop students' 21st-century skills with a notable lack of targeted emphasis on developing understandings in the arts disciplines. We identify the need for carefully designed intervention studies involving collaboration between multidisciplinary STEAM experts that use high-quality measures which support the development of inferences relating to learning outcomes arising from such interventions.
Background The advent of new and emerging technologies and industries has highlighted the need to equip youth with a unique skillset necessary to cope with a rapidly changing and complex digital era and adapt to modern societies' demands. This need has led to the development of teaching approaches to equip students with creative and innovative skills to help prevent any future skills gap. This shift has fuelled the growth of STEAM (Science, Technology, Engineering, Arts and Mathematics) Education worldwide. Objectives Our goal was to engage in a systematic review of the literature to identify the application and prevalence of emerging technologies within the landscape of STEAM Education. Methods We engaged in a systematic review of the literature. Following the application of exclusion criteria to 461 studies, 43 studies were extracted and analysed. Findings and Conclusions Analysis of these studies provides evidence of the fast‐growing use of innovative emerging technologies within the STEAM landscape across all levels of education, from early childhood to college‐level settings. Our analysis reveals an emphasis on developing STEAM‐related disciplinary knowledge and the desire to develop students' 21st‐century skills with a notable lack of targeted emphasis on developing understandings in the arts disciplines. We identify the need for carefully designed intervention studies involving collaboration between multidisciplinary STEAM experts that use high‐quality measures which support the development of inferences relating to learning outcomes arising from such interventions. Lay Description The need to equip students with creative and innovative skills has fuelled the growth of STEAM (Science, Technology, Engineering, Arts and Mathematics) Education worldwide. Technology can play a vital role in STEAM education, offering boundless capabilities and possibilities for creating high‐quality learning experiences that foster students' innovation creativity, communication and collaboration, critical thinking, and problem‐solving skills. Currently, efforts are made by educational researchers and practitioners worldwide to tap the potential of technology to support STEAM learning environments. A need exists for empirical evidence to support assumptions and hypotheses concerning the role of technology in STEAM education. The article offers a systematic review of the literature to identify the application and prevalence of emerging technologies within the landscape of STEAM Education. The systematic review describes a variety of pioneering STEAM education initiatives that utilize emerging technologies in their designs, but also reveals the challenges and obstacles to integrating STEAM disciplines in a meaningful way.
BackgroundThe advent of new and emerging technologies and industries has highlighted the need to equip youth with a unique skillset necessary to cope with a rapidly changing and complex digital era and adapt to modern societies' demands. This need has led to the development of teaching approaches to equip students with creative and innovative skills to help prevent any future skills gap. This shift has fuelled the growth of STEAM (Science, Technology, Engineering, Arts and Mathematics) Education worldwide.ObjectivesOur goal was to engage in a systematic review of the literature to identify the application and prevalence of emerging technologies within the landscape of STEAM Education.MethodsWe engaged in a systematic review of the literature. Following the application of exclusion criteria to 461 studies, 43 studies were extracted and analysed.Findings and ConclusionsAnalysis of these studies provides evidence of the fast‐growing use of innovative emerging technologies within the STEAM landscape across all levels of education, from early childhood to college‐level settings. Our analysis reveals an emphasis on developing STEAM‐related disciplinary knowledge and the desire to develop students' 21st‐century skills with a notable lack of targeted emphasis on developing understandings in the arts disciplines. We identify the need for carefully designed intervention studies involving collaboration between multidisciplinary STEAM experts that use high‐quality measures which support the development of inferences relating to learning outcomes arising from such interventions.
Audience Elementary Secondary Education
Higher Education
Postsecondary Education
Early Childhood Education
Author Meletiou‐Mavrotheris, Maria
Leavy, Aisling
Stylianou, Elena
Dick, Lara
Paparistodemou, Efi
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  surname: Dick
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  givenname: Maria
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  surname: Meletiou‐Mavrotheris
  fullname: Meletiou‐Mavrotheris, Maria
  email: m.mavrotheris@euc.ac.cy
  organization: European University Cyprus
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  givenname: Efi
  surname: Paparistodemou
  fullname: Paparistodemou, Efi
  organization: Cyprus Pedagogical Institute
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  givenname: Elena
  orcidid: 0000-0002-6157-8266
  surname: Stylianou
  fullname: Stylianou, Elena
  organization: European University Cyprus
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Snippet Background The advent of new and emerging technologies and industries has highlighted the need to equip youth with a unique skillset necessary to cope with a...
The need to equip students with creative and innovative skills has fuelled the growth of STEAM (Science, Technology, Engineering, Arts and Mathematics)...
Background: The advent of new and emerging technologies and industries has highlighted the need to equip youth with a unique skillset necessary to cope with a...
BackgroundThe advent of new and emerging technologies and industries has highlighted the need to equip youth with a unique skillset necessary to cope with a...
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SubjectTerms Art Education
arts
Collaboration
Colleges & universities
Cooperation
disciplinary knowledge
Early Childhood Education
Education
Educational Innovation
Educational Quality
Educational Research
Educational Researchers
Educational Technology
Elementary Secondary Education
emerging technologies
Empirical analysis
Higher Education
Incidence
Inferences
Learning
Literature reviews
Mathematical analysis
New technology
Research Reports
Skills
STEAM education
STEM Education
Students
Systematic review
Teaching methods
Technology
Technology Uses in Education
technology‐enhanced learning
Thinking Skills
Young Children
Title The prevalence and use of emerging technologies in STEAM education: A systematic review of the literature
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Volume 39
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