Mapping Constructivist Active Learning for STEM: Toward Sustainable Education
Abstract
1. Introduction
1.1. The Concept of STEM Education
- Enhancing students’ understanding of each STEM discipline by linking concepts to real-world contexts;
- Expanding knowledge of STEM subjects by engaging with socially and culturally relevant applications;
- Stimulating student interest by providing diverse and accessible opportunities to engage in STEM subjects.
1.2. Constructivism, Concepts, and Principles
- Knowledge is actively built through interaction with the environment and prior knowledge.
- Learning is contextualized, experiential, and personal, shaped by the learner’s social and cultural background.
- Understanding develops through reflection and social interaction, not passive reception.
- Cognitive conflict and inquiry promote deeper understanding and foster critical and creative thinking.
- Knowledge is dynamic and evolving, constructed through lived experiences and collective meaning making.
1.3. STEM and Active Learning Methods (X-BLs)
2. Methodology
- Step 1: Exploratory Mapping of Active Learning Methods (Narrative Review)
- Step 2: Organizing the Methods Using Multi-Criteria Evaluation
- 1
- Prevalence in Scholarly Literature (Quantitatively):
- First, a search was conducted using the term “XXXXX-Based Learning” in both Google Scholar and Scopus.
- In further searches, “XXXXX-Based Learning” was combined with “STEM” or “STEAM” to assess the relevance of each method to STEM education.
- 2
- Historical Authenticity (Chronological Analysis):
- 3
- Conceptual Authenticity (Theoretical Independence):
- A qualitative review of the English language literature (2015–2024) indexed in Scopus was conducted to assess the theoretical independence of each method—what can be termed “qualitative conceptual interconnection.” This review also provided a qualitative verification of the compatibility of each method with STEM education.
- A quantitative keyword analysis was conducted in Scopus to examine how often each method appeared alongside other related methods. Synonyms were also included in this analysis. This process was termed quantitative conceptual interconnection. Scopus was selected for this analysis due to its structured indexing and compatibility with automated keyword co-occurrence tools. Table 3, which is presented later in Section 3.4.2, thus serves as an empirical representation of the conceptual proximity between the methods and underpins the qualitative findings. Its function is not to replace the narrative interpretation but to complement it with objective, data-driven findings that contribute to the final classification.
- Step 3: Classifying the Methods (Based on the previous steps)
- Historical authenticity, which assesses the chronological originality and fundamental role of each method.
- Conceptual authenticity, which assesses the theoretical distinctiveness and independence of the method from others.
3. Findings
3.1. The Initial List
- Project-Based Learning;
- Problem-Based Learning;
- Inquiry-Based Learning;
- Case-Based Learning;
- Game-Based Learning;
- Team-Based Learning;
- Design-Based Learning:
- Challenge-Based Learning;
- Simulation-Based Learning;
- Augmented-Reality-Based Learning;
- Virtual-Reality-Based Learning;
- Design-Thinking-Based Learning;
- Discovery-Based Learning.
3.2. Prevalence in Scholarly Literature Findings
3.3. Historical Authenticity Criterion Findings
- Emergence: the first formulation or appearance of the method or its underlying concept in academic or practical contexts;
- Diffusion: the period in which the method gained wider recognition or widespread application in educational practice.
- The first group: Discovery-Based Learning, Inquiry-Based Learning, Case-Based Learning, Project-Based Learning, and Problem-Based Learning. From a historical perspective, the methods within this group can be characterized as “basic,” as most of them emerged at the beginning of the twentieth century and were widely used and institutionally adopted by the end of that century. One exception is Project-Based Learning, which emerged relatively late in the 1960s but became established and widespread at the same time as the other methods in this group.
- The second group: Team-Based Learning, Game-Based Learning, Design-Based Learning, Simulation-Based Learning, Design-Thinking-Based Learning, Challenge-Based Learning, Augmented-Reality-Based Learning, and Virtual-Reality-Based Learning. These methods, despite their emergence, did not find widespread practical application in educational practice until the twenty-first century, and some of them had already emerged in the early twentieth century. We will call them the “later” methods.
3.4. Conceptual Authenticity Criterion Findings
3.4.1. A Qualitative Review
- Discovery-Based Learning and Inquiry-Based Learning
- -
- Exploring and problem solving to create, integrate, and generalize knowledge;
- -
- Emphasis on student-centered learning; and
- -
- Integration of new and existing knowledge [50].
- Case-Based Learning and Problem-Based Learning and Project-Based Learning
- Team-Based Learning
- Game-Based Learning
- Design-Based Learning
- Simulation-Based Learning
- Design-Thinking-Based Learning
- Challenge-Based Learning
- Virtual Reality (VR) and Augmented Reality (AR)
3.4.2. Quantitative Conceptual Interconnection
3.5. Discussion and Classification of the Methods
- -
- Problem-Based Learning proves to be a fundamental method that has strong conceptual overlaps with many other approaches.
- -
- A mutual interconnection is evident between Problem-Based Learning and Project-Based Learning, as both have learner-centered structures, a connection to the real world, and a focus on inquiry and solution development.
- -
- Case-Based Learning is closely conceptually related to Problem-Based Learning, which underscores their common pedagogical roots.
- -
- Design-Thinking-Based Learning is conceptually related to Project-Based Learning, particularly in their shared emphasis on innovation, creativity, and empathetic problem solving.
- -
- However, both Design-Based and Design-Thinking-Based Learning appear to be underrepresented in the quantitative analysis, although they showed great conceptual richness in the qualitative analysis. This discrepancy may be due to the exclusion of conceptually related terms, such as “creative thinking,” during the keyword mapping process—terms that are central to understanding the pedagogical contribution of these approaches.
- -
- Simulation-Based Learning has a remarkable connection to Problem-Based Learning, possibly due to the fact that they both focus on real-world and scenario-based learning.
- -
- Technology-oriented methods—especially augmented reality, virtual reality, and Game-Based Learning—have diverse but significant conceptual links to other approaches, which underlines their integrative potential in modern learning environments.
- -
- The quantitative findings do not reflect a strong link between Inquiry-Based Learning and other methods. However, the qualitative evidence and the historical positioning suggest its foundational status remains relevant.
- -
- The position of Challenge-Based Learning in the quantitative analysis does not seem to match its conceptual nature, as became clear in the qualitative study. This discrepancy could be due to the frequent association with robotics competitions, which were not always recognized as pedagogically equivalent in the keyword analysis. A similar limitation also applies to the measured prevalence.
3.5.1. Matrix of Methods Analysis
- -
- Prevalence in the scientific literature (Prev): To fairly compare the prevalence of each method in two different databases with different coverage, we calculated the relative frequency in Google Scholar and Scopus for each method by dividing the number of publications by the highest number in each database. We then averaged these two relative values to obtain a balanced score. This average score was categorized into five levels: very high (≥0.6), high (0.3–0.59), medium (0.1–0.29), low (0.03–0.09), and very low (<0.03). This approach ensures a normalized and interpretable comparison between the methods despite the large differences in the number of raw publications between the databases.
- -
- Historical authenticity: As already mentioned, the methods were categorized according to this criterion into “basic” methods, which were widely used in the twentieth century, and “later” methods, which gained particular importance in the twenty-first century.
- -
- Conceptual interconnection
- Qualitative (Qual): The qualitative literature review investigated whether the method represented a unique pedagogical basis or was derived from earlier approaches. It also examined the conceptual links between the methods (based on common occurrence in the scientific literature). Methods that served as a foundation for others were categorized as conceptually “original,” while methods that built on previous methods were labeled “derivative.” “Collaborative-based,” “technology-based,” and “innovation-based” methods were assessed as different subcategories depending on their nature (based on the reviewed literature).
- Quantitative (Quan): The value reflects the overall frequency with which the name of the respective method appears as a keyword in studies on other methods (as shown in Table 3). These values were categorized as follows: null (0), low (<50), medium (50–100), high (>100), and very high (>250).
- -
- Degree of STEM compatibility
- Qualitative (Qual): Qualitative compatibility with STEM education is assessed according to whether the method focuses on a specific discipline, adopts a multi-disciplinary perspective, provides an environment that supports STEM learning, or promotes innovation.
- Quantitative (Quan): Because publication counts differ significantly between Google Scholar and Scopus, we adopted a relative classification to evaluate how compatible each method is with STEM education. The total number of studies identified across both databases was used to define six levels of alignment: very high (>1000), high (200–999), medium (50–199), low (10–49), very low (1–9), and null (0).
- -
- Although we have detailed the calculation methods for each criterion separately, it is important to clarify that different classification approaches were necessary due to the distinct nature of the data. The prevalence data showed large and varied publication counts, justifying a relative weighted ratio method for balanced comparison. In contrast, the STEM compatibility data included many low or zero counts, so a simpler threshold-based classification was deemed more appropriate for meaningful interpretation. This approach ensures both rigor and clarity in our analysis.
3.5.2. Final Classification
4. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Google Scholar Database | Scopus Database | |||
---|---|---|---|---|
* | ** | * | ** | |
Project-Based Learning | 312,000 | 6360 | 3761 | 168 |
Problem-Based Learning | 590,000 | 599 | 5948 | 38 |
Inquiry-Based Learning | 135,000 | 132 | 875 | 19 |
Case-Based Learning | 59,400 | 2 | 719 | 3 |
Discovery-Based Learning | 7440 | 0 | 29 | 0 |
Design-Based Learning | 9360 | 26 | 149 | 9 |
Design-Thinking-Based Learning | 116 | 0 | 3 | 0 |
Team-Based Learning | 42,700 | 2 | 1055 | 2 |
Challenge-Based Learning | 9050 | 7 | 262 | 4 |
Game-Based Learning | 161,000 | 54 | 2457 | 32 |
Simulation-Based Learning | 33,900 | 1 | 509 | 0 |
Augmented-Reality-Based Learning | 2380 | 0 | 43 | 1 |
Virtual-Reality-Based Learning | 1840 | 0 | 36 | 0 |
Method (With Key References) | Emergence (Year/Source) | Diffusion Milestone |
---|---|---|
Discovery-Based Learning [25,26,27] | Dewey (1938); Bruner (1961) | Widely applied since 1960s |
Inquiry-Based Learning [25,28,29] | Dewey (1910); Schwab (1970s) | Used in K–12 science classrooms from 1980s onwards |
Case-Based Learning [30] | Smith (1912); Harvard Business School (1920s) | Widely used in medical education since the 1990s |
Project-Based Learning [31,32] | Kilpatrick 1 (1918/1921) | Expanded in 1991 and onward |
Problem-Based Learning [16,31] | Don Woods 2 (1960s) | Spread widely in medical education by the 1980s–1990s |
Team-Based Learning [30,33,34] | Michaelsen 3 (1980s) | Widely adopted in medicine in the early 2000s and in engineering education later |
Game-Based Learning [35,36] | Ancient use as an educational theory in the early 1980s | A distinct approach in the 1990s and early 2000s, the Serious Games movement in 2002 |
Design-Based Learning [37,38] | 1960s origins; developed further in 1990s–2000s | In 2021, it became a trademarked method (Doreen Nelson) |
Simulation-Based Learning [39,40] | Ancient use; important for training doctors, engineers, pilots | Digital advances of the late 20th century |
Design-Thinking-Based Learning [41,42] | Early 21st century (business origin adapted to education) | Aims to foster innovation and critical thinking with PjBL |
Challenge-Based Learning [43,44] | Coined by Apple and NAE (2008) | Proposed to align education with the 21st-century labor market |
Augmented-Reality-Based Learning [45,46] | AR tech from the 1970s; educational use early 21st century | Advances in the late 2000s |
Virtual-Reality-Based Learning [47,48] | Developed mostly in the past decade | Flourished with advanced VR technologies |
Total | PjBL | PBL | IBL | CBL | DiBL | DBL | DTBL | TBL | ChBL | GBL | SBL | AR | VR | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
PjBL | 3761 | - | 291 | - | - | - | - | 30 | - | - | - | - | - | 24 |
PBL | 5948 | 52 | - | - | - | - | - | - | - | - | - | 54 | - | 46 |
IBL | 875 | 5 | 38 | - | - | - | - | - | - | - | 6 | 11 | 9 | 7 |
CBL | 719 | - | 295 | - | - | - | - | - | 10 | - | - | - | - | - |
DiBL | 29 | - | - | 3 | - | - | - | - | - | - | - | - | 1 | - |
DBL | 149 | 12 | 5 | 2 | - | - | - | 9 | - | - | 3 | - | - | - |
DTBL | 3 | - | - | - | - | - | - | - | - | - | - | - | - | - |
TBL | 1055 | - | 513 | - | - | - | - | - | - | - | - | - | - | - |
ChBL | 262 | 17 | 23 | - | - | - | - | 8 | - | - | - | - | - | - |
GBL | 2457 | - | 22 | - | - | - | - | - | - | - | - | 27 | 42 | 92 |
SBL | 509 | - | 61 | - | - | - | - | - | - | - | - | - | - | 21 |
AR | 43 | - | - | - | - | - | - | - | - | - | - | - | 1 | - |
VR | 36 | - | - | - | - | - | - | - | - | - | 1 | - | 1 | - |
Method | Prev | Historical Authenticity | Conceptual Interconnection | STEM Compatibility | ||
---|---|---|---|---|---|---|
Qual | Quan | Qual | Quan | |||
PjBL | Very High | Basic | Origin | Medium | Multi-disciplinary | Very high |
PBL | Very High | Basic | Origin | Very High | Multi-disciplinary | High |
IBL | Medium | Basic | Origin | Low | Multi-disciplinary | Medium |
CBL | Medium | Basic | Origin (similar to PBL) | Null | Disciplinary | Very low |
DiBL | Very Low | Basic | Origin (included in IBL) | Null | Disciplinary | Null |
DBL | Very Low | later | Derived (from PBL and CBL), innovation-based | Null | Increase motivation | Low |
DTBL | Very Low | later | Derived (from PBL and PjBL), innovation-based | Medium | Increase motivation | Null |
TBL | Medium | later | Derived (from PBL), collaborative-based | Low | Disciplinary, enhance outcomes | Very low |
ChBL | Low | later | Derived (from PBL and IBL), technology- and collaborative-based | Null | Multi-disciplinary | Low |
GBL | Medium | Later | Derived (from PBL), technology-based | Low | Enhance multi-disciplinary outcomes in STEM | Medium |
SBL | Low | Later | Derived (from PBL), Technology-based | Medium | Disciplinary, increase STEM outcomes | Very low |
AR | Very Low | Later | Derived, technology-based | Medium | Enhance multi-disciplinary outcomes in STEM | Very low |
VR | Very Low | Later | Derived, technology-based | High | Enhance multi-disciplinary outcomes in STEM | Null |
Group | Methods | General Properties | Most Compatible with STEM |
---|---|---|---|
Original Methods | Project-Based Learning Problem-Based Learning Inquiry-Based Learning Case-Based Learning Discovery-Based Learning | Non-Extensible | Project-Based Learning Problem-Based Learning Inquiry-Based Learning |
Derivative Methods: Innovation-Based | Design-Based Learning Design-Thinking-Based Learning … | Extensible | - |
Derivative Methods: Collaborative-Based | Team-Based Learning Challenge-Based Learning ++ … | Extensible, supporting | Challenge-Based Learning |
Derivative Methods Technology-Based | Challenge-Based Learning Game-Based Learning Simulation-Based Learning Augmented-Reality-Based Learning Virtual-Reality-Based Learning … | Extensible, supporting | Game-Based Learning Challenge-Based Learning Game-Based Learning Augmented-Reality-Based Learning Virtual-Reality-Based Learning |
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Bou Saad, R.; Garcia, A.L.; Garcia, J.M.C. Mapping Constructivist Active Learning for STEM: Toward Sustainable Education. Sustainability 2025, 17, 6225. https://doi.org/10.3390/su17136225
Bou Saad R, Garcia AL, Garcia JMC. Mapping Constructivist Active Learning for STEM: Toward Sustainable Education. Sustainability. 2025; 17(13):6225. https://doi.org/10.3390/su17136225
Chicago/Turabian StyleBou Saad, Rania, Ariadna Llorens Garcia, and Jose M. Cabre Garcia. 2025. "Mapping Constructivist Active Learning for STEM: Toward Sustainable Education" Sustainability 17, no. 13: 6225. https://doi.org/10.3390/su17136225
APA StyleBou Saad, R., Garcia, A. L., & Garcia, J. M. C. (2025). Mapping Constructivist Active Learning for STEM: Toward Sustainable Education. Sustainability, 17(13), 6225. https://doi.org/10.3390/su17136225