Reconceptualizing STEAM Education as a Transformative Framework for Sustainability and Global Competence: A Systematic and Critical Review (2014–2024)
Abstract
1. Introduction
2. Theoretical Background
2.1. The STEAM Approach as a Transformative Pedagogical Strategy
2.2. STEAM and Its Contribution to the Sustainable Development Goals (SDGs 4, 5 and 10)
2.3. STEAM and the Development of Global Competence
- Dimension 1 (Examining local, global, and intercultural issues): This is catalyzed through STEAM’s inquiry-based learning, where students systematically investigate complex socio-environmental phenomena [26].
- Dimension 2 (Understanding and appreciating the perspectives of others): This is facilitated by the integration of the Arts (A), which encourages students to adopt multi-perspective frameworks and utilize empathy-driven design to explore worldviews that differ from their own [27].
- Dimension 3 (Engaging in open, appropriate, and effective interactions): This is underpinned by the inherently collaborative and interdisciplinary nature of the STEAM approach [7].
- Dimension 4 (Taking action for collective well-being): This is realized by applying diverse socio-technical solutions directed not merely toward technical innovation, but toward social justice and the strategic advancement of the SDGs [28].
2.4. Toward a Transformative Theoretical Framework: Critical Pedagogy, Sustainability and Inclusion
2.5. Theoretical Framing and Conceptual Contribution of This Review
3. Materials and Methods
3.1. Search Strategy and Data Sources
- Subject area: studies focused on the STEAM approach in education; research on Global Competence or global citizenship; and articles analyzing the relationship between STEAM and SDGs 4, 5, and 10.
- Document type: peer-reviewed research articles, literature reviews, case studies, and relevant institutional documents.
- Language: English and Spanish.
- Publication period: 2014 to 2024.
- Educational context: all educational levels (primary, secondary, higher education, teacher training, etc.).
- Studies focused solely on STEM without an artistic dimension or a transformative pedagogical framework.
- Documents mentioning the SDGs or Global Competence without application to educational contexts.
- Non-academic documents (e.g., blogs, opinion articles, or non-peer-reviewed materials).
- Full text documents inaccessible via university repositories or open access.
3.2. Selection Process and Quality Appraisal
3.3. Data Synthesis and Coding Transparency
4. Results
4.1. Theme 1: STEAM as a Driver for Quality, Equity, and Inclusion (SDGs 4, 5, and 10)
4.2. Theme 2: Operationalizing Global Competence Through STEAM Mechanisms
4.3. Theme 3: Epistemological Reconceptualization: From Method to Paradigm
5. Discussion and Conclusions
- Curriculum Design: SDGs (4, 5, and 10) should be integrated as structuring axes of STEAM learning experiences rather than as peripheral references. Within this perspective, the Arts (A) can operate as epistemological tools that enable critical and interpretive engagement with complex social realities, extending beyond their frequent use as motivational elements.
- Assessment and Evaluation: There is a need to develop and validate multidimensional assessment approaches aligned with the Transformative STEAM Framework. Such approaches should move beyond traditional metrics to capture dimensions of Global Competence and their relationship with SDG-oriented action. The development of rubric-based instruments may support the operationalization of these constructs, particularly in relation to socio-ethical dimensions such as those associated with SDG 10.
- Teacher Education: Teacher professional development could benefit from incorporating critical pedagogy and equity-oriented frameworks, supporting educators in facilitating interdisciplinary inquiry and socially responsive learning processes.
- Educational Policy: Policy frameworks may consider aligning STEAM initiatives with equity-oriented strategies to ensure that their implementation contributes to reducing educational disparities, particularly in contexts associated with SDG 10.
Supplementary Materials
Author Contributions
Funding
Acknowledgments
Conflicts of Interest
Abbreviations
| STEAM | Science, Technology, Engineering, Arts, and Mathematics |
| STEM | Science, Technology, Engineering, and Mathematics |
| SDG | Sustainable Development Goals |
| SDG 4 | Sustainable Development Goals 4: Quality Education |
| SDG 5 | Sustainable Development Goal 5: Gender Equality |
| SDG 10 | Sustainable Development Goal 10: Reduced Inequalities |
| PRISMA | Preferred Reporting Items for Systematic reviews and Meta-Analyses |
| CIS | Critical Interpretive Synthesis |
| OECD | Organization for Economic Co-operation and Development |
| UNESCO | United Nations Educational, Scientific and Cultural Organization |
| ERIC | Education Resources Information Center |
| PBL | Problem-Based Learning |
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| Query ID | Search String | Thematic Focus |
|---|---|---|
| Q1 | “STEAM” AND “2030 Agenda” AND “Global Competence” | Initial mapping of the core intersection. |
| Q2 | (“STEAM education” OR “STEAM approach” OR “STEAM pedagogy”) AND (“Sustainable Development Goals” OR “SDG 4” OR “SDG 5” OR “SDG 10” OR “Agenda 2030”) AND (“Global Competence” OR “global citizenship” OR “21st century skills”) AND (“education” OR “teaching” OR “curriculum” OR “educational strategy”) | Comprehensive intersection of the three primary domains. |
| Q3 | (“STEAM education” OR “STEAM approach” OR “STEAM pedagogy”) AND (“Sustainable Development Goals” OR “SDG 4” OR “SDG 5” OR “SDG 10” OR “Agenda 2030”) AND (“education” OR “teaching” OR “curriculum”) | Broadened search focusing on the STEAM-Global Competence nexus. |
| Q4 | (“STEAM education” OR “STEAM approach” OR “STEAM pedagogy”) AND (“Global Competence” OR “global citizenship” OR “21st century skills”) AND (“education” OR “teaching” OR “curriculum”) | Broadened search focusing on the STEAM-Global Competence nexus. |
| Dimension of Global Competence | Practice in STEAM and Evidence from the Corpus |
|---|---|
| Dimension 1: Examining local, global, and intercultural issues | Integrating Sustainable Development as the core inquiry axis. For instance, Balyk et al. [49] propose the STEAM + H model, where ecological and socio-cultural problems become the starting point for technological and scientific exploration. |
| Dimension 2: Understanding and appreciating perspectives | Utilizing the Arts (A) and Humanities (H) to frame scientific challenges through diverse cultural worldviews. Balyk et al. [49] and Yim et al. [13] demonstrate how artistic and humanistic integration enables students to evaluate problems beyond mere technical efficiency, fostering ethical and empathetic understanding. |
| Dimension 3: Engaging in open, appropriate, and effective interactions | Implementing Project-Based Learning (PBL) where diverse students must negotiate and communicate effectively. Lu et al. [27] showcase this through collaborative physical computing (e.g., Micro:bit), facilitating interaction and shared creation even within special education contexts. |
| Dimension 4: Taking action for collective well-being | Empowering marginalized learners to move from passive consumers to active creators. Lu et al. [27] evidence how disabled students take action by designing and programming tangible socio-technical solutions, directly challenging the digital divide and contributing to their community’s well-being. |
| Author and Year | Educational Level | Country/Region | Methodological Approach | SDGs Addressed | Link to Global Competence | Role of the Arts |
|---|---|---|---|---|---|---|
| Hsiao et al. [28] | Secondary | Taiwan | Quasi-experimental | SDG 4 | Yes | It is considered necessary to achieve balanced learning. It addresses aesthetics, creative thinking, and design. |
| Alsina and Silva-Hormazabal [20] | Professional training for primary school teachers. | Chile | Mixed | SDG 5 | Yes | It is essential for promoting awareness and action on sustainability issues. |
| Kersanszki et al. [33] | Secondary | Hungary | Mixed | SDG 4 | Yes | Emphasis is placed on developing spatial and narrative imagination as a form of creative thinking, which acts as a motivating force for students. |
| Santillán Aguirre et al. [52] | Primary Education, 7th grade of Basic Education, Secondary Education, and the University level. | Spain, South Korea and Turkey | Interpretative research | SDG 4 | Yes | It acts as a bridge for sensitive communication and a tool for design and innovation. It helps humanizing technical disciplines and solve complex problems. |
| Henze et al. [35] | Higher Education Studies | Germany | Mixed | SDG 4 | Yes | It is considered essential for creativity, innovation, problem solving, and visual thinking. |
| Mang et al. [48] | Secondary | Australia and Korea | Design-based research with a theoretical-descriptive approach | SDG 4 | Yes | It is associated with fostering greater participation, motivation, creativity, and divergent thinking in students. |
| Wu and Chang [18] | Secondary | Taiwan | Quasiexperimental | SDG 4 | Yes | It is considered essential to enhance and enrich science learning experiences by adding humanistic and design elements. |
| Hadinugrahaningsih et al. [53] | Secondary | Indonesia | Qualitative | SDG 4 | Yes | It is considered necessary to stimulate students’ creativity in the design of projects for the development of curiosity, imagination, and personal expression. |
| Yim et al. [13] | Primary | International review | Systematic review | SDGs 4, 5, 10 | Yes | It is considered essential to promote 21st century skills, personal expression, and critical thinking. |
| Yunianto et al. [54] | Secondary | Indonesia | Educational Design Research (EDR) | SDG 4 | Yes | It is said that it fosters creativity, improves student engagement and performance, brings different disciplines together, and develops 21st century skills. |
| Nong et al. [26] | Higher education | China | Quasi-experimental | SDG 4 | Yes | It seeks to improve motivation, creative thinking, problem solving, and the development of computational thinking and critical thinking skills. |
| Choi et al. [55] | Secondary | South Korea | Mixed | SDG 4 | Yes | It encourages the development of creativity and is considered valuable for addressing complex content due to its emphasis on intersection or convergence. |
| Balyk et al. [49] | It is not limited to a specific level: the authors conducted a bibliometric analysis of STEM/STEAM education at different levels, specifically mentioning secondary and primary education. | Ukraine | Mixed | SDGs 4, 5, 10 | Yes | Develops creative and transformative thinking and innovation |
| Chansaengsee [16] | Primary | Thailand | Quasiexperimental | SDG 4 | Yes | It encourages creativity, initiative, perseverance, and adaptability. |
| Haraguchi et al. [8] | Early childhood | Japan | Qualitative | SDG 4 | Yes | Encourages reflection and the development of one’s own thoughts. |
| Indahwati et al. [56] | Not specified | Indonesia and Malaysia | Literature review | SDG 4 | Yes | Develops creativity and problem solving. |
| Lu et al. [27] | Primary | Taiwan | Single case study | SDG 4, SDG 10 | Yes | Helps to better understand culture and appreciate aesthetics, and develop flexibility, creative thinking, expression, and problem solving. |
| Arango-Caro et al. [57] | Secondary | United States | Mixed | SDG 4 | Yes | It promotes communication and understanding and encourages creativity and innovation. |
| Segarra-Morales and Juca-Aulestia [58] | Professional training for teachers at different stages: pre-professional, professional, and expert. | Ecuador | Systematic Review | SDG 4 | Yes | Develops complex skills such as multi-domain competence and promotes motivation among students. |
| Videla et al. [25] | Higher education: design engineering students | Chile | Face-to-face ethnographic participant observation | SDG 4 | Yes | It expands learning opportunities, benefits students’ sensorimotor structure, and highlights previously untapped skills. |
| Körtesi et al. [59] | Higher education: first-year university students | Slovakia, Romania and Hungary | Quantitative | SDG 4 | Yes | Promotes the development of innovative methods and 21st century skills |
| Dashdemirov and Sharifov [46] | Secondary | Azerbaijan | Quantitative-descriptive case study | SDG 4 | Yes | Promotes communication, problem solving, collaboration, innovation, creativity, and metacognition. |
| Bertrand and Namukasa [7] | Primary | Canada | Qualitative Case Study | SDG 4 | Yes | Promotes communication and critical thinking skills, the development of creativity, innovation, and a global perspective. |
| Khazaee and Sabourian [60] | Early Childhood and Primary | United States | Mixed | SDG 4, SDG 5 | Yes | Promotes creative thinking and problem solving |
| Sorguç et al. [51] | Higher education | Turkey, Italy and Denmark | Applied research+ design and validation of STEAM modules for architecture. | SDG 4 | Yes | Promotes the development of problem-solving skills and creative, innovative, and holistic abilities. |
| Lam et al. [50] | Primary | Taiwan | Design-Based Research | SDG 4 | Yes | Promotes innovative solutions to real-world problems |
| Damaševičius et al. [61] | Higher education | Lithuania | Description of the FASTER pedagogical framework based on applied practice | SDG 4 | Yes | Fosters interest, creativity, and curiosity among students. |
| Chung and Li [22] | Secondary | China | Qualitative case study | SDGs 4, 5 | Yes | Encourages creativity and innovation and increases interest and engagement |
| Yulianti et al. [23] | Not specified | Not specified | Systematic review (PRISMA) | SDG 4 | Yes | Enriches STEM disciplines and promotes real-world problem solving |
| Yakymenko et al. [47] | Higher education | Ukraine | Design-based research | SDG 4 | Yes | Promotes the development of creativity, innovation, literacy, expression, and communication. |
| Helvaci and Yilmaz [62] | Secondary | Turkey | Mixed | SDG 4 | Yes | It encourages creativity and innovation, develops the ability to adapt to different situations, and improves students’ attitudes toward STEM subjects. |
| Leavy et al. [24] | From early childhood education to higher education | Not specified | Systematic review | SDG 4 | Yes | It promotes holistic and connected education, fosters the development of creativity and innovation, and allows for the development of human skills (empathy). |
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Sagastizabal-Sáez, A.; Bilbao-Quintana, N.; Portillo-Berasaluce, J. Reconceptualizing STEAM Education as a Transformative Framework for Sustainability and Global Competence: A Systematic and Critical Review (2014–2024). Sustainability 2026, 18, 4153. https://doi.org/10.3390/su18094153
Sagastizabal-Sáez A, Bilbao-Quintana N, Portillo-Berasaluce J. Reconceptualizing STEAM Education as a Transformative Framework for Sustainability and Global Competence: A Systematic and Critical Review (2014–2024). Sustainability. 2026; 18(9):4153. https://doi.org/10.3390/su18094153
Chicago/Turabian StyleSagastizabal-Sáez, Aitziber, Naiara Bilbao-Quintana, and Javier Portillo-Berasaluce. 2026. "Reconceptualizing STEAM Education as a Transformative Framework for Sustainability and Global Competence: A Systematic and Critical Review (2014–2024)" Sustainability 18, no. 9: 4153. https://doi.org/10.3390/su18094153
APA StyleSagastizabal-Sáez, A., Bilbao-Quintana, N., & Portillo-Berasaluce, J. (2026). Reconceptualizing STEAM Education as a Transformative Framework for Sustainability and Global Competence: A Systematic and Critical Review (2014–2024). Sustainability, 18(9), 4153. https://doi.org/10.3390/su18094153

