A Systematic Review of STEAM Education’s Role in Nurturing Digital Competencies for Sustainable Innovations
Abstract
:1. Introduction
2. Materials and Methods
2.1. Initial Data Collection
2.2. PRISMA Framework
2.2.1. Screening (Inclusion and Exclusion)
2.2.2. Quality Analysis
3. Data Distribution
4. Investigating RQ1
5. Investigating RQ2
6. Investigating RQ3
- Cultural Identity Affirmation: Recognizing and appreciating the varied cultural origins of the students is essential to this component. Cultural histories, values, narratives, and practices must be incorporated into STEAM curricula. A few strategies could be incorporating scientific ideas with traditional knowledge systems, using case studies and examples that are relevant to the culture in question, and encouraging STEAM subject exploration from a variety of cultural viewpoints.
- Inclusive Pedagogy: Teaching methods that take into account students’ varied needs—which include a range of learning preferences, language skills, and cultural backgrounds—are guaranteed to be inclusive pedagogies. A key component of this strategy is engagement, along with flexibility and accessibility.
- Digital Literacy and Competency: This component concentrates on giving students 21st century digital competencies, which include communication, teamwork, creativity, and critical thinking within a STEAM framework through the identified digital tools as mentioned in Table 3.
- Sustainable Innovation: Creating solutions that are both culturally aware and environmentally sustainable is what is meant to be understood as sustainable innovation under the novel CSEF framework. It is recommended that students use their digital skills and STEAM knowledge to address global issues while honoring cultural customs.
- Continuous Reflection and Adaptation: This component ensures the ongoing relevance and efficacy of the framework amidst evolving cultural and technological landscapes. It necessitates regular assessment and reflection to refine curriculum content, teaching methods, and learning outcomes.
7. NOISE Analysis
8. Limitations
9. Conclusions
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
References
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Strategy | Digital Tools Used | Sustainability Aspects | References |
---|---|---|---|
An ecosystems approach | “Simpatico” software platform that improves Public Administration technological systems by simplifying the interactions of citizens and companies with public services. | Sustainability through citizens’ engagement. | [24] |
Assessment method | 3D printing technology | Lower energy consumption and pollutant emissions. | [25] |
Action research | LAST information system service | Traceability and transparency of a product’s life cycle. | [26] |
Industry–University collaboration | Additive manufacturing | More efficient and effective take–make–transmigrate approach of sustainable manufacturing. | [27] |
Quantitative approach | Marketing technology acceptance model (MTAM) for digital marketing strategy and capability development | Sustainable digital marketing trends, enhancing capabilities, and uplifting the state of the property development sector in developing countries. | [28] |
Capital’s Approach in Theory and Practice | Grausti.riga.lv online platform | Aims at monitoring the quality of public open spaces in Riga, Latvia. | [29] |
Conceptual and methodological approach | “Pipeline” knowledge capture | Promotes translation of knowledge into specific cases studies in the digital built environment. | [30] |
A Digital Earth Living Lab approach | Digital Earth Living Lab (DELI) | Sustainable digital earth (DE) tool to facilitate co-creation, validation, and testing, and thereby fostering open innovation for future generations of DE applications. | [31] |
Data collection and analysis | Digital platform for Smart Villages | Administrators and planners as well as other rural stakeholders’ support network for a sustainable administration. | [32] |
Digital transformation analysis | Digital diagnosis tool | It advances knowledge of agri-cooperative digitization within the framework of smart agriculture. | [33] |
Empirical epistemological systematic analysis based on Kuhn scientific revolution models | Digital design thinking from a neurostrategic point of view | Though understanding behavioral and neuroscientific research might help organizations establish a lasting competitive advantage, digital technology tools also show promise for design thinking and innovation. | [34] |
Business Model Canvas | Digital Sustainability Canvas as an Assessment Tool | An appropriate assessment tool for analyzing the effects of sustainable development in educational digital transformation initiatives is the Triple Layered Business Model Canvas. | [35] |
Challenges Category | Identified Challenges | Lesson Learned | References |
---|---|---|---|
Technological challenges | Conflict between mastery and appropriation and between personal and educational use of technology. | The emphasis should shift from tool mastery to the adoption of a digital competency that includes knowledge of how technology may be used critically and reflectively in the process of creating new knowledge. | [38] |
Lack of methods of converting traditional learning information into a relevant and usable digital format. | It is imperative to take these obstacles into account and minimize them when digitizing teaching and learning materials—for example, lower-resolution videos, uneven internet availability, etc. | [39] | |
AI-based tech often creates misunderstanding, misleadingness, limitations, and hidden ethical issues behind different platforms. | Offering instructional resources that educators can use to help K–12 students learn more about ethics and artificial intelligence. | [40] | |
Teacher training | Constantly changing paradigms of information and communication technologies (ICT). | Teachers must receive ongoing training so they may stay current on the issues and trends in education as well as the didactic opportunities provided by ICT. | [41] |
Digital competency in appropriately using ICT has progressed from being a simple tool to a crucial educational component that necessitates training. | The post-COVID-19 environment has caused many significant goals, one of which is the digitization of faculty training programs and universities. | [42] | |
Pedagogical shift | The conservatism of educators disconnects them from millennial learners. | The ability to connect problem-based learning to real-world challenges is what attracts millennials to it. | [43] |
A pedagogical shift to a ‘simulation-based’ learning model in medical field challenges educators. | Educators can teach without compromising patient safety or harming them by using simulation tools for experiments. | [44] | |
The typical level of instruction that new teachers receive throughout their training is a major element in their lack of readiness to use ICTs in the classroom. | Ensuring that all teacher education instructors have the requisite abilities to adequately train pre-service teachers for teaching in the digital era should be the responsibility of the institution. | [45] | |
Regarding whether the workload required to ensure the cogent use of social media within a module is unduly resource intensive for the educator, there is evident reluctance among academics. | The results provide light on how technology is used and show that for educators to want to utilize digital media, there must be clarity on the educational benefit. | [46] | |
Lack of time | Teachers needed more time and funding to grow professionally since they had to become more adept at using digital tools and pedagogies on their own, unsupported, and in their own time. | Constructing a website with the technical training materials instructors need, and maintaining “an efficient helpdesk team to support teachers and students”. | [47] |
An additional 10-week training program with teachers that uses a blended learning strategy is an extra burden. | The digital competency of teachers was effectively improved through an upskilling training session, wherein they constructed their knowledge and abilities. | [48] | |
Inadequate Infrastructure | Lack of devices and internet facilities are generating problems for posing knowledge. | For digitization to enhance and complement student-teacher and student-student relationships rather than replace them, institutions must completely rethink their learning environments. | [49] |
Development of national and institutional e-learning policies, improvements in IT infrastructure. | The creation of a technology infrastructure for each institution, administrators having a clear strategy for using technology, and teachers sharing their experiences using it are the most crucial components. | [50] |
Upskill | Digital Platform Used | Pedagogy Approach | References |
---|---|---|---|
Visualization and spatial designing | GeoGebra (Version 6) | Design-based research (DBR) | [52] |
Digital art | “Digital Stories” offered a curriculum for group creation of meaningful animated digital stories on women’s and girls’ experiences leading in the business and educational environments. | A digital art-centered STEAM curriculum | [53] |
Design thinking | Design Fabrication and FabLab | Community of Practice | [54] |
Creative thinking and student innovation | Virtual classroom learning environment (VCLE) | Online ‘gamification’ mechanisms | [55] |
Creative coding | E-TEXTILE DESIGN | Artistic envisioning | [56] |
Music learning | Chrome Music Lab, Scratch Music, Groove Pizza, earSketch, UPISketch and iMuSciCA applications. | Digital-based STEAM applications | [57] |
Game development | virtual reality applications | Quantitative analysis of data on virtual reality applications available on the market | [58] |
Digital literacy | Distance learning tools such as Moodle, Google Classroom, and Microsoft Teams | Training specialists for the digital economy | [59] |
Computational thinking | RoboSTEAM (Robotics and Physical Devices) | Challenge-based learning approach | [60] |
Spatial thinking | GIS Stories | Public participation geographic information systems (PPGIS) via public engagement | [61] |
Data analysis | Common Online Data Analysis Platform (CODAP) | Building interactive multimedia stories that integrate data analysis and visualization | [62] |
Creative thinking | micro:bit | STEAM curriculum for students with disabilities | [63] |
Co-creation | BODYSOUND | Patient innovation | [64] |
Sustainability and co-creation | Digital fabrication laboratories | Design workshop with multidisciplinary team | [65] |
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Deák, C.; Kumar, B. A Systematic Review of STEAM Education’s Role in Nurturing Digital Competencies for Sustainable Innovations. Educ. Sci. 2024, 14, 226. https://doi.org/10.3390/educsci14030226
Deák C, Kumar B. A Systematic Review of STEAM Education’s Role in Nurturing Digital Competencies for Sustainable Innovations. Education Sciences. 2024; 14(3):226. https://doi.org/10.3390/educsci14030226
Chicago/Turabian StyleDeák, Csaba, and Baibhaw Kumar. 2024. "A Systematic Review of STEAM Education’s Role in Nurturing Digital Competencies for Sustainable Innovations" Education Sciences 14, no. 3: 226. https://doi.org/10.3390/educsci14030226
APA StyleDeák, C., & Kumar, B. (2024). A Systematic Review of STEAM Education’s Role in Nurturing Digital Competencies for Sustainable Innovations. Education Sciences, 14(3), 226. https://doi.org/10.3390/educsci14030226