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Review

Reimagining the Psychomotor Domain: Pedagogical Implications of STEAM Education

by
Uchenna Kingsley Okeke
* and
Sam Ramaila
Department of Mathematics, Science and Technology Education, University of Johannesburg, Johannesburg 2006, South Africa
*
Author to whom correspondence should be addressed.
Educ. Sci. 2025, 15(11), 1497; https://doi.org/10.3390/educsci15111497
Submission received: 15 August 2025 / Revised: 16 September 2025 / Accepted: 24 September 2025 / Published: 6 November 2025
(This article belongs to the Special Issue STEM Synergy: Advancing Integrated Approaches in Education)

Abstract

The emergence of STEAM education, which integrates the Arts into Science, Technology, Engineering, and Mathematics (STEM), reflects a growing recognition of the need to develop both technical proficiency and creative capacity in learners. This shift emphasizes the importance of preparing students to tackle complex, real-world problems through innovative and interdisciplinary thinking. Drawing on an integrative review of 108 scholarly articles, from Scopus, ERIC, and Web of Science, we included peer-reviewed articles published between 2010 and 2024; this paper traces the conceptual evolution of STEAM education and examines its pedagogical implications for the psychomotor domain. It critically explores how incorporating the Arts reshapes traditional understandings of skill acquisition by highlighting hands-on, embodied, and creative approaches to problem-solving. The article, therefore, explores the concept of psycho-productive competency to capture the interplay between psychomotor skills and cognitive–emotional dimensions of learning. Findings underscore the need for teaching strategies and learning environments that move beyond technical demonstration to foster creativity, innovation, and holistic development. This re-examination of the psychomotor domain positions educational practice in line with the demands of a rapidly changing, knowledge-driven world.

1. Introduction

The complex challenges of the 21st century have necessitated the integration of traditionally discrete disciplines, leading to the emergence of Science, Technology, Engineering, and Mathematics (STEM) as a unified field of inquiry (Honey et al., 2014; Nadelson & Seifert, 2017; Belbase et al., 2021). This integration seeks to dismantle disciplinary boundaries while fostering creativity and innovative practices to address complex, context-specific problems (Kennedy & Odell, 2023). Empirical studies by Lane et al. (2017), Zeng et al. (2018), and Geesa et al. (2021) provide evidence of STEM’s effectiveness in achieving educational goals and enhancing students’ readiness for the workforce.
However, the increasingly multifaceted nature of global challenges has prompted a reframing of STEM education to place greater emphasis on preparing students to generate solutions to real-world societal problems. As noted by Dell’Erba (2019) and Carter et al. (2021), STEM’s traditional emphasis on technical skills alone is insufficient to equip learners for the demands of a rapidly evolving world. This realization has led to the inclusion of the Arts and Humanities into STEM, giving rise to STEAM—Science, Technology, Engineering, Arts, and Mathematics (Land, 2013; EducationCloset, 2019).
Whereas STEM education emphasizes scientific and technical concepts, STEAM extends this foundation by incorporating creativity through the Arts, enabling students to engage both logical and imaginative faculties (Space Foundation, 2024). Although STEM has been instrumental in advancing technical competencies, the integration of the Arts through STEAM fosters a more holistic educational experience. Land (2013) observes that STEM-related programmes typically cultivate convergent thinking, whereas Arts-based programmes emphasize divergent thinking. However, STEAM education integrates both nurturing divergent thinking, creativity, and emotional engagement—qualities essential for addressing complex, interdisciplinary challenges (Aguilera & Ortiz-Revilla, 2021). For example, global issues such as climate change, public health crises, and the ethical dilemmas posed by artificial intelligence require not only scientific literacy but also empathy, cultural awareness, and creative problem-solving. In this regard, STEAM offers a more holistic framework that enables students to explore multiple perspectives and generate innovative solutions (Land, 2013; Maeda, 2013).
Research further underscores the value of Arts integration in education. Liao (2016) and the National Art Education Association (NAEA, 2016) highlight the role of the Arts in enhancing creativity, innovation, critical thinking, collaboration, and communication. Similarly, Winner et al. (2013) and Swaminathan and Schellenberg (2015) demonstrate that Arts programmes cultivate higher-order cognitive skills such as abstract reasoning, spatial awareness, divergent thinking, creative self-efficacy, openness to experience, and intellectual curiosity. Thus, integrating technical and creative skill sets has become an essential requirement for global competitiveness in the modern era. Unlike STEM, which prioritizes technical solutions, STEAM broadens educational objectives to address social, ethical, and emotional dimensions, foster creative connections, and enhance multidisciplinary collaboration in co-creating solutions. Aguilera and Ortiz-Revilla (2021) argue that STEAM education strengthens students’ ability to unify convergent and divergent thinking, supporting personal meaning-making and self-motivation in problem-solving contexts.
Despite growing interest in STEAM, the field remains conceptually fragmented and pedagogically underdeveloped. Much of the literature emphasizes the benefits of integrating the Arts into STEM to foster creativity and engagement (Land, 2013; Liao, 2016). However, there is limited consensus on how this integration should be operationalized, what competencies it ought to cultivate, and how these competencies can be assessed in practice (Perignat & Katz-Buonincontro, 2019). To address these gaps, it is vital to examine the rationale for integrating the Arts into STEM, clarify the objectives of STEAM education, and explore its implications for the psychomotor domain of educational objectives, particularly within the context of a 21st-century skills framework (Katz-Buonincontro, 2018).

1.1. Gaps in the Existing Literature

Despite a growing body of literature affirming the value of STEAM education in fostering creativity, innovation, and interdisciplinary thinking, significant gaps remain in how its pedagogical implications—particularly with respect to the psychomotor domain—are conceptualized and operationalized. Three interrelated gaps are especially noteworthy: (1) conceptual ambiguity surrounding the role of the Arts in STEAM, (2) the need to re-examine the psychomotor domain and frame it within the notion of psycho-productive competency, and (3) the persistent disconnection between theory and practice.
i.
Conceptual Ambiguity of the ‘A’ in STEAM:
A pervasive gap in the literature concerns the conceptual vagueness of the Arts within the STEAM framework. While numerous studies (e.g., Liao, 2016; Katz-Buonincontro, 2018) advocate for the inclusion of the Arts to promote creativity and divergent thinking, few provide concrete pedagogical frameworks that explain how artistic modalities function synergistically with scientific and technical domains. The Arts are often treated as additive rather than integrative, which results in incoherent curricular design and fragmented instructional practices. This lack of integration undermines STEAM’s potential as a genuinely interdisciplinary approach and limits its capacity to fully engage both the psychomotor and creative faculties of learners.
ii.
Re-Examining the Psychomotor Domain and Framing Psycho-Productive Competency:
The second gap highlights the need to reconceptualize the psychomotor domain in STEAM pedagogy. Much of the discourse emphasizes cognitive and affective outcomes—such as critical thinking, creativity, and motivation—while giving limited attention to embodied, performative, and skill-based dimensions of learning. This oversight reflects an enduring Cartesian dualism that privileges “thinking” over “doing,” despite growing recognition of embodied cognition in educational psychology and neuroscience. Current literature rarely offers frameworks that capture the complex interplay between cognitive, emotional, and motor skill development—what this study terms psycho-productive competency. Whereas constructs such as creative confidence, self-efficacy, or procedural knowledge are discussed in isolation, few integrative models bridge these elements into a cohesive pedagogical aim. Defined in this study as students’ ability to apply their creative, emotional and cognitive abilities to produce visible, tangible and concrete evidence of knowledge gained during instruction, psycho-productive competency signals a paradigm shift: from viewing skills as discrete and technical to framing them as holistic, process-oriented, and contextually situated. Its omission highlights a broader failure to align educational objectives with the demands of a knowledge-driven, innovation-based economy, where adaptability, creative production, and embodied engagement are key competencies.
Psycho-Productive Competency: A Unique STEAM-Focused Construct
While psycho-productive competency shares conceptual terrain with psychosocial competencies, 21st-century skills, and Social and Emotional Learning (SEL), it is uniquely positioned within the pedagogical architecture of STEAM education. Its distinctiveness lies in how it reconfigures the psychomotor domain to reflect the embodied, creative, and interdisciplinary nature of STEAM learning.
  • STEAM-Specific Integration of Domains
Unlike general frameworks that treat cognitive, emotional, and social skills as parallel domains, psycho-productive competency integrates these dimensions within the context of creative production and design thinking—core to STEAM pedagogy. It emphasizes learning through making, where emotional regulation, cognitive flexibility, and interpersonal collaboration are enacted through hands-on, artistic, and scientific problem-solving.
For example, while SEL promotes emotional awareness, psycho-productive competency links emotional regulation directly to creative prototyping, collaborative design, and embodied innovation—activities central to STEAM classrooms.
  • Reframing the Psychomotor Domain
Traditional psychomotor models focus on manual skill execution (Simpson, 1972; Seidel et al., 2007). Psycho-productive competency expands this to include symbolic, performative, and creative actions, thereby redefining “doing” as intellectually and emotionally rich. This reframing is critical for STEAM, where making, modelling, and prototyping are not just technical acts but creative expressions.
  • Pedagogical Utility in STEAM
Psycho-productive competency is not merely descriptive; it is a pedagogical goal. It informs:
-
Instructional design (e.g., integrating arts-based inquiry into science labs),
-
Assessment (e.g., evaluating emotional-cognitive integration in design projects),
-
Teacher competencies (e.g., fostering adaptive expertise in interdisciplinary facilitation).
This makes it a practical framework for educators seeking to cultivate embodied, creative, and emotionally intelligent learners in STEAM contexts.
iii.
Disconnection Between Theory and Practice:
A further gap lies in the disjunction between conceptual rhetoric and classroom practice. While many studies emphasize the aspirational benefits of STEAM—such as fostering interdisciplinary thinking or nurturing holistic learners—empirical evidence on how these ideals manifest in real classrooms remains limited. Most implementation studies privilege cognitive outcomes (e.g., problem-solving ability or conceptual understanding) and neglect psychomotor and affective engagement. The lack of classroom-based research examining how learners acquire, apply, and refine psycho-productive skills across domains constrains the development of evidence-based teaching strategies. Moreover, teacher education and professional development for STEAM pedagogy remain underdeveloped, particularly with regard to the psychomotor domain. Few training programmes cultivate interdisciplinary fluency across Arts and STEM, and even fewer prepare educators to design learning experiences that integrate psychomotor outcomes. This problem is compounded by the scarcity of practical resources—such as instructional guides, assessment rubrics, and observation tools—that would enable teachers to track embodied, creative, and process-oriented learning in STEAM contexts.

1.2. Purpose of the Article

The purpose of this article is to critically examine the emergence of STEAM (Science, Technology, Engineering, Arts, and Mathematics) education and its pedagogical implications, with particular attention to its impact on the psychomotor domain of learning. Drawing on an integrative review of 108 scholarly sources, the article interrogates how the integration of the Arts into STEM reframes traditional conceptions of learning objectives, especially in relation to hands-on, creative, and innovation-oriented skills. Specifically, it explores the conceptual evolution of STEAM education, the rationale for its development, its intended objectives, pedagogical challenges, implementation frameworks, and the teaching competencies it demands. Through this analysis, the study advances the notion of psycho-productive competency as a reconfigured understanding of the psychomotor domain, emphasizing the importance of pedagogical strategies that cultivate not only technical proficiency but also creative, embodied problem-solving and innovation capacity. This re-examination seeks to support the development of a holistic educational model that is responsive to the demands of the 21st-century workforce.

2. Data Collection and Analysis

An integrative review was undertaken in this study to synthesize diverse perspectives on STEAM education, with particular emphasis on its pedagogical implications for the psychomotor domain and the emerging concept of psycho-productive competency. This approach was chosen because it accommodates empirical, theoretical, and conceptual literature across disciplines—an essential requirement for capturing the multifaceted and evolving nature of STEAM as an educational paradigm (Whittemore & Knafl, 2005; Torraco, 2005).
Unlike systematic reviews, which typically address narrowly defined research questions using strictly empirical data and standardized protocols such as PRISMA, the integrative review embraces methodological pluralism. It incorporates qualitative, quantitative, and mixed-method studies, as well as conceptual and theoretical contributions. This inclusivity is critical for analyzing the interdisciplinary and transdisciplinary dimensions of STEAM education. A systematic review, by contrast, would have excluded many foundational non-empirical sources that underpin the theoretical and philosophical foundations of STEAM, thereby narrowing the scope of analysis.
Accordingly, the integrative review enabled a comprehensive and nuanced synthesis, providing the basis for developing a reconfigured framework for psycho-productive competency that reflects the cognitive, emotional, and embodied dimensions of learning essential for 21st-century education. The review followed the five stages proposed by Whittemore and Knafl (2005): (i) problem identification, (ii) literature review, (iii) evaluation of evidence, (iv) analysis of evidence, and (v) presentation of findings.
i. 
Problem Identification
STEAM education represents an emerging paradigm characterized by conceptual ambiguity and inconsistent implementation. A lack of consensus—particularly regarding the role of the Arts—creates challenges for curriculum development, teacher preparation, and learner engagement. This ambiguity not only hinders effective Arts integration into STEM but also limits learners’ opportunities to develop creativity and higher-order cognitive and psychomotor skills. These unresolved issues underscore the need for a comprehensive review and form the basis of this study.
ii. 
Literature Review
The literature review stage involved identifying relevant, peer-reviewed scholarly sources published in English that addressed STEAM education in relation to creativity, the psychomotor domain, and psycho-productive competencies. The review encompassed empirical studies (qualitative, quantitative, and mixed method), descriptive analyses of STEAM programmes and activities, as well as conceptual models and pedagogical frameworks. Searches were conducted between 11 March and 18 April 2025, across multiple databases including ScienceDirect, ERIC, MDPI Open Access, ResearchGate, Google Scholar, and JSTOR. Additional sources were drawn from key journals such as Frontiers in Education, Arts Education Policy Review, Arts Learning and Research, Journal of Creative Behaviour, Creativity and the Arts, and Studies in Arts Education.
To ensure relevance, search terms combined “STEAM Education,” “creative skills,” “psychomotor domain,” and “psycho-productive competency,” with “Education” appended to “STEAM” to avoid unrelated results on steam engines or physical science experiments. Articles were included if “STEAM Education” or related constructs appeared in the title, abstract, or keywords. Search string include the following combinations: “STEAM education” AND “psychomotor domain”, “STEAM education” AND “creative skills”, “STEAM education” AND “psycho-productive competency”, “STEAM education” AND “embodied learning”, “STEAM education” AND “21st-century skills”.
iii. 
Evaluation of Evidence
The review employed a systematic, multi-stage process of identification, screening, and inclusion:
Initial Identification: A total of 166 articles were retrieved from multiple databases using targeted search terms related to STEAM, creativity, psychomotor learning, and psycho-productive competency.
Screening: Articles were screened for relevance, inclusion of STEAM constructs, and methodological rigour. Forty-eight were excluded for reasons including: exclusive focus on STEM without Arts integration; editorials or opinion pieces lacking empirical or conceptual depth; or only tangential mention of STEAM.
Full-Text Review: The remaining 118 articles were reviewed in full to assess eligibility. Particular attention was paid to the depth of discussion on psychomotor and creative competencies, pedagogical frameworks, and interdisciplinary integration.
Final Inclusion: A total of 108 articles were selected for in-depth synthesis, encompassing a diverse mix of empirical studies, theoretical models, and pedagogical analyses. The evaluation and selection process for the literature is illustrated in Figure 1.
iv. 
Analysis of Evidence
The literature search focused on the following key elements: Psychomotor domain elements—references to manual dexterity, physical skill acquisition, and embodied learning; instructional models involving hands-on practice, simulation, or vocational training; and assessment methods such as performance-based tasks and practical exams. Psycho-productive competency elements—integration of cognitive, emotional, and creative skills; constructs such as emotional regulation, cognitive flexibility, interpersonal communication, and creative reasoning; and assessment tools measuring creativity, emotional intelligence, and collaborative engagement.
The analysis focused on synthesizing insights across six core thematic areas central to this review:
  • The conceptualization of STEAM,
  • The rationale for integrating the Arts into STEM and the objectives of STEAM education,
  • The pedagogical implications of STEAM,
  • The challenges associated with its implementation,
  • The conceptual and practical frameworks supporting STEAM,
  • The teaching competencies required for effective facilitation.
Each article was examined for its contribution to these thematic areas, as well as for its treatment of key constructs such as creativity, arts education, and the psychomotor and psycho-productive dimensions of learning. Thematic categories were derived using a hybrid coding approach that combined inductive analysis—allowing themes to emerge organically from the literature—with deductive framing informed by established STEAM education constructs. This approach ensured both conceptual depth and alignment with existing pedagogical frameworks. For instance, the study by Peppler and Wohlwend (2017) were coded under both “Conceptualisation of STEAM” and “Frameworks for STEAM” for their assertion that “the Arts do not simply decorate STEM—they transform it,” reflecting both epistemological and pedagogical implications. Additionally, Encinar et al. (2017) were analyzed for their emphasis on psychosocial competencies, aligning with the psycho-productive framework. Their study was coded under “Implications” and “Competencies.” Furthermore, Nicholls et al. (2016) were included for their discussion of psychomotor instruction models, contributing to the theme of “Pedagogical Implications.” This analytical process enabled the identification of cross-cutting themes, conceptual gaps, and pedagogical opportunities, culminating in the development of the psycho-productive competency framework as a reconfiguration of the psychomotor domain in STEAM education.
The coding Procedure
Initial coding was conducted by the lead researcher using a hybrid approach:
-
Inductive coding: Themes emerged organically from the literature (e.g., creativity as a pedagogical goal).
-
Deductive coding: Guided by Bloom’s taxonomy and STEAM constructs (e.g., psychomotor objectives, transdisciplinary integration).
A second coder reviewed 30% of the articles to ensure consistency.
Consensus coding was used to resolve discrepancies and refine thematic categories.
v. 
Presentation of Findings
Findings are presented narratively in the sections that follow, organized according to the six thematic areas identified above. The synthesis provides conceptual clarity on STEAM education, highlights its pedagogical implications for the psychomotor domain, and outlines directions for future research and practice aimed at reimagining teaching and learning for the 21st century.

3. Results

The outcome of the integrative review of literature on STEAM education is presented according to the themes of the study.
Theme 1: Conceptualizations of STEAM Education
The reviewed literature reveals a rich yet fragmented landscape of how STEAM education is understood. Rather than offering a unified definition, studies reflect multiple epistemological orientations, each shaping the integration of the Arts into STEM in distinct ways.
Colucci-Gray et al. (2019) describe STEAM as a “pedagogical response to the limitations of reductionist science,” advocating for a transdisciplinary model that challenges traditional knowledge hierarchies. This notion positions STEAM not merely as curriculum enhancement but as a philosophical and epistemological shift.
By contrast, Katz-Buonincontro (2018) highlights the policy and equity dimensions of STEAM, suggesting it “opens up STEM to historically marginalized learners by embedding creativity and cultural relevance.” Here, STEAM is conceptualized as a social justice intervention, expanding access and engagement.
Peppler and Wohlwend (2017) adopt a more practice-oriented view, arguing that “the Arts do not simply decorate STEM—they transform it.” Their work highlights the mutual transformation of disciplines, where artistic processes reshape computational thinking and vice versa. Similarly, Perales and Aróstegui (2021) define STEAM as a “meta-disciplinary framework” that promotes civic, scientific, and artistic competencies. They caution against reducing STEAM to project-based learning, framing it instead as a holistic educational paradigm.
Other scholars, including SEADAE (2020) and Milara et al. (2020), emphasize implementation and community engagement, framing STEAM as a strategic alignment of values and practices across disciplines to foster real-world problem-solving. As one article asserts, “STEAM is not a method—it is a mindset” (Milara et al., 2020).
Taken together, these conceptualizations reveal a tension between instrumental and transformative visions of STEAM. Some authors view it primarily as a tool for enhancing STEM outcomes, while others frame it as a radical reimagining of education. The Arts are variably positioned as:
  • A catalyst for creativity,
  • A bridge to inclusion,
  • A disciplinary equal, or
  • A vehicle for epistemic disruption.
Conclusion: Despite widespread enthusiasm, there is no consensus on what STEAM fundamentally is or should be. This conceptual ambiguity reflects both the promise and the challenge of STEAM: its flexibility enables contextual adaptation, but it also leads to inconsistencies in practice, assessment, and policy alignment. Ultimately, a coherent theoretical framework is needed—one that can guide implementation while still honouring the pluralism that makes STEAM pedagogically powerful.
Theme 2: Rationale for Integrating Arts into STEM and the Objectives of STEAM Education
Across the literature, the integration of the Arts into STEM is consistently justified as a means of enhancing creativity, broadening participation, and deepening conceptual understanding. For instance, Sharapan (2012) argues that “the arts provide a natural pathway for young children to express STEM concepts in meaningful ways.” Similarly, Bush et al. (2016) highlight that STEAM “engages students who might otherwise feel alienated by traditional STEM instruction.”
Bequette and Bequette (2012) emphasize that the Arts are not merely a gateway but a central axis for sustaining cross-disciplinary learning. Peppler and Wohlwend (2017) reinforce this by asserting that “artistic practices transform computational thinking, not just complement it.” Collectively, these perspectives converge on the idea that the Arts foster creative agency, cultural relevance, and emotional engagement—dimensions often missing in conventional STEM models.
Conclusion about Rationale for integrating ARTS into STEM: The rationale for STEAM lies in its potential to humanize STEM education, making it more inclusive, expressive, and responsive to diverse learner needs.
Beyond rationale, the reviewed studies consistently identify creativity, problem-solving, and innovation as the core objectives of STEAM. Clapper et al. (2013) note that “STEAM instruction increases student engagement through multimedia and arts-based experiential learning.” Liao (2019) adds that STEAM “supports both disciplinary depth and transversal competencies.”
Kanematsu and Barry (2016) frame creativity as a societal resource, while Chen and Ding (2024) argue that “STEAM competence is essential for workforce readiness in an innovation-driven economy.” These objectives signal a shift from content mastery to competency development, emphasizing flexibility, collaboration, and design thinking.
Conclusion about the Objectives of STEAM: STEAM aims to cultivate learners who are not only technically proficient but also creatively empowered and socially attuned.
Theme 3: Challenges of STEAM Implementation:
Implementation challenges are widely documented, particularly in relation to teacher workload, curricular coherence, and assessment of creativity. Quigley and Herro (2016) observe that “teachers struggle to find time and resources to integrate STEAM meaningfully.” Similarly, D. Kim and Bolger (2017) note that “pre-service teachers often lack confidence in designing interdisciplinary lessons.”
Boice et al. (2024) point out that while STEAM’s authenticity is pedagogically appealing, it complicates instructional design. Furthermore, Beghetto (2005) critiques the subjective nature of assessing creative work, warning that “comments like ‘the product is perfect’ lack evaluative clarity.”
Conclusion: Without adequate support, professional development, and appropriate assessment tools, STEAM risks remain aspirational rather than actionable.
Theme 4: Teaching Competencies for STEAM:
Teaching STEAM requires a redefinition of professional expertise. B. H. Kim and Kim (2016) identify four core competencies: subject-matter knowledge, advanced thinking, community contribution, and emotional intelligence. Aitken et al. (2013) describe STEAM educators as “adaptive experts” who continuously refine their practice.
Van Tartwijk et al. (2022) argue that teaching expertise entails navigating “complex societal challenges,” while Ward et al. (2020) highlight the importance of epistemic reflexivity. These competencies reflect the multidimensional demands of STEAM pedagogy, which require not only content mastery but also pedagogical agility, collaborative capacity, and empathic engagement.
Conclusion: Effective STEAM educators must be equipped to facilitate interdisciplinary learning, foster creativity, and respond to the cognitive and emotional needs of diverse learners.
Theme 5: Frameworks for STEAM Education
Several frameworks have been proposed to guide STEAM implementation. Costantino (2015, 2018) introduces the Creative Inquiry Process, emphasizing critique and collaboration. Henriksen et al. (2019) propose a Design Thinking Framework that dissolves disciplinary boundaries through real-world problem-solving.
Roehrig et al. (2021) advocate for interdisciplinary coherence, while Ye and Xu (2023) stress the cultivation of “4C skills”—creativity, collaboration, critical thinking, and communication. Despite their varied emphases, these frameworks share a commitment to authentic learning, student agency, and transdisciplinary integration.
Conclusion: Effective STEAM frameworks must balance structure and flexibility, allowing educators to adapt to diverse contexts while maintaining pedagogical integrity.
Theme 6: Implications of STEAM Education
The reviewed literature reveals that the central pedagogical implication of STEAM lies in positioning creativity as a core learning outcome, necessitating a rethinking of traditional domains—particularly the psychomotor domain.
Perignat and Katz-Buonincontro (2019) caution that while creativity is frequently cited as a goal of STEAM, “there is little consensus on how it should be cultivated or assessed,” highlighting a gap between aspiration and practice. Ruhl (2024) and Seidel et al. (2007) note that the psychomotor domain has historically emphasized manual dexterity and procedural accuracy—an emphasis that is insufficient in the STEAM context. As Kyllonen et al. (2014) put it, “STEAM demands not just doing, but doing with imagination, empathy, and purpose.”
To address this, the concept of psycho-productive competency is introduced as a hybrid construct integrating cognitive flexibility, emotional regulation, and creative reasoning. Encinar et al. (2017) identify these as “essential for effective functioning in dynamic, interdisciplinary contexts,” while Ritter and Mostert (2017) emphasize their role in “generating novel solutions in fast-changing environments.”
Key elements of psycho-productive competency include:
This reconceptualization of psychomotor skills aligns with broader societal and workforce needs. As Chen and Ding (2024) argue, “STEAM competence is not just academic—it’s economic, social, and cultural.”
Conclusion: The pedagogical implications of STEAM extend well beyond curriculum integration. They call for redefining learning domains—particularly the psychomotor—to reflect the embodied, creative, and affective dimensions of 21st-century learning. The shift toward psycho-productive competency offers a robust framework for aligning education with the demands of a knowledge-driven, innovation-based society.

4. Discussion

This discussion provides elaborate exploration on the thematic findings of the integrative review, aligning each theme with pedagogical implications and supported by scholarly references. It addresses the central question:
What do the results of this review suggest for teaching STEAM education?

4.1. Conceptualizing STEAM Education

The literature conceptualizes STEAM in diverse ways—ranging from additive models that simply append the Arts to STEM, to transformative paradigms that reconfigure disciplinary boundaries (Colucci-Gray et al., 2019; Peppler & Wohlwend, 2017; Perales & Aróstegui, 2021). This ambiguity reflects both the flexibility and fragmentation of STEAM as an educational construct.
Pedagogical implication: Effective STEAM instruction requires a coherent, transdisciplinary framework that treats the Arts as epistemologically equal to STEM disciplines. Such an approach moves beyond integration toward discipline-informed synergy, enabling learners to engage in creative inquiry and knowledge co-construction (SEADAE, 2020; Milara et al., 2020). Without conceptual clarity, STEAM risks superficial implementation and inconsistent outcomes.

4.2. Rationale for Integrating Arts into STEM and the Objectives of STEAM Education

The integration of the Arts is widely justified to foster creativity, emotional engagement, and inclusive participation (Sharapan, 2012; Bequette & Bequette, 2012; Peppler & Wohlwend, 2017). Arts-based approaches provide expressive modalities that deepen conceptual understanding and support learner agency.
Pedagogical implication: STEAM instruction should incorporate arts-based pedagogies—such as visual storytelling, design thinking, and performance—to enhance cultural relevance and broaden access for underrepresented learners (Kashaka, 2024; Quigley & Herro, 2016). In this sense, the Arts transform STEM from a technical endeavour into a humanistic, socially responsive practice.
The objectives of STEAM extend beyond disciplinary mastery to include creativity, problem-solving, and innovation (Clapper et al., 2013; Kanematsu & Barry, 2016; Chen & Ding, 2024).
Furthermore, educators should design interdisciplinary, project-based learning experiences that foster both depth and transversal competencies, preparing learners to apply knowledge collaboratively and innovatively (Liao, 2019; Okeke & Ramaila, 2024).

4.3. Challenges of STEAM Education

Teachers face significant challenges in implementing STEAM, including workload intensification, lack of coherent integration models, and difficulties in assessing creativity (Quigley & Herro, 2016; Boice et al., 2024; Beghetto, 2005). Epistemic beliefs and disciplinary silos further constrain transdisciplinary teaching (Brownlee et al., 2017; Russ & Luna, 2013).
Pedagogical implication: Schools must provide professional development that builds interdisciplinary fluency, supports reflective practice, and introduces assessment tools for creative and embodied learning. Training should also emphasize epistemic reflexivity and pedagogical agility (D. Kim & Bolger, 2017; Harris & de Bruin, 2018). Without such support, STEAM risks remaining aspirational rather than transformative.

4.4. Teaching Expertise in the Context of STEAM

STEAM requires redefining teaching expertise. Beyond subject-matter knowledge, educators need creativity, emotional intelligence, and collaborative capacity (B. H. Kim & Kim, 2016; Aitken et al., 2013).
B. H. Kim and Kim (2016) highlight four competencies essential for STEAM teaching:
  • Subject-Matter Cognitive Ability—understanding and applying disciplinary knowledge.
  • Advanced Thinking Ability—encompassing creative, critical, and decision-making skills.
  • Community Contribution—collaborating, communicating, and engaging socially.
  • Emotional Intelligence—developing empathy, self-awareness, and social consciousness.
These align with Aitken et al.’s (2013) model of “teaching for better learning,” which emphasizes teachers as adaptive experts who refine practice in response to contextual challenges.
Pedagogical implication: Teacher education should cultivate adaptive expertise, prepare educators to design interdisciplinary curricula, facilitate inquiry, and address students’ cognitive and emotional needs (Van Tartwijk et al., 2022; Ward et al., 2020).

4.5. Implications of STEAM Education: Toward Psycho-Productive Competency

Although creativity is widely cited as a goal, there is limited clarity on how it should be developed or assessed (Perignat & Katz-Buonincontro, 2019). To address this, the review introduces psycho-productive competency—a framework integrating cognitive flexibility, emotional regulation, interpersonal skills, and creative reasoning (Kyllonen et al., 2014; Encinar et al., 2017).
Pedagogical implication: Educators should move beyond traditional psychomotor instruction to foster embodied creativity and process-oriented learning. This shift requires reconceptualizing Bloom’s psychomotor domain to encompass symbolic, emotional, and performative dimensions (Ruhl, 2024; Seidel et al., 2007).
A comparative analysis shows:
  • Psychomotor skills emphasize manual precision and technical performance.
  • Psycho-productive competency emphasizes adaptive, creative, and emotionally integrated performance suited to dynamic, interdisciplinary environments.
This reconceptualization aligns STEAM with the needs of a knowledge-driven, innovation-based society, advancing both equity and inclusion. To provide real-life, curricular implementation of STEAM in alignment with the psycho-productive competence, let us look at the following examples:
Curricular Designs and Exercise that align with Psycho-Productive Competency
a. 
Inquiry-Based Learning (IBL) with Reflective Practice
Curricular Engagement: Students co-create tasks that focuses on real-world issues, engage in series of investigations, and reflect on their learning process.
Psycho-productive Exercise: Self-reflection on their learning (metacognition), emotional engagement, and ownership of learning.
Example of Classroom Implementation: A Grade 10 Integrated Science class assignment where students are requested to explore How they can design a sustainable water filtration system using local materials. They are expected to work in teams, research Indigenous and scientific methods, prototype solutions, and reflect in journals on their decision-making and group dynamics.
b. 
Physics Classroom Example: Designing a Solar Oven
Grade Level: Senior Secondary
Topic: Energy Transfer and Thermodynamics
Curricular Pattern: Project-Based Learning with Reflective Journaling
Activity:
Students are tasked with designing and testing a solar oven using locally available materials. They must:
Research heat transfer principles.
Prototype and test their designs.
Record temperature changes over time.
Reflect on design choices and group dynamics.

4.6. Frameworks and Approaches for Effective STEAM Implementation

Frameworks such as the Creative Inquiry Process (Costantino, 2015, 2018) and Design Thinking (Henriksen et al., 2019) guide interdisciplinary integration through inquiry, collaboration, and reflection.
Pedagogical implication: Educators should adopt flexible frameworks that balance disciplinary rigour with transversal competencies, adapting to diverse cultural and cognitive contexts (Roehrig et al., 2021; Ye & Xu, 2023).
Supporting approaches include:
  • Competency-Based Education (CBE): Focuses on demonstrable skills and aligns with reform agendas (Sullivan & Downey, 2015).
  • Design-Based Learning (DBL): Uses design thinking for real-world, creative problem-solving (Bertrand & Namukasa, 2023).
  • Interdisciplinary Learning: Encourages knowledge integration but requires significant planning (Apple et al., 2020).

4.7. Implications for Future Research: Toward an Integrative and Embodied Paradigm

This review identifies several gaps:
  • Conceptual clarity: Stronger theoretical models are needed to avoid tokenistic Arts integration (Li & Qi, 2025).
  • Repositioning of the psychomotor domain: Future studies should reconceptualize it as central to design thinking, innovation, and embodied cognition (Wu et al., 2022).
  • Operationalizing psycho-productive competency: Research should establish measurable indicators and assessment tools.
  • Longitudinal research: Needed to trace how interdisciplinary learning and creativity evolve over time.
  • Professional development: Models should train educators to integrate cognitive, affective, and psychomotor learning.
In summary: Future STEAM research must adopt an integrative, embodied paradigm. Such a shift will strengthen both theoretical foundations and practical applications, positioning STEAM as a transformative force for education in the 21st century.

5. Conclusions

This study critically examined the pedagogical implications of STEAM education, with particular emphasis on re-evaluating the psychomotor domain and introducing the concept of psycho-productive competency. Guided by objectives that included clarifying how STEAM is conceptualized, identifying the competencies required for effective implementation, and exploring how teaching practices can be reconfigured to support embodied and creative learning, the integrative review of 108 scholarly articles generated several key insights.
First, the conceptual ambiguity surrounding STEAM—particularly regarding the role of the Arts—highlights the urgent need for a coherent theoretical framework that supports authentic transdisciplinary integration. Without such a framework, STEAM risks superficial application and fragmented pedagogy.
Second, while STEAM education is fundamentally oriented toward creativity, innovation, and holistic skill development, current teaching and assessment practices remain overly focused on cognitive and technical outcomes. This disconnect underscores the necessity of reframing the psychomotor domain to encompass emotional, social, and creative dimensions of learning.
Third, the introduction of psycho-productive competency provides a transformative lens for rethinking skill acquisition in STEAM contexts. Unlike traditional psychomotor skills, psycho-productive competencies emphasize the interplay of cognitive flexibility, emotional regulation, and creative production—aligning education more closely with the demands of a knowledge-driven, innovation-based society.
Finally, the study underscores that effective STEAM teaching requires adaptive expertise, supported by robust pedagogical frameworks, interdisciplinary collaboration, and sustained professional development. Educators must be equipped to design learning environments that nurture embodied creativity, foster innovation, and support socially responsive problem-solving.
In conclusion, this study calls for a holistic reconceptualization of the psychomotor domain within STEAM education—one that integrates cognitive, affective, and embodied learning. Such a shift is essential to prepare students for the complexities and opportunities of the 21st century.

6. Limitations of the Study

This study offers a conceptual re-examination of the psychomotor domain within the context of STEAM education, yet several limitations must be acknowledged to contextualize its contributions.
  • The article is primarily theoretical and interpretive, drawing on interdisciplinary literature to reframe the psychomotor domain beyond its traditional association with manual or technical skills. While this conceptual expansion is valuable, it lacks empirical testing in classroom settings. Future research should explore how the proposed reconceptualization translates into observable learning outcomes and pedagogical practices across diverse educational contexts.
  • The scope of integration of the disciplines within the STEAM framework is not even. The article engages meaningfully with the arts and sciences; however, the treatment of technology and engineering is less developed. This may limit the comprehensiveness of the psychomotor reimagining, particularly in contexts where technological fluency and engineering design are central to curriculum goals.
  • Finally, the article does not directly address assessment frameworks for the expanded psychomotor domain. While it critiques existing taxonomies and proposes a broader view of embodied learning, it failed to offer concrete tools or metrics for evaluating psycho-productive competencies in STEAM classrooms. This presents an opportunity for future work to bridge theory with practice through the development of assessment models that honour both cognitive and embodied dimensions of learning.

Author Contributions

Conceptualization, U.K.O.; methodology, U.K.O.; software, U.K.O.; formal analysis, U.K.O.; investigation, U.K.O.; resources, U.K.O.; data curation, U.K.O.; writing—original draft preparation, U.K.O.; writing—review and editing, S.R.; visualization, U.K.O. and S.R.; supervision, U.K.O. and S.R.; project administration, U.K.O.; funding acquisition, S.R. All authors have read and agreed to the published version of the manuscript.

Funding

This research received no external funding. The APC was funded by University of Johannesburg, South Africa.

Institutional Review Board Statement

Not applicable.

Informed Consent Statement

Not applicable.

Data Availability Statement

No new data were created or analyzed in this study. Data sharing is not applicable to this article.

Acknowledgments

I acknowledge the management of University of Johannesburg, South Africa, for their support.

Conflicts of Interest

There is no conflict of interest in the study.

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Figure 1. PRISMA Diagram Illustrating the Literature Review Process.
Figure 1. PRISMA Diagram Illustrating the Literature Review Process.
Education 15 01497 g001
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Okeke, U.K.; Ramaila, S. Reimagining the Psychomotor Domain: Pedagogical Implications of STEAM Education. Educ. Sci. 2025, 15, 1497. https://doi.org/10.3390/educsci15111497

AMA Style

Okeke UK, Ramaila S. Reimagining the Psychomotor Domain: Pedagogical Implications of STEAM Education. Education Sciences. 2025; 15(11):1497. https://doi.org/10.3390/educsci15111497

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Okeke, Uchenna Kingsley, and Sam Ramaila. 2025. "Reimagining the Psychomotor Domain: Pedagogical Implications of STEAM Education" Education Sciences 15, no. 11: 1497. https://doi.org/10.3390/educsci15111497

APA Style

Okeke, U. K., & Ramaila, S. (2025). Reimagining the Psychomotor Domain: Pedagogical Implications of STEAM Education. Education Sciences, 15(11), 1497. https://doi.org/10.3390/educsci15111497

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