Impact Framework for Transforming STEAM Education: A Multi-Level Approach to Evidence-Based Reform
Abstract
1. Introduction
- Presenting an Impact Analysis Framework that aligns with European and national strategic goals.
- Demonstrating how identified systemic gaps can be linked to root causes, enabling conditions, and measurable impact indicators.
- Offering actionable guidance for policymakers, institutional leaders, and educators seeking to drive coherent, long-term change.
2. Materials and Methods
2.1. Methodology
2.2. Data Sources
2.3. Data Analysis
3. Results
3.1. Challenges and Gaps
3.2. Root Causes
3.3. Enabling Conditions
3.4. STEAM Education Impact Analysis Matrix
3.4.1. Domain: Policy and Governance
3.4.2. Domain: Institutional Conditions and Infrastructure
3.4.3. Educator Competence Development and Resources
3.4.4. Domain: Collaboration Ecosystem
4. Discussion and Implications
4.1. Urgent and Cross-Cutting Priorities
- Policy Coherence and Shared Frameworks: The absence of a common definition and coherent curriculum standards continues to fragment STEAM implementation across Europe. Addressing this gap is urgent because it underpins all other challenges. A shared European framework, anchored in competence development and inclusive design, would facilitate alignment between policy, teacher education, and classroom practice (Mazzeo-Ortolani, 2025).
- Teacher Empowerment and Professional Learning: Evidence shows that teachers remain the most critical agents of change, yet they often operate without structured professional pathways or adequate resources (Chappell et al., 2025; Spyropoulou et al., 2025). Immediate investment in national and regional continuous professional development (CPD), coupled with collaborative models such as Communities of Practice, can accelerate change within existing systems (Spyropoulou & Kameas, 2024).
- Institutional Conditions and Infrastructure: Many schools still lack modern laboratories, flexible timetables, or resources necessary for project-based learning (Milanovic et al., 2023). Investment in equitable access to infrastructure—both physical and digital—must accompany pedagogical reform, as technical capacity directly influences teacher innovation and student engagement.
- Collaboration Ecosystem: Collaboration with industry, education and research institutions remains weak and uneven, despite its proven impact on relevance and learner engagement (Watters et al., 2016; Allina, 2018). Embedding partnerships into school structures, rather than treating them as project-based add-ons, can make STEAM learning more authentic and sustainable.
4.2. Implications for Practice and Policy
- At the policy level, it can inform the revision of national strategies, ensuring alignment with European initiatives such as the STEM Education Strategic Plan (European Commission, 2025).
- At the institutional level, schools and universities can apply it to prioritise reforms in leadership, timetabling, and infrastructure that facilitate interdisciplinary work.
- At the educator level, it provides a reference for aligning CPD, curriculum design, and classroom implementation with broader systemic goals.
- At the industry level, it supports the design of sustainable partnerships that extend learning beyond the classroom, fostering innovation and employability skills.
4.3. Towards Scalable and Sustainable Change
5. Limitations and Next Steps
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Appendix A
| Student Outcomes | Teacher Development | Educational System | Broader Impacts | |
|---|---|---|---|---|
| Cognitive skills | Critical thinking: Students’ ability to evaluate information, identify biases, and solve complex problems | Professional Development: Examining the types of training and resources teachers utilise to enhance their STEAM knowledge and skills | Resource Allocation: Availability and accessibility of resources to support STEAM Education | Increased Interest in STEAM Careers: Surveys and tracking students’ enrolment in STEAM-related fields at the university level |
| Problem-solving: Students’ approach to challenges | ||||
| Creativity: Students’ innovative ideas and solutions | ||||
| STEAM Literacy: Student performance in STEAM problem solving and projects. Students’ ability to use and utilise ICT to solve problems. | ||||
| Socio-emotional Factors | Students Engagement and Interest: Students’ participation in STEAM activities and active engagement | Confidence in STEAM Instruction: Teacher surveys and interviews reflecting their comfort level with teaching STEAM concepts and integrating them into their lessons | Policy and Infrastructure Support: Existence of policies and frameworks that support STEAM education initiatives. Development of supportive infrastructures for STEAM learning. | Community Engagement and Partnerships: Participation in STEAM-related events, collaborations with parents, local organisations, universities and community outreach initiatives |
| Self-Efficacy: Students’ confidence in their ability to succeed in STEAM areas | ||||
| Attitudes towards STEAM: Students’ perceptions of the value and relevance of STEAM subjects | ||||
| 21st Century Skills | Collaboration: Students’ ability to work effectively in teams, share ideas, contribute to a common aim | Changes in Teaching Practices: Classroom observations, lesson plan analysis, teachers’ self-reflection | Programme Evaluation and Improvement: Regular evaluation of STEAM programmes to identify strengths, weaknesses, and areas for improvement. | Contribution to Innovation and creativity: Development of innovative products, solutions to real-world problems, and participation in creative endeavours |
| Communication: Student’s ability to articulate their ideas clearly and to present their work effectively | ||||
| Adaptability and Flexibility: Students’ willingness to adjust their approaches, embrace new ideas and utilise mistakes | ||||
| Economic Impact: Growth of STEAM-related programmes, partnerships, and entrepreneurship activity (e.g., incubators, start-ups, patents, regional innovation projects), the creation of new jobs, and the overall economic prosperity of the local region | ||||
| 1 | https://commission.europa.eu/law/law-making-process/better-regulation/better-regulation-guidelines-and-toolbox_en (accessed on 9 November 2025). |
| 2 | https://www.scientix.eu/community/partner-projects/the-seer/publications (accessed on 9 November 2025). |
References
- Allina, B. (2018). The development of STEAM educational policy to promote student creativity and social empowerment. Arts Education Policy Review, 119(2), 77–87. [Google Scholar] [CrossRef]
- Andrés, J., Alejandro, D., & Eduardo, D. (2025). Inclusive education through technology: A systematic review of types, tools and characteristics. Frontiers in Education, 10, 1527851. [Google Scholar] [CrossRef]
- Anisimova, T. I., Shatunova, O. V., & Sabirova, F. M. (2018). STEAM-education as innovative technology for industry 4.0. Nauchnyi Dialog, (11), 322–332. [Google Scholar] [CrossRef]
- Ariza, J. Á., & Hernández Hernández, C. (2025). A systematic literature review of research-based interventions and strategies for students with disabilities in STEM and STEAM education. International Journal of Science and Mathematics Education, 23(7), 2863–2893. [Google Scholar] [CrossRef]
- Belbase, S., Mainali, B. R., Kasemsukpipat, W., Tairab, H., Gochoo, M., & Jarrah, A. (2022). At the dawn of science, technology, engineering, arts, and mathematics (STEAM) education: Prospects, priorities, processes, and problems. International Journal of Mathematical Education in Science and Technology, 53(11), 2919–2955. [Google Scholar] [CrossRef]
- Carter, C. E., Barnett, H., Burns, K., Cohen, N., Durall, E., Lordick, D., Nack, F., Newman, A., & Ussher, S. (2021). Defining STEAM approaches for higher education. European Journal of STEM Education, 6(1), 13. [Google Scholar] [CrossRef] [PubMed]
- Chappell, K., Hetherington, L., Juillard, S., Aguirre, C., & Duca, E. (2025). A framework for effective STEAM education: Pedagogy for responding to wicked problems. International Journal of Educational Research Open, 9, 100474. [Google Scholar] [CrossRef]
- Charlesworth, T. E. S., & Banaji, M. R. (2019). Gender in science, technology, engineering, and mathematics: Issues, causes, solutions. The Journal of Neuroscience, 39(37), 7228–7243. [Google Scholar] [CrossRef]
- Clarke, V., & Braun, V. (2014). Thematic analysis. In T. Teo (Ed.), Encyclopedia of critical psychology (pp. 1947–1952). Springer. [Google Scholar] [CrossRef]
- Connell, J. P., & Kubisch, A. C. (1998). Applying a theory of change approach to the evaluation of comprehensive community initiatives: Progress, prospects, and problems. In K. Fulbright-Anderson, A. C. Kubisch, & J. P. Connell (Eds.), New approaches to evaluating community initiatives (Vol. 2, pp. 15–44). Aspen Institute. [Google Scholar]
- European Commission. (2024). Education and training monitor 2024: Comparative report. Publications Office of the European Union. Available online: https://op.europa.eu/webpub/eac/education-and-training-monitor/en/ (accessed on 9 November 2025).
- European Commission. (2025). A STEM education strategic plan: Skills for competitiveness and innovation. COM(2025) 89 final. Publications Office of the European Union. Available online: https://education.ec.europa.eu/sites/default/files/2025-03/STEM_Education_Strategic_Plan_COM_2025_89_1_EN_0.pdf (accessed on 9 November 2025).
- Funnell, S. C., & Rogers, P. J. (2011). Purposeful program theory: Effective use of theories of change and logic models. John Wiley & Sons. [Google Scholar]
- Gangidi, P. (2019). A systematic approach to root cause analysis using 3 × 5 why’s technique. International Journal of Lean Six Sigma, 10(1), 295–310. [Google Scholar] [CrossRef]
- Herro, D., Quigley, C., & Cian, H. (2019). The challenges of STEAM instruction: Lessons from the field. Action in Teacher Education, 41(2), 172–190. [Google Scholar] [CrossRef]
- Kim, B. H., & Kim, J. (2016). Development and validation of evaluation indicators for teaching competency in STEAM education in Korea. Eurasia Journal of Mathematics, Science and Technology Education, 12(7), 1909–1924. [Google Scholar] [CrossRef]
- Kricorian, K., Seu, M., Lopez, D., Ureta, E., & Equils, O. (2020). Factors influencing participation of underrepresented students in STEM fields: Matched mentors and mindsets. International Journal of STEM Education, 7(1), 16. [Google Scholar] [CrossRef]
- Mayne, J. (2017). Theory of change analysis: Building robust theories of change. Canadian Journal of Program Evaluation, 32(2), 155–173. [Google Scholar] [CrossRef]
- Mazzeo-Ortolani, G. (2025). STEM and STEAM education, and disciplinary integration: A guide to informed policy action. JRC141438. Publications Office of the European Union. [Google Scholar]
- Means, B., House, A., Chen, E., & Smerdon, B. (2015). Measuring the monitoring progress K-12 STEM education indicators: A road map. SRI International. [Google Scholar]
- Meoli, A., Piva, E., & Righi, H. (2024). Missing women in STEM occupations: The impact of university education on the gender gap in graduates’ transition to work. Research Policy, 53(8), 105072. [Google Scholar] [CrossRef]
- Milanovic, I., Molina Ascanio, M., Bilgin, A. S., Kirsch, M., Beernaert, Y., Kameas, A., Saygın, S., Dancheva, T., Sayed, Y., Xhomaqi, B., Covernton, E., Sangiuliano, M., Agaliotis, I., Colli, A., Abrantes, S., Damjanoska, K., Quarta, B., Roig-Vila, R., Niewint-Gori, J., … Gras-Velázquez, A. (2023). Inclusive STEM learning environments: Challenges and solutions. Scientix Observatory. Available online: https://www.scientix.eu/documents/10137/121801/Scientix-STNS_Inclusive-STEMLearning-Enviroments-Ready-for-publication.pdf/9f8ebd46-a84f-feac-8bb3-748e3a7f582f (accessed on 9 November 2025).
- Milara, I. S., & Orduña, M. C. (2024). Possibilities and challenges of STEAM pedagogies. arXiv, arXiv:2408.15282. Available online: https://arxiv.org/abs/2408.15282 (accessed on 9 November 2025).
- National Research Council. (2013). Monitoring progress toward successful K-12 STEM education: A nation advancing? The National Academies Press. [Google Scholar] [CrossRef]
- National Science Board. (2023). Elementary and secondary STEM education. NSB-2023-31. National Science Foundation. [Google Scholar]
- Nyaaba, M., Akanzire, B. N., & Mohammed, S. H. (2024). Prioritizing STEAM education from the start: The path to inclusive and sustainable STEAM education. International Journal of STEM Education for Sustainability, 4(1), 54–69. [Google Scholar] [CrossRef]
- Osborne, J., & Dillon, J. (2008). Science education in Europe: Critical reflections (Vol. 13). The Nuffield Foundation. [Google Scholar]
- Perales, F. J., & Aróstegui, J. L. (2024). The STEAM approach: Implementation and educational, social and economic consequences. Arts Education Policy Review, 125(2), 59–67. [Google Scholar] [CrossRef]
- Pokropek, A. (2024). STEM competences, challenges, and measurements: A literature review (G. Mazzeo Ortolani, Z. Karpinski, & F. Biagi, Eds., European Commission, Joint Research Centre; JRC138618). Publications Office of the European Union. [Google Scholar] [CrossRef]
- Redd, K., Estrada, M., Nembhard, H. B., & Ngai, C. (2024). Eight indicators for measuring equitable student success in STEM. Change: The Magazine of Higher Learning, 56(3), 4–14. [Google Scholar] [CrossRef]
- Rocard, M., Csermely, P., Jorde, D., Lenzen, D., Walberg-Henriksson, H., & Hemmo, V. (2007). Science education now: A new pedagogy for the future of Europe (EU 22845). European Commission.
- Spyropoulou, N., & Kameas, A. (2024). Augmenting the impact of STEAM education by developing a competence framework for STEAM educators for effective teaching and learning. Education Sciences, 14(1), 25. [Google Scholar] [CrossRef]
- Spyropoulou, N., Mathiopoulos, K., & Kameas, A. (2025). “We believe in STEAM education, but we need support”: In-service teachers’ voices on the realities of STEAM implementation. Education Sciences, 15(10), 1300. [Google Scholar] [CrossRef]
- Spyropoulou, N., Sakellaropoulou, G., & Kameas, A. (2024). Bridging STEAM and inclusive education in the SpicE project. In INTED2024 Proceedings (pp. 7732–7736). IATED. [Google Scholar] [CrossRef]
- Ussher, S., Burns, K., Carter, C., Stint, C., & Veart, L. (2023). An evaluation framework for STEAM processes: A methodology to assess the effect and effectiveness of STEAM activities developed by the STEAM INC project. Birmingham City University. [Google Scholar]
- Watters, J., Pillay, H., & Flynn, M. (2016). Industry–school partnerships: A strategy to enhance education and training opportunities. Queensland University of Technology. Available online: https://eprints.qut.edu.au/98390/ (accessed on 9 November 2025).
- Zhang, C., & Jia, B. (2024). Enriching STEAM education with visual art: Education benefits, teaching examples, and trends. Discover Education, 3(1), 247. [Google Scholar] [CrossRef]

| Cause | Stakeholders | Proposed Solution(s) | Suggested Action(s) | Impact Indicators |
|---|---|---|---|---|
| Gap 1: Lack of a common understanding of STEAM | ||||
| Different national strategies, curricula and terminologies result in inconsistent interpretations and fragmented implementation of STEAM education across Europe. | Policymakers, curriculum designers, teacher educators, education agencies, teacher training institutions |
| EU Commission/Ministries: Set up an expert working group to co-design shared framework Curriculum Designers: Align national curricula with common principles Teacher Training Institutions: Integrate agreed definition and principles in professional development programmes Education Agencies: Promote dissemination and support the use of the shared framework through national initiatives, seminars, and platforms (e.g., Scientix) | Changes in Teaching Practice; Confidence in STEAM instruction; Professional Development; Policy and Infrastructure; Support |
| Gap 2: Need for common curriculum standards and guidelines—Establishment of STEAM Standards | ||||
| Different national standards and curricula Lack of a common orientation or common aims | Policymakers, curriculum designers, teacher educators, Teacher training institutions, Agencies/Networks |
| EU Commission/Ministries: Set up an expert working group to co-design shared guidelines and aims Curriculum Designers: Align or design national curricula with common standards and guidelines Teacher Training Institutions: Integrate STEAM Standards and guidelines in professional development programmes Agencies/Networks: Support dissemination and piloting at national and regional levels through EU-funded projects and initiatives | Changes in Teaching Practice; Confidence in STEAM instruction; Professional Development; Critical thinking; Problem-solving; Creativity; STEAM Literacy; Student engagement and interest; Self-Efficacy; Attitudes towards STEAM; Collaboration; Communication; Increased Interest in STEAM Careers; Community Engagement and Partnerships; Contribution to Innovation and Creativity; Economic Impact; Social Impact; Infrastructure Support; Resource Allocation |
| Gap 3: Rigid School Structures Limiting STEAM Implementation | ||||
| National education systems maintain fixed, subject-based timetables that do not accommodate interdisciplinary approaches, extended project work, or teacher collaboration | Policymakers, curriculum designers, teacher educators, school leaders, teacher training institutions |
| EU Commission/Ministries: Establishment of a more flexible school schedule that allows teachers to implement STEAM activities Curriculum Designers: National curricula should include and/or encourage STEAM activities as an integrated approach School leaders and Teacher Training Institutions: Design educational programmes that promote STEAM activities design processes and interdisciplinary approaches | Changes in Teaching Practice; Confidence in STEAM instruction; Professional Development; Critical thinking; Problem-solving; Creativity; STEAM Literacy; Student engagement and interest; Self-Efficacy; Attitudes towards STEAM; Collaboration; Communication; Increased Interest in STEAM Careers; Community Engagement and Partnerships |
| Gap 4: Lack of Coordinated EU-Guided or National STEAM Initiatives | ||||
| Despite increasing interest in STEAM education, there is limited coordination across Member States. Many schools operate without structured access to national or EU-level initiatives, leading to fragmented implementation, missed funding opportunities | Policymakers, teachers, School advisors |
| EU Commission/Ministries: Expand and promote strategic initiatives such as Scientix, STEM Discovery Campaigns, and STEAM-related Erasmus+ Key Action School advisors and national agencies: Disseminate information and actively support schools and teachers in engaging with EU-funded STEAM initiatives Teachers: Participate in EU and national campaigns, co-develop and implement activities, and share practices | Changes in Teaching Practice; Confidence in STEAM instruction; Professional Development; Critical thinking; Problem-solving; Creativity; STEAM Literacy; Student engagement and interest; Self-Efficacy; Attitudes towards STEAM; Collaboration; Communication; Increased Interest in STEAM Careers; Community Engagement and Partnerships; Contribution to Innovation and Creativity; Economic Impact; Social Impact |
| Gap 5: Lack of common Evaluation methods and STEAM learning objectives | ||||
| Lack of appropriate and common assessment tools and evaluation frameworks for STEAM education. | Policymakers, curriculum designers, teacher educators | Developing tools that respond to real classroom environments, providing opportunities for teachers to reflect on and evaluate their learning with the aim of improving it. | EU Commission/Ministries: Set up an expert working group to co-design shared evaluation rubrics and methods Curriculum Designers: Include evaluation processes in national curricula Teacher Training Institutions: Design and Implement educational programmes about evaluation processes and methods | Changes in Teaching Practice; Professional Development; Programme Evaluation and Improvement |
| Gap 6: Absence of clear impact evidence at the policy level, in national and international STEAM initiatives | ||||
| Lack of consistent mechanisms for monitoring, evaluating, and reporting the outcomes of STEAM-related initiatives across Europe | Policymakers, project coordinators, evaluation experts, education agencies |
| EU Commission/Ministries: Formulation of clear objectives and desired results for each funded project. Development of an evaluation and data collection rubric for each programme in order to capture and monitor the impact and outcome of each project Education Agencies and Project Coordinators: Collect and report impact data and case studies to support continuous improvement and evidence-based policy updates | Changes in Teaching Practice; Contribution to Innovation and Creativity; Economic Impact; Social Impact Evaluation and Improvement |
| Gap 7: Limited Integration of Inclusion, gender equality and accessibility in STEAM Educational Policies and Practices | ||||
| STEAM policies, curricula, and resources across Member States often lack targeted strategies to ensure inclusive participation, gender balance, and accessibility for all learners and educators. | Policymakers, curriculum designers, teacher educators, NGOs |
| EU Commission/Ministries: Funding opportunities for more research and cooperative projects about inclusion, diversity, gender equality to end gender and other types of stereotypes once for all. Promote repositories and initiatives about inclusive STEAM activities (e.g., SPICE Inclusive STEAM Alliance, STEAMEbrance, OUTSTEAM and STEAM Job profiles (STE(A)MIT). Enhancing the translation of the programme’s results into more languages and ensuring accessibility of the results (e.g., Scientix Repository). Curriculum Designers: Integrate guidelines, ideas, aims and lessons to promote gender equality through the curriculum Teacher Training Institutions: Develop teacher training programmes to include gender equality and inclusion. Highlight women and other underrepresented social groups’ STEAM opportunities and careers. Advocacy and Community Organisations: Collaborate on school-community partnerships and awareness campaigns to increase inclusive engagement in STEAM | Changes in Teaching Practice; Attitudes towards STEAM; Increased Interest in STEAM Careers; Community Engagement; Social Impact; Resource Allocation |
| Cause | Stakeholders | Proposed Solution(s) | Suggested Action(s) | Impact Indicators |
|---|---|---|---|---|
| Gap 8: Insufficient or Inadequate STEAM Facilities and Infrastructure in Schools | ||||
| Many schools across Europe lack access to appropriate learning environments, such as well-equipped laboratories, makerspaces, and flexible classrooms that support modern STEAM methodologies. | Policymakers, curriculum designers Heads of Schools, Schools’ advisors, Teacher educators Teachers, industry |
| EU Commission/Ministries: Funding opportunities for schools to set up and/or improve the existing facilities and infrastructures. (e.g., teachers visit and learn about the Future Classroom Lab in Brussels) Curriculum Designers: Design and develop guidelines/ideas for teachers to design their own facilities, classrooms or laboratories. Record the minimum requirements for an effective learning space. Offer alternative options, even without the need for digital tools. Heads of Schools and Schools’ Advisors: Promote collaboration between teachers to design, develop, and utilise their learning space. Financial management for resources. Enhance teacher’s participation in funding opportunities and competitions (e.g., Erasmus+, Scientix) Teacher Training Institutions: Courses could focus on how to design, implement and utilise schools’ facilities. Teachers: Attend courses, seminars and workshops offered by European initiatives to strengthen and update their knowledge. Examples such as Future Classroom Lab to get inspired and update their knowledge. Attend seminars about modern educational technology. Industry: Promote collaborations between schools and industry. Provide schools with access and training in modern technology. Offer qualified staff to inspire and mentor teachers and students. Funding opportunities for school labs, facilities and technology equipment. | Changes in Teaching Practice; Confidence in STEAM instruction; Professional Development Critical thinking; Problem-solving Creativity; STEAM Literacy; Student engagement and interest Self-Efficacy; Attitudes towards STEAM; Collaboration; Communication; Increased Interest in STEAM Careers; Contribution to Innovation and Creativity; Resource Allocation; Policy and Infrastructure Support |
| Gap 9: Insufficient Financial Support for STEAM Equipment and Resources | ||||
| Many schools lack access to the financial resources needed to purchase and maintain appropriate STEAM equipment, tools, and infrastructure. | Policymakers, Heads of Schools, Schools’ advisors, Teachers, industry |
| EU Commission/Ministries: Funding opportunities for schools without excessive bureaucracy. A specific call for schools that have not been funded or support for schools to develop proposals in partnership with other organisations. Heads of Schools, Schools’ advisors and Teachers: Develop research and educational proposals to participate in funded projects. Collaboration with universities and other organisations in funded partnerships. Development of initiatives for participation in competitions, educational and research projects at local, national and European level. Industry: Funding opportunities for equipment or teacher training. Internship or scholarship opportunities for students. Strengthening cooperation with schools to develop research projects. | Professional Development; STEAM Literacy; Contribution to Innovation and Creativity; Economic Impact; Resource Allocation; Policy and Infrastructure Support |
| Gap 10: Limited integration of Modern Educational Technology in Schools | ||||
| Insufficient or inappropriate equipment in schools and inadequate training of teachers | Policymakers, Curriculum Designers, Teacher educators, Heads of Schools, Schools’ advisors, Teachers, industry |
| EU Commission/Ministries: Funding opportunities for schools to buy and/or update the existing educational technology of the schools. Support teacher visits to innovative learning environments such as the Future Classroom Lab (FCL), teacher academies mobilities exchanges. Curriculum Designers: Integrate and update the existing curricula with guidelines and suggestions of how and which educational and emerging technologies are appropriate for schools. Development of lesson plans and practical applications of the new technologies. Heads of Schools and Schools’ Advisors: Organising seminars and training of teachers on issues related to new technologies. Continuous updating and improvement of the technological devices available in the school. Continuous training on effective uses and good practices. Teacher Training Institutions: Strengthening and emphasising courses that focus on the educational use of new technologies and that promote STEAM education. Preparing future teachers on new technologies and educational design. Teachers: Attend courses, seminars and workshops offered by European initiatives to strengthen and update their knowledge. Attend seminars about modern educational technology and exchange practices with their colleagues. Industry: Offer opportunities for teacher professional development and training. Offer access to new technologies in real-world settings. Funding opportunities to equip schools with new technological equipment. Continuous and close cooperation with schools to update their knowledge about new technologies, their applications and the advantages they offer in order to be successfully integrated into the classroom. | Changes in Teaching Practice; Confidence in STEAM instruction; Professional Development; STEAM Literacy; student engagement and interest; Self-Efficacy; Attitudes towards STEAM; Collaboration; Communication; Increased Interest in STEAM Careers; Contribution to Innovation and Creativity; Economic Impact; Social Impact |
| Gap 11: Limited Time and Structural Support for Teacher Collaboration and STEAM Course Implementation | ||||
| Teachers often lack dedicated time within the school schedule for collaborative planning, interdisciplinary teaching, or joint implementation of STEAM activities. In many cases, existing timetables and curricula are too rigid to accommodate innovative and collaborative teaching approaches. | Policymakers, Curriculum Designers, Teacher educators, Heads of Schools, Schools’ advisors, Teachers |
| EU Commission/Ministries: Develop and establish an EU-level framework about STEAM that enhances collaboration and offers ideas and ready-to-implement STEAM activities. Encourage national education policies to allocate time specifically for collaborative planning and cross-subject integration Curriculum Designers: Integrate and update existing curricula with guidelines and suggestions on how teachers could use STEAM courses to work together. Enhancing the approach of teaching individual courses as a whole through STEAM training. Provision for ensuring the time required to teach courses through teacher collaboration. Heads of Schools and Schools’ Advisors: Organisation of seminars and training of teachers on issues related to collaborative design and implementation. Training on the options and opportunities available to teachers regarding time management in the school environment. Ensuring that the school administration has a flexible programme that is adaptable and reinforces STEAM teaching regardless of the time needed for implementation, through a supportive environment. Teacher Training Institutions: Offer courses that reinforce instructional design and ensure appropriate preparation for collaboration and time management in classroom settings. Teachers: Be active and receptive to collaboration in both educational planning and implementation with fellow teachers. Manage time in a flexible and effective way. Seeking training in new trends and teaching methods. | Changes in Teaching Practice; Confidence in STEAM instruction; Critical thinking; Problem-solving; Creativity; STEAM Literacy; Student engagement and interest; Self-Efficacy; Attitudes towards STEAM; Collaboration; Communication |
| Gap 12: High Student-to-teacher ratios | ||||
| High number of children in the classroom causing difficulty in managing and implementing demanding STEAM projects and programmes | Policymakers, school leaders, curriculum planners |
| EU Commission/Ministries: Set up an expert working group to investigate the ideal number of students per class, taking into account the classroom dimensions and any educational requirements to ensure successful learning. Recommend EU-level policy guidance or benchmarks for class sizes that support inclusive and high-quality education National and Regional Education Authorities: Adjust staffing allocations and school infrastructure policies based on STEAM need. Explore flexible classroom models or co-teaching practices to enhance instructional capacity. School Leaders: Advocate for policy changes where needed and implement local solutions (e.g., team teaching, split groups) when resources allow. | Changes in Teaching Practice; Critical thinking; Problem-solving; Creativity; STEAM Literacy; Student engagement and interest; Self-Efficacy; Attitudes towards STEAM; Collaboration; Communication |
| Cause | Stakeholders | Proposed Solution(s) | Suggested Action(s) | Impact Indicators |
|---|---|---|---|---|
| Gap 13: Limited access to Ready-to-Use STEAM Educational Resources and Tools | ||||
| Teachers often face challenges in locating or adapting high-quality, ready-to-implement lesson plans, tutorials, digital tools, and methodologies for STEAM education | Policymakers, Teacher educators, Teachers |
| EU Commission/Ministries: Develop and establish an EU-level STEAM platform with lesson plans, tools, and ready-to-implement STEAM activities. Support and actively engage teachers during the design of these platforms, while encouraging them to disseminate the outcomes in the educational community. Teacher Training Institutions: Develop STEAM platforms and databases incorporating design techniques and methods, as well as lesson plans and ideas, for pre-service and in-service teachers. Teachers: Use curated EU and national repositories (e.g., Scientix, project platforms) to source quality-assured STEAM lesson plans, OER, and datasets; adopt recommended instructional design models. Disseminate the platforms and their outcomes to their colleagues’ community. Industry: Collaborate to design and share technologically enhanced STEAM resources that reflect real-world challenges. Ensure accessibility of these tools for schools through licencing, open access, or partnerships | Changes in Teaching Practice; Confidence in STEAM instruction; Professional Development |
| Gap 14: Lack of clear design and Instructional Strategies for STEAM Implementation | ||||
| Teachers lack structured, easy-to-apply methodologies for planning, delivering, and evaluating STEAM lessons. | Policymakers, Curriculum Designers, Teacher educators, Teachers, Industry |
| EU Commission/Ministries: Funding opportunities for research about Design and instructional strategies. Develop and suggest tested design methods and techniques. Coordinate training and lessons for teachers about sufficient design and instructional strategies. Curriculum Designers: Integrate and update existing curricula with design processes such as the Engineering Design Process and Design Thinking. Develop or suggest specific templates that facilitate teachers’ design and instructional process. Teacher Training Institutions: Research and develop design and instructional guidelines for pre-service and in-service teachers. Organise seminars and training courses about design processes. Teachers: Implement and Test various design and instructional strategies. Explore and integrate strategies that are suggested by EU research programmes that offer free resources and research data. Sharing experiences and practices regarding design and instructional practices. Industry: Connecting design processes from workspace to school. Enhance connections between school and applied knowledge. Connections with real-world challenges. | Changes in Teaching Practice; Confidence in STEAM instruction; Professional Development |
| Gap 15: Insufficient Content and Science Understanding among teachers | ||||
| Shortage of qualified science teachers Inadequate emphasis on science teaching in undergraduate teacher education Industry feedback indicates that students often lack a solid foundation in basic science | Teacher educators, Teachers, Industry |
| Teacher Training Institutions: Universities should provide adequate competences (knowledge, skills and attitudes) towards science. Enhance practical applications during teachers’ studies. Promote the continuous professional development of teachers Teachers: Participation in continuous professional development. Attending targeted seminars and classroom tests in real-classroom conditions. Industry: Strengthening cooperation between industry and the school community to develop the key competences needed for the labour market. Opportunities to link basic science knowledge to work through internships and scholarships. | STEAM Literacy |
| Gap 16: Limited Availability of STEAM Communities Across the Educational Ecosystem | ||||
| STEAM communities are not formally established, or are not widely accessible to educators Lack of structured opportunities for peer collaboration, mentoring, and exchange of practices | Policymakers, Teacher educators, Schools’ advisors, Teachers | Forming formal STEAM working groups, networks, and CoPs at local, national or EU-wide levels under the supervision of educational advisors, universities, and research partnerships | EU Commission/Ministries: Funding opportunities for research partnerships aiming to create and sustain STEAM communities Teacher Training Institutions: Universities could organise and facilitate STEAM communities by utilising their alumni, pre-service and in-service teachers. School Advisors and Teachers: Participation in continuous professional development. Organisation of the STEAM community at the school, national, and European levels. Collaborate with colleagues and disseminate their ideas and outcomes. | Changes in Teaching Practice; Confidence in STEAM instruction; Professional Development |
| Gap 17: Lack of centrally organised and structured CPD for STEAM Education | ||||
| Absence of coordinated, sustained CPD opportunities across countries CPD programmes often lack focus on STEAM-specific methodologies, tools, and interdisciplinary approaches Limited collaboration between educational institutions and industry in teacher training | Policymakers, Teacher educators, Teachers, Industry | Establishing systematic and structured Continuous Professional Development programmes that respond to the needs and challenges faced by teachers in planning and implementing STEAM activities | EU Commission/Ministries: Set up an expert working group to co-design a shared policy on Continuous Professional Development and Teacher Education about STEAM Teacher Training Institutions: Design and offer courses for pre-service and in-service teachers about STEAM Teachers: Participation in continuous professional development. Participation of pre-service teachers in industry-related seminars and career opportunities. Industry: Professional development opportunities for teachers through industry-schools partnerships. Establishing partnerships and internships for pre-service teachers | Changes in Teaching Practice; Confidence in STEAM instruction; Professional Development; Critical thinking; Problem-solving; Creativity; STEAM Literacy; Student engagement and interest; Self-Efficacy; Attitudes towards; STEAM Collaboration Communication |
| Cause | Stakeholders | Proposed Solution(s) | Suggested Action(s) | Impact Indicators |
|---|---|---|---|---|
| Gap 18: Insufficient integration of real-world contexts and competences in STEAM education | ||||
| Disconnection between classroom content and real-life challenges Limited collaboration between schools, universities, and industry Lack of practical experiences that link theory to application | Policymakers, Curriculum Designers Teacher educators, Teachers, Industry |
| EU Commission/Ministries: Fund opportunities to strengthen partnerships between educational organisations and industry in order to make STEAM education responsive to real challenges and STEAM competences (knowledge, skills, attitudes) applicable and adaptive. Curriculum Designers: Revision of curricula in order to link STEAM competences with the real world, the challenges of everyday life in order to make STEAM education meaningful for students and teachers who teach. Teacher Training Institutions: Research partnerships linking Industry with prospective teachers. Field research opportunities, real-world work environment, and connecting school STEAM competencies to workplace needs. Teachers: Linking school knowledge with real-world applications. Providing opportunities for students to discover by themselves the connection between knowledge and everyday life. Industry: Strengthening cooperation and dialogue between educational institutions and Industry. Updating the required STEAM competences needed in the workplace. Providing equipment or funding to schools from industry to put knowledge into practice. Opportunities for students to visit industry. Internship opportunities. | Changes in Teaching Practice Critical thinking; Problem-solving; Creativity; STEAM Literacy; Student engagement and interest; Self-Efficacy; Attitudes towards STEAM; Collaboration; Communication; Increased Interest in STEAM Careers Community. Engagement and Partnerships; Contribution to Innovation and Creativity; Economic Impact; Social Impact |
| Gap 19: Limited cooperation between educators and industry in STEAM education | ||||
| Weak links between schools and industry Lack of structured opportunities for teachers to engage with real-world practices Limited access to industry-driven professional development and practically oriented teaching resources | Policymakers, Teachers, Industry | Strengthening partnerships through scholarships, sponsorships, visits in order for teachers, initially, to gain familiarity and connection with Industry Promote teacher professional development programmes that focus on real-world applications and technological advances Enable teachers to design and implement STEAM programs that reflect workplace needs and practices | EU Commission/Ministries: Funding opportunities for research and educational programs between schools and industry. Strengthening the connection at local level, using industry close to schools, and then connecting at national and European level. Teachers: Linking their design and teaching to industry. Enhance industry visits and training opportunities on practical applications, modern technology and tools. Industry: Designing relevant professional development programmes for STEAM and emerging technologies. Strengthening relationships between teachers and industry through professional development programmes offered by industry. Allocation of the workplace for teaching in real working conditions | Changes in Teaching Practice Confidence in STEAM instruction; Professional Development; Increased Interest in STEAM Careers; Community Engagement and Partnerships; Contribution to Innovation and Creativity; Economic Impact; Social Impact |
| Gap 20: Limited exposure to STEAM professions and lack of role models or concrete career pathways | ||||
| Insufficient integration of real-world STEAM career examples in the classroom Lack of systematic interaction between students and professionals from STEAM fields Absence of centralised resources to explore STEAM-related professions | Policymakers, Teachers, Industry | Introducing STEAM career pathways. Visits of experts to schools to present their professions. Development of STEAM job platform | EU Commission/Ministries: funding opportunities to develop and enrich a web platform with STEAM job profiles (e.g., “STE(A)MIT” project) Teachers: Utilising STEAM jobs platforms in order to be able to introduce STEAM jobs to students. Exploitation examples of people who have pursued a career in STEAM. Highlighting historical personalities who have contributed to the development of STEAM. Focus on STEAM women’s careers Industry: Strengthening expert visits to schools. Publication of experts’ CVs through STEAM Jobs platforms | Attitudes towards STEAM; Increased Interest in STEAM Careers |
| Gap 21: Lack of alignment between education systems, policy agendas, and industry skill demands | ||||
| Weak collaboration between schools, policymakers, and industry Outdated curricula not reflecting current and future labour market needs Insufficient awareness of the specific STEAM skills required in the workplace | Policymakers, Curriculum Designers Teachers, Industry |
| EU Commission/Ministries: Set up an expert working group to explore the critical STEAM competences that schools need to foster in order for students to be able to successfully meet the challenges of modern life and the labour market. Organising conferences and establishing open channels of communication among schools, policymakers, and Industry for the development of a comprehensive education policy. Curriculum Designers: Update school curricula based on the identified competences and ensure alignment with current job market trends. Teachers: Strengthening the skills that seem to be most crucial to students. Promote the linking of school skills with industry skills. Providing opportunities for practical application of STEAM skills in industry Industry: Updating the required STEAM competences needed in the workplace. Organising seminars and courses for students that cultivate and enhance the desired STEAM skills. Strengthening school-industry relations through systematic cooperation, connection to the real world and provision of equipment, and cooperation with specialised experts. Opportunities for students to visit industry. Internship opportunities. | Critical thinking; Problem-solving; Creativity; STEAM Literacy; Student engagement and interest; Self-Efficacy; Attitudes towards STEAM; Collaboration; Communication; Community Engagement and Partnerships; Contribution to Innovation and Creativity; Economic Impact; Social Impact |
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content. |
© 2025 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Spyropoulou, N.; Ioannou, M.; Kameas, A. Impact Framework for Transforming STEAM Education: A Multi-Level Approach to Evidence-Based Reform. Educ. Sci. 2025, 15, 1552. https://doi.org/10.3390/educsci15111552
Spyropoulou N, Ioannou M, Kameas A. Impact Framework for Transforming STEAM Education: A Multi-Level Approach to Evidence-Based Reform. Education Sciences. 2025; 15(11):1552. https://doi.org/10.3390/educsci15111552
Chicago/Turabian StyleSpyropoulou, Natalia, Michalis Ioannou, and Achilles Kameas. 2025. "Impact Framework for Transforming STEAM Education: A Multi-Level Approach to Evidence-Based Reform" Education Sciences 15, no. 11: 1552. https://doi.org/10.3390/educsci15111552
APA StyleSpyropoulou, N., Ioannou, M., & Kameas, A. (2025). Impact Framework for Transforming STEAM Education: A Multi-Level Approach to Evidence-Based Reform. Education Sciences, 15(11), 1552. https://doi.org/10.3390/educsci15111552

