Generative AI in STEAM Education: Applications and Development Prospects for Promoting Artistic Creativity
Abstract
1. Introduction
2. Literature Review
2.1. Evolution and Challenges of STEAM Education
2.2. Development and Advantages of Generative AI
2.3. Problem Statement
3. Method
3.1. Search Strategy
3.2. Screening and Review
3.3. Screening Summary and Construction of Analytical Dimensions
3.4. Methodological Limitations and Quality Appraisal
4. Analysis and Discussion
4.1. Results of the Literature Review
4.1.1. Basic Distribution Characteristics of the Included Studies
4.1.2. The Facilitating Role of GenAI in Artistic Creativity Within STEAM Education
- Lowering the Creative Barrier and Enhancing Accessibility
- b.
- Stimulating Interdisciplinary Association and Enhancing Integrativity
- c.
- Supporting Critical Artistic Re-Creation and Deepening the Cultural Dimension of Artistic Creation
- d.
- Constructing a Human–AI Co-Creation Ecosystem to Promote Reflective Enhancement of Artistic Creativity
4.2. Ethics and Fairness in the Use of GenAI in STEAM Education
4.2.1. Challenges at the Cognitive and Social Levels
4.2.2. Aesthetic Homogenization at the Ethical and Cultural Levels
4.2.3. Response Strategies at the Instructional Design Level
4.2.4. Reflections on Heterogeneity and Quality of Evidence in Included Studies
5. The GCD Framework in STEAM Education
5.1. The Guiding Stage: Initiating the Creative Cycle of Knowledge Transformation
5.2. The Co-Creating Stage: Deepening Meaning Negotiation in Collaborative Co-Evolution
5.3. The Deepening Stage: Achieving Closed-Loop Learning and Metacognitive Ascension
6. Conclusions and Future Prospects
6.1. Main Findings and Conclusions
6.1.1. Revealing the Four Mechanisms Through Which GenAI Fosters Artistic Creativity in STEAM Education
6.1.2. Constructing the GCD Teaching Framework to Clarify the Pedagogical Pathway for Human–AI Co-Creation
6.1.3. Emphasizing the Ethical and Cultural Dimensions of AI-Supported Artistic Creativity Education
6.2. Research Limitations
6.2.1. Limitations in Search Scope and Database Selection
6.2.2. Limited Number of Included Studies and High Research Heterogeneity
6.2.3. The Framework Requires Further Empirical Validation
6.3. Prospects
6.3.1. Strengthening Empirical Tracking of Long-Term Effects
6.3.2. Deepening the Ecological Support System for Teachers’ Digital Literacy
6.3.3. Advancing Research on Ethics, Equity, and Cultural Diversity
Supplementary Materials
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
References
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| Database | Number of Articles |
|---|---|
| Google Scholar | 108 |
| Web of Science | 81 |
| PubMed | 120 |
| Taylor and Francis | 4 |
| SpringerLink | 4 |
| Scopus | 107 |
| Total | 424 |
| No. | Title | Study Design | Sample Size | Country | Participants | Intervention Duration | Instruments | Main Findings | Limitations |
|---|---|---|---|---|---|---|---|---|---|
| 1 | Fostering AI Literacy in Elementary Science, Technology, Engineering, Art, and Mathematics (STEAM) Education in the Age of Generative AI | Using generative AI tools such as Google AutoDraw, Quick Draw, Teachable Machine, Instagram AI filters, DALL-E to organize collaborative drawing, image classification, AI-assisted recognition, and deepfake content creation. | 77 | Indonesia | Elementary | Three lessons | Student reflection essays (open-ended questions: what worked really well, what did you struggle with, what new ideas did you have), combined with qualitative coding and learning experience network analysis. | The real-time recognition and partner collaboration features of AI lower the threshold for creation, significantly enhancing the accessibility of artistic expression and classroom engagement among elementary school students. | The sample has regional limitations, and the short intervention duration lacked long-term tracking of AI literacy improvement. |
| 2 | Implication of a Case Study using Generative AI in Elementary School: Using Stable Diffusion for STEAM Education | Using Stable Diffusion, students generated images by entering prompts and used the AI-generated images to create “imagination picture diaries.” | 46 | South Korea | Elementary | 90 min | Semi-structured interviews, student artwork, thematic analysis. | Text-to-image tools can expand the imaginative boundaries of elementary school students and significantly reduce the time cost of manual creation through personalized creative expression. | The sample size is small, and participants were from economically advantaged areas. Additionally, the “visual awkwardness” generated by the tool exposed technical biases and ethical issues. |
| 3 | Prompt Aloud! Incorporating image-generative AI into STEAM class with learning analytics using prompt data | Using Stable Diffusion to help students generate creative images and write imagination diaries. | 46 | South Korea | Elementary | 90 min | Questionnaire (Likert scale), semi-structured interviews, prompt data analysis, generated image scoring, imagination diary scoring and vocabulary analysis. | AI successfully transforms students’ language proficiency into visual art to alleviate painting frustration, and prompt word data can effectively visualize the thought process. | The sample size is small and concentrated in a single higher grade. Furthermore, foreign language learners’ reliance on translation software affected the natural expression of prompt engineering. |
| 4 | Understanding Students’ Perspectives, Practices, and Challenges of Designing with AI in Special Schools | Using text-to-image generative AI tools such as Stable Diffusion Online and Canva, guiding special school students to generate images by entering prompts. | 7 | Hong Kong (China) | Middle | 1 h | Questionnaire (5-point Likert scale), workshop video analysis, student design works (AI-generated images and final game assets), user journey maps, semi-structured interviews (Phase 1). | Generative AI constructs visual scaffolds for students with fine motor impairments to express their ideas, effectively cultivating their conceptualization abilities in writing. | This is a preliminary exploratory qualitative study with a very small sample (7 participants), and the tools present certain language and registration barriers. |
| 5 | Effects of AI-generated images in visual art education on students’ classroom engagement, self-efficacy and cognitive load | Quasi-experimental design with experimental and control groups, pre-test post-test design | 78 | China | Elementary | Approximately 40 min per learning task | Classroom Engagement Questionnaire, Self-Efficacy Questionnaire, Cognitive Load Questionnaire, Student Painting Score (rated by three teachers based on five dimensions: technique, theme, composition, creativity, and effort) | Generative AI constructs visual scaffolds for students with fine motor impairments to express their ideas, effectively cultivating their conceptualization abilities in writing. | The experiment lasted only 3 weeks and had a single cultural background, failing to deeply explore the instructional support needed by low-creativity students in prompt engineering. |
| 6 | An Innovative Approach in Arts Education: Student Experiences of Abstract Art Practices Supported by Generative AI | Using ChatGPT and Copilot (https://copilot.microsoft.com/) to generate abstract art sketches and visual inspiration to assist oil painting creation. | 12 | Turkey | Undergraduate | 12 weeks | Semi-structured interviews, reflective journals, analysis of files including AI interaction screenshots, sketches, final paintings. | Students use AI-generated images as “sketches” and sources of inspiration for oil painting creation, effectively lowering the psychological and technical barriers to abstract art creation. | It covered only 12 art major students and was limited by the usage limits of free tools and a steep learning curve for prompts in the early stages. |
| No. | Title | Study Design | Sample Size | Country | Participants | Intervention Duration | Instruments | Main Findings | Limitations |
|---|---|---|---|---|---|---|---|---|---|
| 1 | Is It Possible for Young Students to Learn the AI-STEAM Application with Experiential Learning? | Using Personal Image Classifier and MIT App Inventor platform, combined with experiential learning framework, conducting a 6-week AI-STEAM interdisciplinary teaching intervention. | 20 | Taiwan (China) | Middle | 6 weeks, once a week, 45 min each | Researcher-developed learning achievement test, self-efficacy scale (adapted from MSLQ, Cronbach’s α = 0.930), active learning scale. | Experiential learning has significantly enhanced students’ understanding of mechatronics and AI concepts, successfully achieving interdisciplinary integration of hand-drawing, model training, and hardware programming. | The sample was restricted to a single class, the scope of AI application was narrow, and the instructional design failed to significantly improve the programming logic dimension of students. |
| 2 | Fostering students’ creative thinking through inquiry-design-based STEM water purification project | Generative AI-assisted design + IDBL-STEM pedagogy. Researchers had students use generative AI tools (e.g., Microsoft Copilot, ChatGPT, or Google Gemini) to visualize design sketches, then combined with inquiry-based design learning (IDBL) model for prototyping and iterating water purification devices. | 72 | Indonesia | High | 3 weeks, 5 consecutive class periods | Creative thinking test covering fluency, flexibility, originality, and elaboration (10 items); classroom observation and artifact analysis. | Exploring AI applications under design patterns effectively broadens students’ design space, utetheisa kong, reinforcing interdisciplinary integration capabilities through the “design-test-redesign” cycle. | Students demonstrated insufficient deep reflection when deepening and refining their ideas, and the study lacked qualitative records of the specific trajectory of thinking evolution during the design process. |
| 3 | Compositional tools based on artificial intelligence for choral artistic education: Enhancing creative skills in choral arrangements | Using KITS AI (generative AI singing voice generator) to assist choral arrangement teaching, combined with traditional curriculum in an experimental study. Pretest-posttest control group design: experimental group received AI-integrated instruction, control group received traditional choral training. | 70 | China | Undergraduate | Approximately 8 months, twice a week | Creative skills assessment scale (Cronbach’s α = 0.858); standardized choral arrangement skills assessment by experts (ICC = 0.87); Wilcoxon test, Mann–Whitney U test, Pearson correlation analysis. | AI assistance significantly stimulated students’ innovation in harmony selection and part assignment, promoting the collaborative development of music arrangement skills and computational thinking. | Both the sample and the AI tools (only KITS AI) were quite singular; the intervention period was relatively short, and subjective bias may exist in the student self-assessment portion. |
| 4 | Transformative Art History, Empowering Geometry: STEAM-H Education and Critical-Visual Maker Culture Towards Sustainable Futures | Having students use generative AI tools (e.g., Leonardo AI, ChatGPT) to generate images related to Sustainable Development Goals (SDGs), then transform these 2D AI images into 3D physical models (prototyping). | 106 | Spain | Undergraduate | 2 academic years | Critical spatial literacy classification matrix; traffic-light analysis; geometric fidelity assessment for conversion from AI-generated images to physical models. | Creation combined with art history significantly improved students’ ability to transform 2D geometric forms into 3D physical materials and integrate socially critical interpretations. | Students developed a dependency on technical outputs, performing poorly when modeling abstract social issues and handling equal spatial scaling. |
| 5 | The analysis of generative artificial intelligence technology for innovative thinking and strategies in animation teaching | Using generative AI to construct animation scenes, character actions, style-transfer materials, etc. Quantitative and qualitative methods: experimental group received GAI-integrated teaching, control group received traditional teaching. | 120 | China | Undergraduate | 12 weeks, 4 times per week, 2 h each | Basic knowledge test; applied skills test; learning feedback questionnaire (Likert scale); classroom behavior analysis; creativity test; teamwork and problem-solving assessment. | Intelligent instructional resources improved animation creation efficiency by 24.5%, significantly strengthening the team’s collective creative integration while deeply blending multiple disciplines. | The instruction relies heavily on high-performance computing devices and complex learning frameworks, making it difficult to popularize in schools with resource constraints or low configurations. |
| 6 | Empowering Creativity through Generative AI in Digital Art Education in Higher Education | Having students use Midjourney, DALL-E, Stable Diffusion, Photoshop Generative Fill, ChatGPT, etc., to transform hand-drawn sketches into visual images of various styles, thereby assisting in the construction of 3D assets. | 52 | USA | Undergraduate | 15 weeks (one semester) | Beginning/end-of-semester questionnaires; project documentation review; classroom observation and oral presentations; qualitative observations by instructors on student work and processes. | AI liberated productivity by handling tedious tasks like texturing, enabling students to break through skill constraints and focus on core creative decisions by quickly generating mood boards. | Some students faced the risk of algorithmic reliance and questioned whether core creativity was being devalued; there was also a widespread lack of deep understanding regarding copyright, ethics, and underlying AI concepts. |
| No. | Title | Study Design | Sample Size | Country | Participants | Intervention Duration | Instruments | Main Findings | Limitations |
|---|---|---|---|---|---|---|---|---|---|
| 1 | Effects of AI-Generated Drawing on Students’ Learning Achievement and Creativity in an Ancient Poetry Course | Using Bing AI Copilot (DALL-E-based GenAI tool) to assist High in generating scene images for ancient Chinese poetry, combined with 3D glasses (Google Cardboard) for situated learning. | 60 | Taiwan (China) | High | 3 weeks | Learning achievement test, creativity tendency questionnaire, learning motivation questionnaire, self-efficacy questionnaire, cognitive load questionnaire, semi-structured interviews, drawing content coding analysis. | Students improved their linguistic expression through repeated descriptive interactions with AI, which deepened the critical re-creation of ancient poetic imagery for students with high creative tendencies. | The sample size was small and limited to a specific group of high school students. The short and discontinuous intervention affected the continuity of tool usage. |
| 2 | The application of scaffolding instruction and AI-driven diffusion models in children’s aesthetic education: A case study on teaching traditional Chinese painting of the twenty-four solar terms in Chinese culture | Using a fine-tuned AI diffusion model (AE24STDM), students input text prompts related to the “24 solar terms” to generate traditional Chinese painting images with specific artistic conception and composition; then, with teacher scaffolding support, critically analyze and re-create these images. | 45 | China | Elementary | 2 sessions, 90 min each | Seven-dimensional image evaluation scale covering solar term representation, aesthetic value, cultural heritage, etc. Comparative analysis of student works across three stages: “initial creation (no scaffolding),” “secondary creation (referencing AI),” and “final creation (scaffolding removed).” | The fine-tuned Chinese painting model performed excellently in composition and brushwork, successfully guiding children as a scaffold to capture and apply the cultural imagery of traditional solar terms. | Growth at the technical level was not fully transformed into pure creative expression, and AI struggles to encompass the cultural essence of traditional painting, easily causing understanding to remain superficial. |
| 3 | AI-Enhanced Traditional Crafts in Art Education: A Digital Approach to Revitalizing Chinese Tie-Dye in High School | Using AI image generation and simulation tools to create a virtual tie-dye lab, employing AI design software for interdisciplinary project creation, supporting integrated learning from virtual design to hands-on production. | 42 | China | High | Approximately 4 weeks | 5-point Likert scale questionnaire (Cronbach’s α = 0.85), focus group interviews. | The virtual lab supported efficient iteration of tie-dye patterns and cultural resonance, guiding students to understand intangible cultural heritage aesthetics while transforming digital patterns into physical works. | Excessive digitalization might weaken the technical depth of manual practice and exacerbate the digital divide. Currently, there is a disconnect due to the lack of systematic teacher training. |
| 4 | The commodification of creativity: Integrating Generative Artificial Intelligence in higher education design curriculum | Using image generation tools like DALL-E and Midjourney versus hand drawing to assist visual communication design students in logo creation tasks, combined with reflective journals for critical analysis. | 85 | Australia | Undergraduate | 12 weeks | Reflective journals documenting qualitative feedback on GenAI use; NVivo software for thematic analysis of qualitative data. | Students became aware of the homogenization flaws in AI outputs and clearly defined its role as a co-pilot, injecting personal aesthetics and human agency through prompt engineering as a mediator. | The sample only targeted lower-grade design students from a single university, and because the study was based on the early stages of GenAI, limitations in output quality affected its forward-looking assessment. |
| No. | Title | Study Design | Sample Size | Country | Participants | Intervention Duration | Instruments | Main Findings | Limitations |
|---|---|---|---|---|---|---|---|---|---|
| 1 | From integration to transformation: STEAM teaching methods and generative artificial intelligence to develop critical thinking, creativity and co-design in secondary schools | Quasi-experimental study with mixed methods. Using generative AI tools such as ChatGPT, DALL·E, Canva AI, Copilot Designer, integrated with STEAM subjects, organizing students to carry out interdisciplinary projects (e.g., sustainable lighting system design, drone motion analysis) to promote human–AI collaborative creation, reflection, and cooperation. | 150 | Italy | High | 6 months, twice a week, 2 h each | Quantitative: MSLQ problem-solving subscale, ASES academic self-efficacy scale, STCCLQ collaboration tendency questionnaire, peer assessment questionnaire. Qualitative: semi-structured interviews (students, teachers), thematic analysis using NVivo. | Human–machine collaboration and digital reflection reinforced students’ metacognition and autonomous decision-making power; the visual AI environment demonstrated good special education inclusivity for students with ADHD. | The intervention lasted only one semester; students faced the risk of “algorithmic blind compliance” by uncritically accepting outputs, and ethical issues such as copyright of generated content remain unresolved. |
| 2 | Integration of AI GPTs in Music Education and Their Impact on Students’ Perception and Creativity | Using ChatGPT to build a human–AI collaborative teaching system: deeply integrated ChatGPT into piano theory courses, combining divergent thinking, convergent thinking, and flow theory, designing specific prompt algorithms to guide students in interacting with AI during half of the class time for personalized queries, theoretical deepening, and improvisation assistance. | 566 | China | Undergraduate | Academic year 2023–2024 (approximately 1 year) | 1. Torrance Tests of Creative Thinking (TTCT) (pre/post) 2. Technology perception questionnaire 3. IBM SPSS 20 (statistical analysis) | The frequency of using recommended prompt algorithms was significantly positively correlated with students’ creativity scores, and large language models became highly efficient resources for explaining complex music theory. | The sample was overly focused on a specific major (piano), and the experiment did not effectively control for external variables such as family background and hobbies that might interfere with creativity development. |
| 3 | Empowering Engineering Students Through Artificial Intelligence (AI): Blended Human–AI Creative Ideation Processes With ChatGPT | Randomized controlled trial + mixed methods. Using ChatGPT as a collaborative ideation partner to help students generate innovative ideas in time-constrained design tasks, compared with non-AI-assisted ideation processes, to analyze the impact of a human–AI collaborative creation ecosystem on creative outputs and students’ reflective cognition. | 51 | Spain | Undergraduate | 60 min ideation, plus questionnaire and peer assessment | Quantitative: self-developed ideation assessment scale (creativity, innovativeness, feasibility, user benefit, value, complexity, overall assessment, 4-point Likert). Qualitative: structured questionnaire with open-ended questions, thematic analysis (two-level coding). | The process of screening and reorganizing AI suggestions activated students’ reflective metacognition, and the final effect of human–machine collaboration relied heavily on the user’s AI familiarity. | Conclusions are limited to text models (GPT-3.5) and specific design tasks, and rely entirely on peer reviews, lacking evaluation perspectives from experts or teachers. |
| 4 | Human versus hybrid creation: A comparative study on AIGC-assisted oil painting in art education | Using Midjourney/DALL·E AIGC tools to assist oil painting creation. In oil painting courses, using generative AI for ideation and composition planning, followed by fully manual oil painting execution by students, building an “AI ideation–human execution” collaborative ecosystem. | 20 | Thailand | Undergraduate | 10 days | Expert evaluation rubric assessing technical proficiency, compositional complexity, originality; plus student self-report questionnaire, observation records, visual analysis coding table. | AIGC acted as a visual scaffold that cut oil painting ideation time nearly in half and enhanced composition complexity, but deep reflection and personal style still relied on manual intervention. | The sample size was small and limited to a single project, and the lack of long-term tracking makes it impossible to evaluate whether AI has a degenerative effect on traditional manual drawing skills. |
| 5 | Integrating Generative AI Into Design Thinking: Assessing Impact on Creativity and Innovation in STEM Education | Using ChatGPT, Perplexity, and Gemini to assist product design thinking. Guiding students to use generative AI tools for empathy map construction, needs statement writing, idea classification and prioritization, and storyboard generation. Building a human–AI collaborative ecosystem aimed at stimulating engineering students’ creative thinking through AI intervention. | 9 | Mexico | Undergraduate | 4 h | Creative self-efficacy scale (CSES); Basic Empathy Scale-Brief (BES-B); Design Thinking Mindset questionnaire (DTM); Perceived Usefulness scale (PU). | AI acting as a creative collaborator broke the purely rational logic of engineering thinking, effectively guiding students to focus on the emotional empathy needs of end users within design thinking. | Only a single 4 h intervention was carried out without a control group, and the extremely small sample size (9 participants) causes the study to lack conventional statistical inference power. |
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© 2026 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.
Share and Cite
Li, Q.; Huang, G.; Feng, C.; Zhao, W.; Wang, Y. Generative AI in STEAM Education: Applications and Development Prospects for Promoting Artistic Creativity. Educ. Sci. 2026, 16, 1012. https://doi.org/10.3390/educsci16071012
Li Q, Huang G, Feng C, Zhao W, Wang Y. Generative AI in STEAM Education: Applications and Development Prospects for Promoting Artistic Creativity. Education Sciences. 2026; 16(7):1012. https://doi.org/10.3390/educsci16071012
Chicago/Turabian StyleLi, Qiufen, Guohao Huang, Chunyan Feng, Wenhui Zhao, and Yunzhu Wang. 2026. "Generative AI in STEAM Education: Applications and Development Prospects for Promoting Artistic Creativity" Education Sciences 16, no. 7: 1012. https://doi.org/10.3390/educsci16071012
APA StyleLi, Q., Huang, G., Feng, C., Zhao, W., & Wang, Y. (2026). Generative AI in STEAM Education: Applications and Development Prospects for Promoting Artistic Creativity. Education Sciences, 16(7), 1012. https://doi.org/10.3390/educsci16071012

