STEAM Literacy and Computational Thinking in the Digital Era

A special issue of Computers (ISSN 2073-431X).

Deadline for manuscript submissions: 31 December 2025 | Viewed by 686

Special Issue Editors


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Guest Editor
Department of Special Education, University of Thessaly, Argonafton & Filellinon, 38221 Volos, Greece
Interests: quantitative methods in science education; the integration of digital technologies (e.g., gamification, mobile learning); assessment in STEM education; the application of artificial intelligence in science teaching
Special Issues, Collections and Topics in MDPI journals

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Guest Editor
Department of Preschool Education, University of Crete, Rethymnon, Greece
Interests: environmental studies; computational thinking; computer programming; robotics, mobile learning; artificial intelligence and STE(A)M education

Special Issue Information

Dear Colleagues,

The advent of the digital era has transformed the educational system. Today’s students are tech-savvy and keen to explore digital worlds. To meet the needs and demands of Generation Z, formal and informal educational contexts have been reshaped, incorporating cutting-edge digital technologies into everyday learning activities. Cultivating digital literacy and computational thinking by exploiting plugged-in or unplugged educational practices is essential for equipping students with the expertise necessary for the current job market. Concurrently, providing high-quality multidisciplinary STE(A)M education is not only an educational imperative but also a requirement in modern societies, ensuring that students become informed and capable citizens of the 21st century who have the potential to confront contemporary socioeconomic and environmental challenges.

This Special Issue of Computers aims to reflect contemporary research trends in the field of "STEAM Literacy and Computational Thinking in the Digital Era". The scope of this Special Issue includes, but is not limited to, the following topics: STE(A)M practices at all educational levels; cultivating and assessing computational thinking and digital literacy; artificial intelligence in modern education; educational robotics; virtual reality; augmented reality; gamification; educational simulations; mobile learning; plugged-in or unplugged educational practices in formal or informal educational contexts; teacher training; and the analysis of textbooks, school programs, and curricula.

Prof. Dr. Michail Kalogiannakis
Dr. Kalliopi Kanaki
Guest Editors

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Keywords

  • digital literacy
  • computational thinking
  • STE(A)M education
  • generation Z
  • educational technologies
  • artificial intelligence in education
  • educational robotics
  • gamification
  • virtual and augmented reality
  • unplugged educational practices
  • mobile learning

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Published Papers (1 paper)

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Research

19 pages, 1153 KB  
Article
ChatGPT in Early Childhood Science Education: Can It Offer Innovative Effective Solutions to Overcome Challenges?
by Mustafa Uğraş, Zehra Çakır, Georgios Zacharis and Michail Kalogiannakis
Computers 2025, 14(9), 368; https://doi.org/10.3390/computers14090368 - 3 Sep 2025
Viewed by 379
Abstract
This study explores the potential of ChatGPT to address challenges in Early Childhood Science Education (ECSE) from the perspective of educators. A qualitative case study was conducted with 33 Early Childhood Education (ECE) teachers in Türkiye, using semi-structured interviews. Data were analyzed through [...] Read more.
This study explores the potential of ChatGPT to address challenges in Early Childhood Science Education (ECSE) from the perspective of educators. A qualitative case study was conducted with 33 Early Childhood Education (ECE) teachers in Türkiye, using semi-structured interviews. Data were analyzed through content analysis with MAXQDA 24 software. The results indicate that ECE teachers perceive ChatGPT as a partial solution to the scarcity of educational resources, appreciating its ability to propose alternative material uses and creative activity ideas. Participants also recognized its potential to support differentiated instruction by suggesting activities tailored to children’s developmental needs. Furthermore, ChatGPT was seen as a useful tool for generating lesson plans and activity options, although concerns were expressed that overreliance on the tool might undermine teachers’ pedagogical skills. Additional limitations highlighted include dependence on technology, restricted access to digital tools, diminished interpersonal interactions, risks of misinformation, and ethical concerns. Overall, while educators acknowledged ChatGPT’s usefulness in supporting ECSE, they emphasized that its integration into teaching practice should be cautious and balanced, considering both its educational benefits and its limitations. Full article
(This article belongs to the Special Issue STEAM Literacy and Computational Thinking in the Digital Era)
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