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State-of-the-Art of STEAM Education in Science Classrooms: A Systematic Literature Review

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Veröffentlicht/Copyright: 13. September 2024

Abstract

STEAM education is designed to prepare students for the twenty-first-century life skills and has been extensively investigated in the past 10 years. Given the rapid evolution of educational practices and the diverse ways in which STEAM is implemented in science classrooms, there is an urgent need for an analysis of the current outlook of STEAM education within the science classrooms context. In this article, 22 empirical studies were included to highlight the methodology, STEAM characteristics, and pedagogical approaches implemented in STEAM-based learning. Findings suggest that STEAM education plays an important role in fostering students’ twenty-first-century skills and should be manifested by student-centered learning approaches. This study holds significant implications in providing direction for future studies regarding STEAM education in science classroom settings.

1 Introduction

Globalization and the current interconnected landscape have altered the face of education throughout the world. Trilling and Fadel (2009) asserted that a more comprehensive education must highlight the twenty-first-century skills, such as communication, collaboration, critical thinking, and creativity. Beyond content knowledge, a holistic education should prepare students to master twenty-first-century life skills (Teo, 2019). The twenty-first-century skills are crucial for students to succeed in the future (Stork, 2020) for sustainable development (Brandt, Barth, Merritt, & Hale, 2021). Taking creativity in solving problems as an example, it refers to the skill that tackles non-routine problems in the workspace. Organizations count on individuals who can identify the core problems and propose creative solutions. Therefore, students must be trained to enhance their thinking skills to evaluate, create, and apply relevant and essential knowledge to function in the twenty-first-century workplace (Beers, 2011).

Even though the twenty-first century life skills have long been argued to be important, the modern interconnected world has sparked renewed interest in these skills. The reconceptualization of life skills in the twenty-first century is a result of a paradigm shift from the twentieth to the twenty-first century. It is highlighted that throughout the twentieth century, education revolved around the three R’s: reading, writing, and arithmetic. The new three R’s, namely “relevance,” “rigor,” and “real world skills,” are fundamental to educational objectives in the twenty-first century (Smith & Hu, 2013; Teo, 2019). This shift undoubtedly entails a serious consequence in the twenty-first-century education setting. Today’s evolving society and work–life require the young generation to have good collaboration skills (Scardamalia, Bransford, Kozma, & Quellmalz, 2012). Collaboration is now taking place in a diverse cross-cultural environment. Communicating, collaborating, and working with people from different backgrounds, disciplines, and expertise using cutting-edge technological devices are inevitable in the twenty-first century (Graesser, Kuo, & Liao, 2017; Scardamalia et al., 2012). Collaboration, critical thinking, problem-solving, and creativity have all become important aspects of global education. The traditional method of teaching students’ basic numeracy and literacy skills is no longer relevant for today’s education (Teo, 2019). Thus, the teaching approaches must now be shifted from teacher-centered to student-centered learning.

As far as student-centered learning is concerned, many researchers have investigated and confirmed that STEAM education can be an effective student-centered learning approach to drive students’ twenty-first-century skills (Herro & Quigley, 2017; Jesionkowska, Wild, & Deval, 2020; Liao, 2016; Perignat & Katz-Buonincontro, 2019). It provides learning that is real-world-driven and problem-based in nature (Mehta, Keenan, Henriksen, & Mishra, 2019). The real-world problem-solving learning scenarios are claimed to significantly develop students’ twenty-first-century skills (Kozlov & Shemshurina, 2018). Henriksen, Mehta, and Mehta (2019) suggested that the essence of STEAM education honors the arts and sciences by involving the empirical and intuitive, the rational, and the aesthetic equally. Furthermore, Liao (2016) argued that STEAM education opens a transdisciplinary space, where it can be effectively promoted in science education classrooms (Bao & Koenig, 2019; Hanson, 2020). Therefore, one of the essential benefits of implementing STEAM education is to use and integrate science, technology, engineering, arts, and mathematics to develop students’ twenty-first-century skills through a student-centered way of learning. From previous studies, STEAM has been proven to minimize misconceptions (Ozkan & Topsakal, 2020) and reduce cognitive load (Chen & Huang, 2020). In addition, there are plenty of opportunities to teach the fundamental and applied knowledge of science in the real-world context using STEAM education. For example, some topics in science education entangle ethical and societal implications, which in turn require transdisciplinary concerns, such as climate change and global warming (Singh, 2020). The STEAM approach may give students real experiences to observe and explore abstract concepts in physics (Ozkan & Topsakal, 2020). Therefore, it is not surprising that Bao and Koening (2019) claimed that the promotion of integrated STEAM learning to meet the learning objectives of the twenty-first century could be effectively accomplished.

1.1 Existing Review on STEAM Education

Existing reviews have reported both general and specific aspects of STEAM education pedagogy and research without an explicit focus on science classroom settings. This includes the general analysis by Belbase et al. (2022) reporting the problems, processes, priorities, and prospects in STEAM education. Based on their review, Belbase et al. (2022) proposed a new alternative thinking by extending STEAM to the ecological and humanistic well-being, defined as STEAM-h, where “h” refers to humanity for future sustainable environmental balance. The work of Belbase et al. (2022) is an example that illustrates the effort to understand and define STEAM education. Such efforts create different views and varying definitions about STEAM education.

The inconsistencies in defining STEAM terminology, including the matter of defining “science,” “technology,” “engineering,” “arts,” and “mathematics” within the STEAM acronym, cause difficulties for STEAM pedagogy and research (Colucci-Gray et al., 2017; Perignat & Katz-Buonincontro, 2019). For example, very recently, Leavy, Dick, Meletiou‐Mavrotheris, Paparistodemou, and Stylianou (2023) engaged in a systematic literature review identifying the use and prevalence of up-and-coming technologies within the landscape of STEAM education. They found that although various kinds of emerging technologies, e.g., extended realities, maker spaces, and robotics, have been used in the design of STEAM learning, there are discrepancies in the way how they are defined and implemented (Leavy et al., 2023). In Leavy et al.’s (2023) review, the research methodologies and study design characteristics of STEAM education were not properly captured because they were not available in many of the extracted studies. This is probably because Leavy et al. (2023) also included grey literature in their review, which leads to selective publication bias. Perignat and Katz-Buonincontro (2019) reviewed how reported studies define the “arts” within the context of STEAM education. Perignat and Katz-Buonincontro (2019) discovered that, from 44 reviewed articles, not only did researchers fail to be consistent in defining “arts,” but also many of the studies did not support the claim that STEAM education is to enhance problem-solving, creativity, and other twenty-first-century skills. Nearly 55% of the reviewed articles mentioned such learning outcomes in their introductions with lack of explanation. This indicates that many practitioners are struggling to integrate “arts” in STEAM education and measuring the relevant learning outcomes (Herro & Quigley 2017; LaJevic 2013).

From the bibliographic analysis results reported by Marín-Marín, Moreno-Guerrero, Dúo-Terrón, and López-Belmonte (2021), one of their highlights was a trend in relating STEAM education and computational thinking. In response to their findings, Zhang, Ng, and Leung (2023) reported a descriptive review on investigating computational thinking and STEAM education in the context of early childhood education. In the other specific context, Li and Wong (2023) conducted a comprehensive review of STEAM education for personalized learning. They categorized personalization in STEAM education as applied in different modes of education, subject disciplines, and across various countries (Li & Wong, 2023). They found that the trend of research in this particular topic has been increasing over the last 10 years, yet many of the included studies only focused on one STEAM discipline (Li & Wong, 2023). Li and Wong (2023) therefore suggested that more integrative STEAM practices should be implemented in the context of personalized learning. The limitation of Li and Wong (2023) work relies on the use of only one database, namely Scopus. A single database searching may generate a biased representation in a literature review (Kugley et al., 2017).

Despite the growing body of research on STEAM education, there is a notable gap in reviews focusing specifically on its implementation within science classroom settings. General reviews of STEAM education (e.g., Belbase et al., 2022; Perignat & Katz-Buonincontro, 2019) and specific contexts, such as computational thinking (Marín-Marín et al., 2021) and personalized learning (Li & Wong, 2023), have been published. However, a comprehensive review of STEAM integration in science classrooms remains absent. It is crucial to review the implementation of STEAM education in science classrooms not only because science education is fundamental for global educational (Martins & Veiga, 2001), but also for addressing global challenges and fostering sustainable development (Li, Sjöström, Ding, & Eilks, 2022; Won et al., 2021). The attempt to develop effective approaches for science learning based on STEAM education can be enhanced by evaluating its current state-of-the-art. In addition, our search in Web of Science (WOS) and Scopus databases, using keywords “STEAM” AND “Education” within the years 2014–2023, reveals that there are no reported reviews on the STEAM education in the context of the science classroom. Therefore, this article is the first to capture the integration of STEAM learning in science classroom settings. The article provides insights into how STEAM learning enhances science education.

Since resolving real-world problems requires scientifically informed decisions, science education is therefore critical to prepare students to understand and generate creative solutions to real-world problems (Won et al., 2021). In line with that STEAM learning promotes a scientific understanding of real-world phenomena and various possible approaches to solving problems at individual and social levels (Quigley, Herro, Shekell, Cian, & Jacques, 2020a; Wilson et al., 2021). Implementing STEAM learning in science classrooms has become a substantial response toward education for sustainable development (Sachs et al., 2019). However, studies have suggested that teachers had difficulty in implementing STEAM education, particularly in science classes. This is reported that teachers who want to adopt STEAM in their classrooms have difficulties in selecting integrated topics and having a tendency to reduce the science content (Son & Jung, 2019). Therefore, the article holds significant insight into adopting STEAM learning in science classroom settings.

1.2 Research Questions

The research questions that guide this review are as follows:

  1. What education levels, subject areas, and research methodologies dominate in science classroom STEAM learning studies?

  2. What are the definitions and integration levels of STEAM adopted in science classroom research?

  3. What are the pedagogical approaches applied in science classroom STEAM learning?

2 Methods

In this study, a systematic literature review with well-defined criteria for inclusion is presented. The selection procedure was conducted following the Preferred Reporting Items for Systematic reviews and Meta-Analyses (PRISMA) 2020 statement (Page et al., 2021) based on a transparently recorded and properly framed search procedure (Alexander, 2020). Taking state-of-the-art of STEAM education research in science classrooms as the focus of review, 22 articles published in international journals from WOS and Scopus databases are included in this study. Figure 1 shows the systematic literature search following the PRISMA 2020 (Page et al., 2021).

Figure 1 
               Procedure of article selection adapted from PRISMA 2020 flow diagram.
Figure 1

Procedure of article selection adapted from PRISMA 2020 flow diagram.

2.1 Minimizing Bias

A systematic literature review is done because researchers’ concern about the efforts of minimizing bias to obtain reproducible, objective, and thorough search results (Kugley et al., 2017). In this article, three common biases were taken into consideration, i.e., representation, judgment, and publication. First, Kugley et al. (2017) highlighted that the results may not represent all the studies if the search is only done in one database. Rice et al. (2016) recommended considering multi-database searches, moreover when the topic of interest is cross-disciplinary, like STEAM education. To minimize the result bias, WOS and Scopus databases were chosen because they are one of the biggest bibliographic databases. Second, Lasserson, Thomas, and Higgins (2019) addressed that too many judgments may arise during systematic reviews. Therefore, a good review protocol must be developed prior to the document search, wherein PRISMA 2020 protocol is applied to minimize judgment bias. Lastly, publication bias can be a big concern for literature review. Although Hopewell, Loudon, Clarke, Oxman, and Dickersin (2009) discovered that unpublished works were not necessarily of poorer quality than published studies, it is argued that the published articles have generally undergone a review process to ensure their quality. As highlighted by Bakker and Traniello (2019), peer-reviewed publications ensure that the published works have been scientifically validated by experts and therefore can be trusted. Hence, to minimize publication bias and ensure reproducibility, only research papers published in peer-reviewed international journals were included in this systematic literature review.

2.2 Search Strategy

In this systematic review, search terms “STEAM education” AND “science,” “STEAM” AND “science education,” “STEAM education” AND “physics,” “STEAM education” AND “biology,” and “STEAM education” AND “chemistry” were used. The searches were executed in WOS and Scopus databases in the timespan from 1 January 2012 to 31 May 2023. The strings used in the literature review search are provided in Table 1. The initial search from WOS and Scopus resulted in 773 and 465 articles, respectively. However, documents from article reviews, conference papers, conference reviews, books, book chapters, editorial materials, meeting abstracts, short surveys, and notes were automatically excluded from the initial search. Therefore, 289 and 350 documents were respectively recorded from WOS and Scopus for further screening and inclusion stages.

Table 1

Strings used in the literature review search

Database String
WOS TS=((STEAM OR “STEAM education” OR “STEAM learning” OR “STEAM teaching”) AND (science OR physics OR biology OR chemistry) AND (education) AND (teacher* OR student* OR learner*) AND (classroom* OR school* OR universit*))
Scopus TITLE-ABS-KEY ((STEAM OR “STEAM education” OR “STEAM learning” OR “STEAM teaching”) AND (science OR physics OR biology OR chemistry) AND (education) AND (teacher* OR student* OR learner*) AND (classroom* OR school* OR universit*))

2.3 Selection Criteria

These records were identified and screened based on the specific selection criteria to justify the eligibility for inclusion. In this study, PRISMA 2020 (Page et al., 2021) was applied. The PRISMA 2020 statement is the updated version of the earlier version, PRISMA 2009 (Moher, Liberati, Tetzlaff, Altman, & PRISMA Group, 2009). The PRISMA 2020 consists of 27 checklist items, the expanded version of the previous version, to ensure a transparent and accurate systematic literature review. It also includes a three-phase flow diagram, i.e., identification, screening, and inclusion, as the systematic procedure for review (Figure 1). This systematic process ensures the accountability and consistency of systematic literature analysis documentation. Herein, the search focuses on mapping existing empirical studies on the implementation of STEAM learning in science classrooms context.

First, the documents underwent general selection criteria, as depicted in Table 2. Only English-written original research articles published in the ranges of January 2012 and May 2023 in the scopes of education, social sciences, and humanities were included. Next, more specific criteria for inclusion, as given in Table 3, were applied to the identified records (350 and 289 documents, respectively, from Scopus and WOS).

Table 2

General selection criteria

Criterion Inclusion Exclusion
Duration January 2012–May 2023 Before January 2012, After May 2023
Document type Original research article Review article, conference paper, conference review, book, book chapter, editorial, note, short survey, and retracted record.
Subject area Education, social sciences, and humanities Engineering, computer science, environmental science, materials science, thermodynamics, robotics, biophysics, applied physics, applied biology, applied chemistry, and other non-educational sciences related studies
Language English Non-English
Table 3

Specific criteria for inclusion

No. Criterion
1. The document type is journal article
2. The record is written in English
3. The terms (STEAM or “STEAM Education”), (science or physics or biology or chemistry), education, and (classroom or school or university) appear in the title, abstract, or keywords
4. The article describes an original research article on STEAM education in classroom settings
5. The article focuses on STEAM teaching and learning practices in science-related subjects
6. The article is published in a peer-reviewed international journal

2.4 Quality Assessment

The specific criteria for inclusion (Table 3) allow us to maintain the good quality of the review. The identification, screening, and inclusion process are shown in Figure 1. This protocol was conducted by two independent reviewers (authors). In cases of discrepancies between the reviewers during this process, a consensus was reached through discussion between the reviewers. The 639 total identified records were carefully checked for specific inclusion criteria. The filtration of duplicate documents resulted in the exclusion of 97 records. Further exclusion of documents that did not meet criteria 1 (document type) and 2 (language) yielded 231 saved articles for further screening. The title, abstract, and keywords screening were then executed to test the sample on criteria 3 (keyword appearance) and 4 (original research article identification). This resulted in the rejection of 119 records that were not relevant to the implementation of STEAM education in classroom settings. During this screening process, one article’s abstract was not found, and another article was retracted. Therefore, 110 articles were further assessed for eligibility, i.e., tested on criteria 5 (focus on science-related subjects) and 6 (published in peer-reviewed international journals). This eligibility test led to the final inclusion of 22 published studies that were further analyzed to answer the research questions.

3 Results

3.1 Education Levels, Subject Areas, and Research Methodologies that Dominate in Science Classroom STEAM Learning Studies

Table 4 shows a list of the articles included in this study, highlighting the country, subject area, and educational level. Studies on STEAM education in a science classroom context have been conducted in many countries. The international scope of the studies is evident, with contributions from countries such as Greece (Conradty & Bogner, 2019), Spain (Bassachs et al., 2020), Thailand (Khamhaengpol, Sriprom, & Chuamchaitrakool, 2021), China (Jia, Zhou, & Zheng, 2021), Indonesia (Rahmawati, Taylor, Taylor, Ridwan, & Mardiah, 2022), and Saudi Arabia (Alkhabra, Ibrahem, & Alkhabra, 2023). This geographical diversity represents the global significance of effective STEAM education practices in the science classroom context.

Table 4

List of articles included in the study

No Author and year Country Subject area included Education level
1. Quigley and Herro (2016) USA Science Middle school
2. Gates (2017) USA Geoscience Middle school
3. Conradty and Bogner (2019) Greece Science High school
4. Bassachs et al. (2020) Spain Physics Elementary school
5. Park and Park (2020) Korea Science Middle school
6. Quigley et al. (2020a) USA Science Middle school
7. Quigley, Herro, King, and Plank (2020b) USA Science Elementary school
8. Jiang, Shen, Smith, and Kibler (2020) USA Science Elementary school
9. Khamhaengpol et al. (2021) Thailand Nanotechnology High school
10. Wilson et al. (2021) Not applicable Science Elementary and middle schools
11. Jia et al. (2021) China Physics Elementary school
12. Ozkan and Topsakal (2020) Türkiye Physics Middle school
13. Tran, Huang, and Hung (2021a) Taiwan Science Middle school
14. Ozkan and Topsakal (2021) Türkiye Physics Middle school
15. López-Banet, Perales, and Jimenez-Liso (2021) Spain Chemistry Middle school
16. Tran, Huang, Hsiao, Lin, and Hung (2021b) Taiwan Science Elementary school
17. Hughes, Corrigan, Grove, Andersen, and Wong (2022) California Science Elementary school
18. Hsiao, Chen, Chen, Zeng, and Chung (2022) Taiwan Physics Middle school
19. Rahmawati et al. (2022) Indonesia Chemistry Middle school
20. Cheng et al. (2022) China Science Elementary school
21. Arpaci, Dogru, Kanj, Ali, and Bahari (2023) Türkiye Science Elementary school
22. Alkhabra et al. (2023) Saudi Arabia Science Middle school

Out of the 22 studies, 12 focused on middle school education, such as those conducted by Quigley and Herro (2016) in the USA and Park and Park (2020) in Korea. It emphasizes the importance of tailoring interventions to address the unique challenges and learning needs of students in this crucial stage of academic development. Additionally, investigations at the elementary school level were conducted by researchers like Bassachs et al. (2020), Cheng et al. (2022), and Wilson et al. (2021). Only two studies were conducted at high school levels (Conradty & Bogner, 2019; Khamhaengpol et al., 2021). The distribution of articles based on the school level is provided in Figure 2.

Figure 2 
                  Distribution of articles based on school level.
Figure 2

Distribution of articles based on school level.

The 22 articles included in this review spanned various science subjects, ranging from Geoscience to Nanotechnology. Out of the 22 articles, 13 focused on Science in general, 5 emphasized Physics, 3 focused on chemistry, and the remaining articles addressed Geoscience and Nanotechnology. The distribution of articles based on subject area is shown in Figure 3. Furthermore, research methodologies can be classified into three different types, i.e., quantitative research, qualitative research, and mixed methods (Creswell & Creswell, 2017; Snyder, 2019). In this review, 14 studies employed a quantitative approach, 7 studies were based on qualitative data, and the remaining two studies used mixed methods. The distribution of articles based on research methodology is shown in Figure 4. Meanwhile, the details of the data collection techniques are shown in Table 5.

Figure 3 
                  Distribution of articles based on subject area.
Figure 3

Distribution of articles based on subject area.

Figure 4 
                  Distribution of articles based on research methodology.
Figure 4

Distribution of articles based on research methodology.

Table 5

Article distribution based on the methodology

Method Data collection technique Ref.
Quantitative Pre- and post-tests quasi-experimental method Jia et al. (2021)
Worksheets Khamhaengpol et al. (2021)
Pre- and post-tests with counterbalance design Tran et al. (2021a)
Pre- and post-tests with counterbalance design Tran et al. (2021b)
Pre- and post-tests quasi-experimental method with a nonequivalent control group Ozkan and Topsakal (2021)
Longitudinal pre–post-delayed post-assessment design Hughes et al. (2022)
Pre- and post-tests with quasi-experimental design Cheng et al. (2022)
Pre- and post-tests with experimental study Arpaci et al. (2023)
Quasi-experimental pretest/posttest control group Alkhabra et al. (2023)
Quasi-experimental design Hsiao et al. (2022)
Pre-/post-/retention-test design Conradty and Bogner (2019)
Quantitative analysis on levels of reflections Bassachs et al. (2020)
Pre- and post-survey Gates (2017)
Qualitative Case study Park and Park (2020)
Pre-/post-survey data from the previous study Quigley and Herro (2016)
Observational rubrics Quigley et al. (2020b)
Digital surveys, semi-structured group interviews, and multimodal artifacts data Jiang et al. (2020)
Textual–visual–sound analysis López-Banet et al. (2021)
Observation rubric, video-recorded data, and debriefing sessions after the observations Quigley et al. (2020a)
Semi-structured interview, students’ reflective journaling, and extensive classroom observations Rahmawati et al. (2022)
Mixed methods Pre- and post-tests, interviews Ozkan and Topsakal (2020)
Survey open-ended questions Wilson et al. (2021)

From Table 5, the data collection techniques in the reviewed study can be described as follows:

  1. Test, which is designed to measure specific variables or constructs in a systematic and standardized manner. It includes pre- and post-tests (Alkhabra et al., 2023; Arpaci et al., 2023; Cheng et al., 2022; Conradty & Bogner, 2019; Hsiao et al., 2022; Hughes et al., 2022; Jia et al., 2021; Ozkan & Umdu Topsakal, 2021b; Tran et al., 2021a,b), worksheets (Khamhaengpol et al., 2021), and questions (Bassachs et al., 2020).

  2. Survey, which involves collecting data from a sample of individuals via the administration of a set of standardized questions. It includes pre- and post-survey (Gates, 2017), digital survey (Jiang et al., 2020), and survey open-ended questions (Wilson et al., 2021).

  3. Case study, which involves an in-depth, detailed examination of a specific instance or case. The articles that employed the case study were authored by Park and Park (2020).

  4. Observation, which involves carefully and systematically watching and recording behaviors, events, or interactions. It can be done using observational rubrics (Quigley et al., 2020a,b; Rahmawati et al., 2022).

  5. Interview, which aims to explore participants’ perspectives, experiences, attitudes, and opinions on a particular topic. Interviews were conducted by Jiang et al. (2020), Ozkan and Topsakal (2020), Quigley et al. (2020a), and Rahmawati et al. (2022).

Based on the findings, it is discovered that STEAM education in science classrooms spans across multiple countries, including Greece, Spain, Thailand, China, Indonesia, and Saudi Arabia. It implied that there is a global significance of effective STEAM practices. Furthermore, many of the included studies focused on middle school education, covering diverse science subjects. Research methodologies in STEAM education research varied from quantitative approaches to mixed methods. Mixed methods combined quantitative and qualitative techniques to provide comprehensive findings into STEAM learning practices in science classrooms.

3.2 Definitions and Integration Levels of STEAM Adopted in Science Classroom Research

Table 6 shows how the researchers define STEAM education in their research in the context of science classrooms. The table depicts the STEAM definition and the corresponding level of integration. In terms of integration level, as can be seen from Figure 5, STEAM education can be classified in four levels, i.e., disciplinary, multidisciplinary, interdisciplinary, and transdisciplinary integration (Vasquez, Sneider, & Comer, 2013).

Table 6

Definitions of STEAM adopted in the literature

No. Authors and year STEAM definition Integration level
1. Quigley and Herro (2016) It emphasizes the very nature holistic in the context of formal education and emerges from disciplinary practices Transdisciplinary
2. Gates (2017) STEAM is defined as its acronym: science, technology, engineering, arts, and mathematics Interdisciplinary
3. Conradty and Bogner (2019) STEM subjects enriched with arts Multidisciplinary
4. Bassachs et al. (2020) STEAM relies heavily on integrating the arts into STEM to reshape education in the sciences and humanities Interdisciplinary
5. Park and Park (2020) STEAM education includes convergence, integration, creative design, and emotional experience as the core competencies Interdisciplinary
6. Quigley et al. (2020a) It is based on real-world issues and draws on students’ interests in digital technology activities as part of the problem-solving process Transdisciplinary
7. Quigley et al. (2020b) Transdisciplinary STEAM approaches use the collective expertise from various disciplines to address and resolve problems, with a focus on emphasizing the problem itself rather than emphasizing a specific discipline Transdisciplinary
8. Jiang et al. (2020) It aims to facilitate middle school students’ disciplinary identity development Multidisciplinary
9. Khamhaengpol et al. (2021) The combination of Art and STEM Multidisciplinary
10. Wilson et al. (2021) It involves the inclusion of the arts into STEM to solve real-world problems Transdisciplinary
11. Jia et al. (2021) STEAM education should employ interdisciplinary knowledge Interdisciplinary
12. Ozkan and Topsakal (2021) STEAM education requires two or more disciplines are combined into a specific concept to achieve the learning objectives Interdisciplinary
13. Tran et al. (2021a) STEAM requires interdisciplinary integration Interdisciplinary
14. Ozkan and Topsakal (2021) STEAM means the shift from “what to be taught” to “what I shall experience” Interdisciplinary
15. López-Banet et al. (2021) STEAM is based on natural relationships between disciplines Interdisciplinary
16. Tran et al. (2021b) STEAM is interdisciplinary education strategy Interdisciplinary
17. Hughes et al. (2022) STEAM is the integration of Arts with STEM Multidisciplinary
18. Hsiao et al. (2022) STEAM combines science, technology, engineering, the arts, and mathematics Interdisciplinary
19. Rahmawati et al. (2022) STEAM is the combination of Arts and STEM Multidisciplinary
20. Cheng et al. (2022) STEAM is the addition of Arts with STEM Multidisciplinary
21. Arpaci et al. (2023) STEAM is an acronym that combines the original STEM term with art Interdisciplinary
22. Alkhabra et al. (2023) STEAM is the integration of Arts into STEM to solve real-world problems Transdisciplinary
Figure 5 
                  Levels for integrated learning (adapted from Vasquez et al., 2013).
Figure 5

Levels for integrated learning (adapted from Vasquez et al., 2013).

The disciplinary STEAM approach is defined by the separation of concepts and skills associated with each STEAM component. The term “multidisciplinary” refers to the study of multiple disciplines within a common theme. Interdisciplinary STEAM requires a strong connection between two or more STEAM disciplines to develop deeper knowledge and abilities. Transdisciplinary STEAM is considered the highest level of integration. The transdisciplinary approach to problem-solving requires the application of knowledge and abilities from two or more subjects. In transdisciplinary STEAM, students engage in problem-solving activities that demand the synthesis of concepts, methodologies, and techniques from different disciplines (Aguilera & Ortiz-Revilla, 2021). This approach encourages collaboration, communication, and the development of holistic thinking skills. Transdisciplinary STEAM projects often tackle complex, real-world problems that do not fit neatly within the confines of a single subject (Vasquez et al., 2013).

The distribution of articles based on level of integration is given in Figure 6. The analysis of the provided data on STEAM integration levels suggests a predominant emphasis on Interdisciplinary approaches, cited by 11 of the authors. This indicates a shared perspective among scholars that STEAM education thrives on collaborative and cross-disciplinary interactions. Multidisciplinary approaches, mentioned by six authors, underscore the importance of enriching STEM subjects with Arts or combining specific disciplines to achieve learning objectives. The less frequent but notable presence of Transdisciplinary approaches was mentioned by five authors. It suggests a holistic problem-solving orientation, where collective expertise from various disciplines is harnessed to address real-world problems.

Figure 6 
                  Distribution of articles based on level of integration.
Figure 6

Distribution of articles based on level of integration.

From the definitions of STEAM adopted in the literature depicted in Table 6, the characteristics of STEAM integration levels and their relevancies for education are inferred in Table 7. Researchers have delineated distinct perspectives on the definitions and integration levels of STEAM education in the science classroom context. Transdisciplinary STEAM, as expounded by Quigley and Herro (2016), emphasizes a holistic nature within the formal education context in addressing real-world issues. This approach involves the integration of various disciplines to address problems and focuses on the issue itself rather than a specific discipline (Quigley et al., 2020a; Wilson et al., 2021). Thus, transdisciplinary STEAM fosters a comprehensive real-world problem-solving framework. Meanwhile, multidisciplinary STEAM enriches STEM subjects with the inclusion of arts (Conradty & Bogner, 2019; Hughes et al., 2022). This approach aims to facilitate students’ disciplinary identity development (Jiang et al., 2020) and combines arts with STEM subjects (Cheng et al., 2022; Khamhaengpol et al., 2021; Rahmawati et al., 2022). It offers a balanced integration of disciplines that make it suitable for contexts where the Arts incorporation into specific STEM disciplines becomes the primary goal. Although transdisciplinary STEAM is less frequently advocated by the researchers, it promotes a holistic approach to real-world problem-solving through the integration of multiple disciplines. Alternatively, interdisciplinary STEAM emphasizes the integration of science, technology, engineering, arts, and mathematics (STEM), which highlights core competencies and emphasizes on integration of various disciplines (Bassachs et al., 2020; Gates, 2017; Park & Park 2020). This perspective signifies an interdisciplinary education strategy that encourages experiential learning and shifts from traditional teaching paradigms (Arpaci et al., 2023; Hsiao et al., 2022; Jia et al., 2021; López-Banet et al., 2021; Ozkan & Topsakal, 2021; Tran et al., 2021a,b).

Table 7

Comparative analysis of integration levels in STEAM education

Level of integration Characteristic Relevancy
Transdisciplinary STEAM
  • Emphasis on real-world issues

  • Integration of various disciplines to address and resolve problems

  • Focus on the problem rather than a specific discipline

  • Suitable for addressing complex, real-world problems

  • Encourages a holistic approach to problem-solving

  • Provides a more comprehensive view of the issues at hand

Multidisciplinary STEAM
  • Enrichment of STEM subjects with the inclusion of arts

  • Focus on disciplinary identity development

  • Suitable for incorporating arts into specific STEM disciplines

  • Allows for a balanced integration of disciplines

Interdisciplinary STEAM
  • Emphasis on integration and convergence of various disciplines

  • Core competencies are highlighted

  • Shifts from traditional teaching to experiential learning

  • Suitable for a broad and flexible approach to integrating disciplines

  • Effective for addressing complex challenges with a diverse range of perspectives

3.3 Pedagogical Approaches Applied in Science Classroom STEAM Learning

Table 8 summarizes the learning approaches for STEAM education in the context of science classrooms. Various pedagogical approaches have been applied in science classroom STEAM learning. Project-based learning emerges as the most frequently cited approach, appearing six times in the data. Arts/Technology-based learning follows closely with four instances. Inquiry-based learning is referenced three times. Contextual learning was cited in two articles. Problem-based learning, engineering design-based learning, role-taking-based learning, explicit learning, and reflective learning each appear once in the reviewed articles. The distribution of articles based on the pedagogical approach is shown in Figure 7.

Table 8

Categories of strategies used in integrating STEAM in science classrooms

Approach Learning outcomes Highlights Authors and years
Arts/technology-based learning Learning retention and critical thinking Augmented reality (AR) improved students’ retention and critical thinking; male science learning outcomes benefited more than females Alkhabra et al. (2023)
Learning motivation, self-efficacy, and knowledge The integrated course design boosted students’ learning motivation, self-efficacy, and acquisition of interdisciplinary knowledge Jia et al. (2021)
Learning interest and conceptual understanding The strategy boosted interest in volcanoes by 40.7% and enhanced learning of volcanic concepts by up to 92% across four areas. Teachers observed sustained student motivation post-experience Gates (2017)
Conceptual understanding STEAM education positively impacted students’ conceptual understanding and reduced the number of misconceptions Ozkan and Topsakal (2021)
STEAM project-based learning Creativity Project-based and integrative STEAM education enhances student creativity Cheng et al. (2022)
Scientific creativity The entire STEAM-based curriculum enhances scientific creativity in junior high school students, irrespective of the sequence used in course stage design Tran et al. (2021a)
Scientific creativity Fluency and flexibility components showed considerable development, while originality remained unchanged. No substantial gender difference in scientific creativity was observed Tran et al. (2021b)
Values of reflection, critical social thinking, and collaborative decision-making Successful student engagement in values reflection, critical social thinking, and collaborative decision-making across four schools Rahmawati et al. (2022)
Knowledge, creativity, and hands-on performance Higher academic performance in STEAM knowledge, creativity, and hands-on performance among students in the experimental groups Hasio et al. (2022)
Critical and creative thinking STEAM is effectiveness in enhancing critical and creative thinking Wilson et al. (2021)
STEAM problem-based learning Not applicable STEAM plays a critical role in implementing discipline integration, teacher facilitation, and authentic tasks Quigley et al. (2020a)
Reflective learning Critical reflection STEAM education promotes critical learning and creativity Bassachs et al. (2020)
Inquiry-based learning Science learning gain Significant science learning gain due to the implementation of STEAM with visual arts and the performing art of dance activities Hughes et al. (2022)
Not applicable Connecting STEAM disciplines in this short sequence is possible, but it shouldn’t be an essential condition for future sequences López-Banet et al. (2021)
Knowledge, motivation, and creativity The intervention produced long-term knowledge and built motivation and creativity in educational settings Conradty and Bogner (2019)
Contextual learning Creativity The teaching approach enhanced creativity Ozkan and Topsakal (2020)
Students’ understanding Gender and academic achievement level determined STEAM module effectiveness; girls benefited more than boys Arpaci et al. (2023)
Engineering design process-based STEAM learning Basic science process skills and engineering design process The STEAM activity stimulated students’ engineering design process (EDP), particularly those with moderate BSPS, while their achievement results in the Basic science process skills (BSPS) were at a good level Khamhaengpol et al. (2021)
Role-taking-based learning Science identity development Multimodal composing provided students with an alternative space to construct science identities Jiang et al. (2020)
Explicit teaching Knowledge and skill for creative problem-solving STEAM education aids in cultivating creative problem-solving skills in students Park and Park (2020)
Under investigation Not applicable There was a significant overlap in the concepts of connected learning and STEAM, particularly in their shared emphasis on design, collaboration, and contextualized learning Quigley et al. (2020b)
Under investigation Not specific STEAM teaching requires substantial shifts in practice for many educators; it takes time to refine and implement effectively Quigley and Herro (2016)
Figure 7 
                  Distribution of articles based on a pedagogical approach.
Figure 7

Distribution of articles based on a pedagogical approach.

The STEAM teaching strategies in the science classrooms can be elaborated as follows:

  1. Arts/technology-based learning, applied by Alkhabra et al. (2023), Gates (2017), Jia et al. (2021), and Ozkan and Topsakal (2021), recognizes the value of combining creativity, artistic expression, and technological skills to enhance the overall educational experience.

  2. Project-based learning is an instructional approach where students actively engage in complex and real-world problems, resulting in a presentation or product for them to acquire knowledge and skills (Hypolite & Rogers, 2023). It was subscribed by Cheng et al. (2022), Hasio et al. (2022), Rahmawati et al. (2022), Tran et al. (2021a,b), and Wilson et al. (2021).

  3. Problem-based learning, adopted by adopted by Quigley et al. (2020a), allows students to apply knowledge and skills to generate solutions to a defined problem (Savery, 2015).

  4. Reflective learning, adopted by Bassachs et al. (2020), involves the activation of experiential knowledge through ongoing inquiry and self-assessment and ensures adaptability and responsiveness to the dynamic challenges of the environment (Sachs et al., 2019).

  5. Explicit learning, adopted by Park and Park (2020), is defined as carefully planned lessons presented to students with the aim of assisting them in gaining a comprehensive understanding of a particular subject (Park, 2008).

  6. Role-taking-based learning, followed by Jiang et al. (2020), incorporates activities or methods where students engage in taking on different roles or perspectives to develop science identities (Jiang et al., 2020).

  7. Engineering design-based learning, applied by Khamhaengpol et al. (2021), emphasizes active engagement, problem-solving, and the application of engineering principles in a practical context.

  8. Inquiry-based learning, adopted by Conradty and Bogner (2019), Hughes et al. (2022), López-Banet et al. (2021), refers to actively involved students by establishing connections to the real world through exploration and use of advanced questioning techniques (NRC, 2013).

  9. Contextual learning, adopted by Arpaci et al. (2023) and Ozkan and Topsakal (2020), emphasizes the importance of placing learning within a meaningful context or setting (Hwang, Hariyanti, Chen, & Purba, 2023).

In the exploration of pedagogical approaches within the context of STEAM education in science classroom settings, project-based learning emerges as the predominant method. Many of studies showed its effectiveness in engaging students with real-world problems and fostering creativity. Since the “Arts” distinguishes STEAM from STEM, Arts/technology-based learning also plays a significant role. This learning approach emphasizes the integration of artistic and technological skills to enhance educational experiences. However, no studies investigate students’ creativity when they apply arts/technology-based learning. Other student-centered learning strategies, for example, inquiry-based learning, contextual learning, and role-taking-based learning, have been studied for their roles in implementing STEAM education in science classrooms. Each approach brings unique strengths to STEAM education, collectively offering a diverse range of strategies to enhance science learning outcomes.

4 Discussion and Implication

The first research question deals with education levels, subject areas, and research methodologies that dominate in science classroom STEAM learning studies. Overall, the diverse application of STEAM learning in various education levels and scientific subjects, coupled with the variety of applied research methodologies, suggests a multifaceted exploration of STEAM education in the science classrooms context. The review implied that 2, 9, and 12 studies reported the implementation of STEAM learning in elementary, middle, and high schools, respectively. The results suggest a notable distribution of STEAM learning implementation across different education levels, with a predominant focus on middle schools. Additionally, the incorporation of STEAM learning in various science-based subjects, for example, physics, chemistry, and nanotechnology, highlights its versatility and applicability across different scientific domains. The prevalence of quantitative methods in 14 studies suggests a quantitative approach to measuring the effectiveness and outcomes of STEAM interventions. Conversely, the seven studies utilizing qualitative methods likely delved into the experiential and nuanced aspects of STEAM implementation, providing a richer understanding of the learning process. The two studies employing mixed methods indicate a comprehensive investigation that combines both quantitative and qualitative data. Mixed-methods studies offer a more holistic perspective on STEAM learning (Ozkan & Umdu Topsakal, 2021a; Wilson et al., 2021). Since only two studies have reported the use of mixed-methods for STEAM education in science classrooms, there is a need for more mixed-methods studies in this context. Mixed-methods research can be used to leverage the strengths of both quantitative and qualitative approaches while mitigating their limitations (Creswell & Creswell, 2017). By combining quantitative and qualitative data, researchers can gain a more comprehensive and nuanced understanding of a phenomenon, as well as corroborate or refute findings from one method with another (Creswell & Creswell, 2017).

The second research question focuses on definitions and integration levels of STEAM adopted in science classroom research. Authors of the reviewed articles tended to define STEAM education in the same way when the integration level was multidisciplinary. At the multidisciplinary level, STEAM is defined as Arts + STEM (Cheng et al., 2022; Conradty & Bogner, 2019; Hughes et al., 2022; Khamhaengpol et al., 2021; Rahmawati et al., 2022). Jiang et al. (2020) highlighted that the combination of Arts and STEM is to facilitate middle school students’ disciplinary identity development. At the multidisciplinary level, STEAM is defined as the acronyms that combine science, technology, engineering, arts, and mathematics (Arpaci et al., 2023; Gates, 2017; Hsiao et al., 2022). Other researchers explicitly use the word “interdisciplinary” to define STEAM education (López-Banet et al., 2021; Tran et al., 2021a,b). Ozkan and Topsakal (2020, 2021) define STEAM means the shift from “what to be taught” to “what I shall experience,” and it requires two or more disciplines to be combined into a specific concept to achieve the learning objectives. More than just the combination of Arts and STEM, STEAM must rely heavily on integrating the arts into STEM to reshape education in the sciences and humanities (Bassachs et al., 2020).

Furthermore, more diverse definitions of STEAM were found in the highest level of integration, specifically in transdisciplinary STEAM learning. Solving real-world problems becomes the keyword in transdisciplinary STEAM learning, more than just emphasizing multidiscipline. Well-defined transdisciplinary STEAM learning was adopted by some researchers. For example, Quigley and Herro (2016) stated that STEAM emphasizes the very nature of holistic in the context of formal education and emerges from disciplinary practices, and Quigley et al. (2020b) highlighted that transdisciplinary STEAM approaches use the collective expertise from various disciplines to address and resolve problems, with a focus on emphasizing the problem itself rather than emphasizing a specific discipline.

The findings on definitions and integration levels of STEAM in science classrooms reveal a noteworthy consistency in how authors define STEAM education when the integration level is multidisciplinary. Moreover, diverse terminologies such as acronyms combining science, technology, engineering, arts, and mathematics, as well as the explicit use of the term interdisciplinary, highlight some flexibility in conceptualizing and communicating the multidisciplinary nature of STEAM. As the integration level progresses to transdisciplinary STEAM learning, the definitions become more varied, with a heightened emphasis on problem-solving as a central component. Thus, these implications provide a nuanced understanding of STEAM education, which encompasses diverse perspectives that range from disciplinary identity development to transdisciplinary problem-solving.

For researchers and educators, the choice between these STEAM integration levels is contingent upon the specific goals and context of the study or educational implementation. Transdisciplinary STEAM is apt for addressing complex and real-world problems in a holistic manner. Multidisciplinary STEAM offers a balanced integration among the disciplines, while interdisciplinary STEAM provides a flexible approach that encourages diverse perspectives. Ultimately, the decision should align with the objectives of the study or educational initiative that ensure a tailored and effective integration of STEAM principles.

The last research question concerns about pedagogical approaches applied in science classroom STEAM learning. It was captured that project-based learning, arts/technology-based learning, inquiry-based learning, and contextual-based learning dominate in the implementation of STEAM education in science classroom settings. The reviewed articles show that STEAM learning was implemented to facilitate students to master science knowledge and twenty-first-century skills, for example, creativity (Cheng et al., 2022, Conradty & Bogner, 2019; Hasio et al., 2022; Wilson et al., 2021), scientific creativity (Tran et al., 2021a,b), critical thinking (Alkhabra et al., 2023; Rahmawati et al., 2022; Wilson et al., 2021), and collaborative decision-making (Rahmawati et al., 2022). The findings regarding pedagogical approaches in science classroom STEAM learning carry significant implications for educational practices. The research underscores the prevalence of diverse instructional methods, with student-centered active learning approaches dominating in implementing STEAM education within science classrooms. The reviewed articles highlight that the implementation of STEAM learning in science classrooms is geared toward fostering essential twenty-first t-century skills. As such, these findings advocate for the continued exploration and incorporation of innovative pedagogical approaches in science classrooms to effectively integrate STEAM education and prepare students for the challenges and opportunities of the twenty-first century.

5 Conclusion and Recommendations

This article attempts to analyze the published works on the implementation of STEAM education in science classroom context. STEAM education was dominantly implemented in the middle schools for various science subjects. Furthermore, quantitative data collections were widely applied by a majority of the researchers to investigate the effect of STEAM learning toward students’ knowledge and twenty-first-century skills. Researchers agreed on the same STEAM definition at the multidisciplinary level. Half of the reviewed articles incorporated interdisciplinary STEAM learning where a strong connection between two or more STEAM disciplines to develop deeper knowledge and abilities is required. At the transdisciplinary level, more variations of the STEAM definition were adopted by different authors. However, all were in line to justify that in transdisciplinary STEAM, students must be able to solve real-world problems. In science classroom settings, STEAM learning is mainly promoted by project-based learning, arts/technology-based learning, inquiry-based learning, and contextual-based learning. The literature consistently shows that regardless of the integration level applied, the pedagogical approach for STEAM education should be based on student-centered and active learning strategies. The findings suggest that there are diverse investigations on STEAM learning within the science classroom contexts.

While the existing body of research provides valuable insights into STEAM education within science classrooms context, the lack of a standardized definition, particularly in transdisciplinary STEAM learning, poses a challenge for educators. To address this issue, urgent attention should be directed toward further studies that establish a unified STEAM definition and framework. This is important to facilitate the seamless adoption of transdisciplinary STEAM by science teachers. The transdisciplinary STEAM should emphasize the integration of multiple disciplines to solve real-world problems in such a way that students are prepared with the twenty-first-century skills. With that, a decisive shift toward student-centered and active learning strategies is recommended. In this sense, project-based learning can be applied as the best approach for transdisciplinary STEAM as it contributes to a more comprehensive and engaging STEAM education within science classrooms. Furthermore, the next studies should also focus on developing standardized metrics to assess the impact of STEAM learning in science classrooms, especially on the students’ twenty-first-century skills. Mixed-methods studies should be more extensively adopted to allow a flexible and adaptable research design that can accommodate different research questions, settings, and populations. More importantly, future research should attempt to establish a cohesive framework for STEAM education to facilitate consistency across studies.

Furthermore, it is important to acknowledge certain limitations that may affect the generalizability of the findings in this article. The scope of this article is limited to published works available in Scopus and WOS databases in the timespan from 1 January 2012 to 31 May 2023, which may not encompass all relevant studies on STEAM education from other recourses. Additionally, while the review highlights the prevalence of certain pedagogical approaches, it does not examine deeply the contextual factors, for example, cultural contexts, educational settings, and resource availability, that may influence the effectiveness of these approaches. Therefore, future studies should explore the impact of those contextual variables on the effectiveness of STEAM pedagogies.

  1. Funding information: The research was supported by Faculty of Mathematics and Natural Sciences, Universitas Negeri Malang, Indonesia, and the Ministry of Higher Education Malaysia under the Fundamental Research Grant Scheme (FRGS/1/2023/SSI07/UTM/01/3) managed by Universiti Teknologi Malaysia (R.J130000.7853.5F609).

  2. Author contributions: Erni Yulianti: investigation, methodology, writing – original draft, writing – review and editing, visualization. Hadi Suwono: conceptualization, formal analysis, writing – review and editing. Nor Farahwahidah Abd Rahman: resources, data curation, visualization. Fatin Aliah Phang: resources, methodology, formal analysis, writing – review and editing.

  3. Conflict of interest: The authors state no conflict of interest.

  4. Data availability statement: The data supporting the conclusion of this article are included in the article. Any queries regarding these data may be directed to the corresponding authors.

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Received: 2024-03-23
Revised: 2024-07-24
Accepted: 2024-08-05
Published Online: 2024-09-13

© 2024 the author(s), published by De Gruyter

This work is licensed under the Creative Commons Attribution 4.0 International License.

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