Short answer

When designing educational tools or curricula for STEAM, ensure that the arts are not an afterthought but are intentionally integrated with technological and scientific components.

Field
Innovation & Design
Source
Journal of Computer Assisted Learning (2023)
Method
Systematic Literature Review
Sample
43 studies
Evidence
Moderate effect

The integration of emerging technologies in STEAM education is rapidly increasing, yet there's a notable gap in the development of arts-related disciplinary knowledge. This innovation & design research insight is drawn from a 2023 study published in Journal of Computer Assisted Learning. Using Systematic literature review with 43 studies, researchers explored how this design variable affects real-world outcomes. The key design takeaway: When designing educational tools or curricula for STEAM, ensure that the arts are not an afterthought but are intentionally integrated with technological and scientific components.

Study
Innovation & DesignRecentModerate effect

Emerging Technologies Accelerate STEAM Education, But Arts Integration Lags

The integration of emerging technologies in STEAM education is rapidly increasing, yet there's a notable gap in the development of arts-related disciplinary knowledge.

Journal of Computer Assisted Learning · 2023

01

Key Findings

  • 01Emerging technologies are increasingly prevalent across all educational levels within STEAM.
  • 02There is a strong emphasis on developing disciplinary knowledge and 21st-century skills.
  • 03There is a lack of targeted emphasis on developing understanding within the arts disciplines.
02

Application

Design takeaway

When designing educational tools or curricula for STEAM, ensure that the arts are not an afterthought but are intentionally integrated with technological and scientific components.

How to apply

When developing new educational programs or technologies, conduct a needs assessment that specifically identifies opportunities to weave artistic elements into STEM-focused activities.

Project actions

  • 01When researching a new technology for your design project, consider how it can be applied across different disciplines, including the arts.
  • 02Ensure your project proposal clearly outlines how all aspects of STEAM will be addressed, not just STEM.
03

Method & Evidence

AimWhat is the prevalence and application of emerging technologies within STEAM education, and what are the associated learning outcomes and pedagogical considerations?
MethodSystematic Literature Review
ProcedureA systematic review was conducted, analyzing 43 studies after applying exclusion criteria to an initial pool of 461. The analysis focused on the use of emerging technologies in STEAM education, the development of disciplinary knowledge, and 21st-century skills.
Sample43 studies
ContextSTEAM Education (Science, Technology, Engineering, Arts, Mathematics)

Variables

IVUse of emerging technologies in STEAM education
DVPrevalence of emerging technologies, emphasis on disciplinary knowledge (STEM vs. Arts), development of 21st-century skills
CVEducational level (early childhood to college)
04

Strengths & Limitations

Strengths

  • +Comprehensive systematic review methodology.
  • +Analysis across a wide range of educational levels.

Limitations

The review focused on existing literature, which might not capture all emerging trends or the most innovative practices.

Reliability & validity

The systematic review process, with clear inclusion/exclusion criteria, enhances the reliability of the findings. Validity is supported by the analysis of a diverse set of studies.

Think critically

How can the design of emerging technologies themselves be influenced by the need for better arts integration in education?

05

Design Principles

"Holistic STEAM Integration: Design educational experiences that equally value and integrate Science, Technology, Engineering, Arts, and Mathematics."

Designers and educators must recognize this imbalance. To foster truly innovative and well-rounded individuals, future design projects and educational strategies need to proactively incorporate the arts alongside technology and science.

06

What This Means for Your Design

New technologies are being used a lot in science and tech classes, but art classes aren't getting as much attention.

How to use in your project

  • 1.Reference this study to justify the importance of a balanced STEAM approach in your design project, especially if your solution focuses on integrating technology with arts.
07

Add to My Project

08

Quick Cite

Paragraph starter

The integration of emerging technologies within STEAM education is a growing trend, as evidenced by a systematic review of the literature (Leavy et al., 2023). While these technologies are increasingly used to enhance STEM competencies and 21st-century skills, a significant gap exists in the development of arts-related disciplinary knowledge. This highlights a critical area for design intervention, emphasizing the need to create solutions that foster a more balanced and holistic STEAM experience.

09

Source

Journal of Computer Assisted Learning

The prevalence and use of emerging technologies in <scp>STEAM</scp> education: A systematic review of the literature

journal · 2023

View source

Questions About This Research

What does the research say about emerging technologies accelerate steam education, but arts integration lags?
When designing educational tools or curricula for STEAM, ensure that the arts are not an afterthought but are intentionally integrated with technological and scientific components. Evidence: Journal of Computer Assisted Learning (2023).
Why does "Emerging Technologies Accelerate STEAM Education, But Arts Integration Lags" matter for design?
Designers and educators must recognize this imbalance. To foster truly innovative and well-rounded individuals, future design projects and educational strategies need to proactively incorporate the arts alongside technology and science.
How can designers apply this research?
When designing educational tools or curricula for STEAM, ensure that the arts are not an afterthought but are intentionally integrated with technological and scientific components.
What were the main findings?
Emerging technologies are increasingly prevalent across all educational levels within STEAM.. There is a strong emphasis on developing disciplinary knowledge and 21st-century skills.. There is a lack of targeted emphasis on developing understanding within the arts disciplines.
What research method was used?
Systematic Literature Review with 43 studies.
How strong is the evidence?
Evidence strength is rated Moderate effect, based on a 2023 journal from Journal of Computer Assisted Learning.
What should I do differently in my next project?
When developing new educational programs or technologies, conduct a needs assessment that specifically identifies opportunities to weave artistic elements into STEM-focused activities.
What are the limitations?
The review may be subject to publication bias, and the quality of the included studies varied.