Background
The advent of new and emerging technologies and industries has highlighted the need to equip youth with a unique skillset necessary to cope with a rapidly changing and complex digital era and adapt to modern societies' demands. This need has led to the development of teaching approaches to equip students with creative and innovative skills to help prevent any future skills gap. This shift has fuelled the growth of STEAM (Science, Technology, Engineering, Arts and Mathematics) Education worldwide.
Objectives
Our goal was to engage in a systematic review of the literature to identify the application and prevalence of emerging technologies within the landscape of STEAM Education.
Methods
We engaged in a systematic review of the literature. Following the application of exclusion criteria to 461 studies, 43 studies were extracted and analysed.
Findings and Conclusions
Analysis of these studies provides evidence of the fast‐growing use of innovative emerging technologies within the STEAM landscape across all levels of education, from early childhood to college‐level settings. Our analysis reveals an emphasis on developing STEAM‐related disciplinary knowledge and the desire to develop students' 21st‐century skills with a notable lack of targeted emphasis on developing understandings in the arts disciplines. We identify the need for carefully designed intervention studies involving collaboration between multidisciplinary STEAM experts that use high‐quality measures which support the development of inferences relating to learning outcomes arising from such interventions.
The aim of this chapter is to discuss the use of serious games in STEAM education and to present FemSTEAM Mysteries, a serious game that was developed in the context of an EU-funded project. The game is intended for teenagers (age 12-15) and its goal is to promote gender equality in STEAM by inspiring all students to pursue STEAM careers, and to enhance the acquisition of key skills and competences for STEAM studies. It is based on role-model STEAM pedagogy and introduces students to important STEAM researchers and professionals in ways that challenge gender stereotypes as well as stereotypes about the characteristics of scientists and artists. The chapter presents the design and theoretical framework of the game which is based on both bibliographical and field research that was carried out in the context of the FemSTEAM Mysteries project.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.