STEAM education


STEAM 'education' is an expanded approach to teaching science, technology, engineering, and mathematics, an interdisciplinary and integrated teaching method for those four subjects. STEAM expands on STEM education by including the arts. STEAM programs aim to teach students innovation, to think critically, and to use engineering or technology in imaginative designs or creative approaches to real-world problems while building on students' mathematics and science base.

Program examples

Examples of state-based STEAM programs, guidance or related resources in the United States include:

J-STEAM

The Journal of STEAM Education is a free and open-access journal that is peer-reviewed by an international team of reviewers. It is an online publication and is published by the STEAM Education Research Association. The journal publishes articles from a range of topics in educational research and related disciplines. As J-STEAM, it has an emphasis on the integration of STEAM topics, namely science, technology, engineering, art, and mathematics.

STEAM in children's media

  • Sesame Streets 43rd season continues to focus on STEM but finds ways to integrate art. They state: "This helps make learning STEM concepts relevant and enticing to young children by highlighting how artists use STEM knowledge to enhance their art or solve problems. It also provides context for the importance of STEM knowledge in careers in the arts."
  • MGA Entertainment created a S.T.E.A.M. based franchise Project Mc2.

Criticism of STEAM

STEM subjects can incorporate art to assist teaching STEM, where art is a tool for STEM in the form of STEAM education. However, some criticism holds that art and STEM subjects should be of equal value in the education process.

Other uses of STEAM