A Novel Methodology to Develop STEAM Projects According to National Curricula
Abstract
:1. Introduction
1.1. Sciences (S)
1.2. Technology (T)
1.3. Engineering (E)
1.4. Mathematics (M)
1.5. Art (A)
1.6. Design and Content Integration in STEAM Projects
1.7. Teacher Training for the Design of STEAM Projects
2. Research Objective
3. Methodology for Transforming Curricula into STEAM Projects
- Regarding the “forward” variant, the main theme of the STEAM project is based on one of the areas of opportunity obtained from the thematic areas with the highest number of connections with the other thematic areas; in this way, the areas of opportunity are the areas that will cover a greater amount of content.
- Concerning the “backward” variant, we start from an idea or concept that will be the main theme of the STEAM project and then we go back to look for the thematic areas of the curriculum that are related to the selected theme.
3.1. Common Stage to the Two Variants of the Methodology
- Phase 1. Item filtering (vertical redundancy): In this phase the redundant items, (An item is defined as a portion of content sumarized in a sentence), are searched in the curricula of the analysed courses, understanding that two items are redundant if they appear written exactly the same in two courses at least. In this phase, the redundancy index is also defined as the relationship between the number of vertically redundant items and the amount of initial items in the EU education law.
- Phase 2. Formation of curricular groups: In this phase, items with similar content are gathered in curricular groups, understanding that two items have similar contents if, within the same subject, they refer to the same concept, but focused from different learning perspectives.
- Phase 3. Classification of curricular groups in STEAM disciplines: The objective of this phase is unlinking the curricular groups from their subject of origin in order to classify them within one of the STEAM fields or disciplines. The classification of each curricular group within one area or another was carried out according to the definitions made by [2] for Science, Technology, Engineering and Mathematics and the Art definition made by the Rhode Island School of Design.
- Phase 4. Obtaining thematic areas: In this phase, the curricular groups of each STEAM discipline are reorganized, forming the thematic areas of each discipline. In this way, the thematic areas of each discipline bring together the curricular groups with content related to each other.
- The conceptual curricular groups are the ones directly related to the contents, they answer the question: what are we going to learn?
- Non-conceptual, or procedural, curriculum groups are those groups related to the learning process that are not specific to any STEAM discipline. They usually answer the question: how are we going to learn? In this type, curricular groups are classified as “autonomous and cooperative learning”, “recognition of the work of others”.
3.2. Stage Specific to Each Variant
Methodology of “Forward” Variant
- Stands out for its centrality and breadth within the discipline
- Must be close to the students, connected to their reality, accessible to them and open and motivating enough to promote the whole project.
- Its study should allow to establish intra and interdisciplinary connections, that is, to relate with other areas within the discipline itself and with areas of other STEAM disciplines.
- Phase 5. Map of intra-disciplinary relationships and selection of areas of opportunity: In this phase, relationship maps are created between the thematic areas of each discipline. Two thematic areas are considered to be connected if an evident guiding principle can be found that allows them to be included within the same learning project. From the relationship maps, the thematic areas with the highest number of connections with the other areas are selected as areas of opportunity.
- Phase 6. Preparation of the general diagram: A general diagram is generated taking into account all the thematic areas: both areas of opportunity, conceptual and non-conceptual, and non-opportunity areas that will allow to relate all the areas to each other, see Figure 2.The diagram is divided into 5 sectors and three concentric circles. The sectors correspond to each of the STEAM disciplines and the areas of each discipline are placed in the concentric circles of each sector and therefore:
- -
- The non-opportunity thematic areas are placed in the outer circle, that is, they do not have enough connections to trigger the STEAM project.
- -
- Conceptual opportunity areas that do have a high number of connections are placed in the intermediate circle and they can therefore become the main theme of the STEAM project.
- -
- The non-conceptual or procedural areas are placed in the inner circle.
- Phase 7. Choice of the area of opportunity and development of the STEAM project: In this phase, the area of opportunity is chosen, which will be the main topic on which the STEAM project will be developed, which, in order to be complete, must contain areas of each of the STEAM disciplines and, if possible, all the procedural areas of the inner diagram. This is a creative process in which countless STEAM projects can be developed for the same area of opportunity, being the teacher responsible for defining the theme of the project, its planning, its development, the use of active methodologies...
3.3. Methodology of “Backward” Variant
- Phase 5. General diagram: In this phase, a general diagram of areas similar to the “forward” variant is generated, with five sectors, one for each discipline, but with only two concentric circles, showing the conceptual thematic areas on the outside and the non-conceptual, or procedural, on the inside, see Figure 3.
- Phase 6. Choosing the STEAM project theme: In this case, and unlike the “forward” variant, the theme does not come from an area of opportunity, but it can be taken from any theme generated by the teacher’s or student’s creativity. For the STEAM project to be considered as a quality project, the main theme must meet the same characteristics as the opportunity area of the “forward” variant: it must stand out for its centrality and breadth, be close to the student and sufficiently connected with the thematic areas of the curriculum obtained in the first stage of the methodology.
- Phase 7. Selection of the thematic areas of the project: At this time, once the main theme of the project has been chosen, we go back to phase 5 and from the diagram we select the thematic areas that have, explicitly or implicitly, connections with the main theme and that will be part of the STEAM project. In the same way as in the “forward” variant, for a STEAM project to be considered complete, it must contain thematic areas of each of the STEAM disciplines and, if possible, of all the procedural areas within the diagram.
3.4. Example of Application of the “Forward” Variant of the Methodology
3.4.1. Methodology Implementation
- Sustainable development
- Environmental balance
- Reducing, reusing and recycling
- Climate change
- Renewable and non-renewable sources
- Responsible use of energy
- Energy and sustainable development
- Shortage and depletion of resources
3.4.2. STEAM Project, “Sustainable City”
3.5. Example of Application of the “Backward” Variant of the Methodology
3.6. Phase 7. Selection of the Project Thematic Areas
Implementation of the STEAM-Cooking Project
- Registration Teams will register for the competition via the website (https://steamcocina.dart4city.eu/, (accessed on 3 February 2022)). In the registration they must provide a name of the team, which must be appropriate and pertinent to the theme of the Contest, and a video presentation of 1 to 3 min, arguing and defending their skills and motivation to participate in it.
- Phase 0 The organization selects 20 teams. The selected teams are invited to an online meeting where the competition rules and the use of the training platform are explained. The teams can present themselves and perform a dynamic work with the rest of the teams.
- Phase 1 In this phase, participants will have access to different training materials, whether texts, videos, websites or applications, to learn about the 10 topics proposed. On each of these contents, a theoretical-practical activity will be proposed, which must be delivered in the format and place indicated for each of them (presentation, video, Padlet, mind map, infographic, etc.). Each topic and its corresponding activity are scheduled to take place in one week, although the final delivery deadline will be closed at the end of phase 1, for final evaluation and score distribution. At the end of this phase, a classification or ranking is generated with the awarded score in each topic. At this stage, a new theme will be proposed each week. This topic is published on the content website with information, links to other websites, documents, videos... to enhance self-learning. For every topic/week, a master class is also scheduled on the topic. The speakers of each master class are specialists in the topic, offering additional information to the material provided on the web. Masterclasses are saved and uploaded to the content account on Youtube channel (https://www.youtube.com/channel/UCG3LvyUZebB2mownnzRD4jQ (accessed on 3 February 2022)).Phase 2. The teams will have 3 weeks to formalize their proposal in which they must define and argue a one-day menu, putting into practice the contents learned and complying with the instructions indicated on the website for this phase. The Jury will evaluate and score the proposals of phase 2, adding the points to those obtained in phase 1. The top 5 teams will move on to the final phase. Phase 3. The finalists classified for this phase will be summoned to a face-to-face session where they will present the project developed in phase 2 and will cook 3 dishes from their menu (main course, second course and dessert). The Jury will evaluate and taste the dishes presented and will award the corresponding points that will decide on the final classification. This score will be independent of that obtained in phases 1 and 2.
4. Conclusions
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
Sample Availability
References
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Mathematics | Natural Sciences | Social Sciences | Plastic Arts Education | Total | |
---|---|---|---|---|---|
Initial curricular studies | 466 | 296 | 169 | 290 | 1221 |
Redundant elements | 131 | 68 | 6 | 64 | 269 |
Resulting curricular elements | 335 | 223 | 163 | 226 | 952 |
Vertical redundancy index | 0.28 | 0.23 | 0.04 | 0.22 | 0.22 |
Mathematics | Natural Sciences | Social Sciences | Plastic Arts Education | Total | |
---|---|---|---|---|---|
Non-redundant elements | 335 | 228 | 163 | 226 | 952 |
Curricular groups | 117 | 77 | 65 | 73 | 332 |
Curricular variety index | 0.35 | 0.34 | 0.40 | 0.32 | 0.35 |
STEAM | NO STEAM | ||||||||
---|---|---|---|---|---|---|---|---|---|
S | T | E | A | M | Total | % | Total | % | |
Mathematics | 0 | 5 | 28 | 0 | 75 | 108 | 92% | 9 | 8% |
Natural Sciences | 36 | 16 | 18 | 0 | 0 | 70 | 91% | 7 | 9% |
Social Sciences | 32 | 0 | 6 | 1 | 0 | 39 | 60% | 26 | 40% |
Plastic Arts Education | 0 | 5 | 11 | 51 | 0 | 67 | 92% | 6 | 8% |
Total | 68 | 26 | 63 | 52 | 75 | 284 | 86% | 48 | 14% |
% | 24% | 9% | 22% | 18% | 26% |
S | T | E | A | M | Total | |
---|---|---|---|---|---|---|
Conceptual thematic areas | 10 | 2 | 9 | 4 | 8 | 33 |
Procedural thematic areas | 1 | 2 | 0 | 1 | 2 | 6 |
Total | 11 | 4 | 9 | 5 | 10 | 39 |
ID | Thematic Area | Type | Connections |
---|---|---|---|
S1 | Introduction to the scientific method | P | 10 |
S2 | The human body: structure and functions | C | 5 |
S3 | Health and Illness | C | 4 |
S4 | The cell and living beings | C | 8 |
S5 | Ecosystems | C | 7 |
S6 | Sustainability | C | 9 |
S7 | Weather and Climate | C | 6 |
S8 | Hydrosphere: water | C | 6 |
S9 | Lithosphere: reliefs | C | 6 |
S10 | The Solar System | C | 1 |
S11 | Economic and human activity | C | 4 |
ID | Thematic Area | Type | Connections |
---|---|---|---|
T1 | Use of ICTs | P | 2 |
T2 | Property and security licenses in ICTs | P | 3 |
T3 | Electrical machines and equipment | C | 3 |
T4 | The adding machine | C | 2 |
ID | Thematic Area | Type | Connections |
---|---|---|---|
E1 | Matter and materials | C | 5 |
E2 | Electricity and magnetism | C | 1 |
E3 | Scales, maps and representations | C | 2 |
E4 | Measurement: units, measurements and appliances | C | 5 |
E5 | The measure of time | C | 1 |
E6 | The monetary system | C | 1 |
E7 | Geometric drawing | C | 4 |
E8 | Forces: gravity, friction and speed | C | 3 |
E9 | Waves: light and sound | C | 2 |
ID | Thematic Area | Type | Connections |
---|---|---|---|
A1 | The image: elements, value and functions | C | 5 |
A2 | Advertising: social function and elaboration | C | 3 |
A3 | The cinema and animated movies | C | 3 |
A4 | Interest in artistic events | P | 4 |
A5 | Plastic and audio-visual composition | C | 4 |
ID | Thematic Area | Type | Connections |
---|---|---|---|
M1 | Math problem solving | P | 9 |
M2 | Natural numbers | C | 3 |
M3 | Operations with natural numbers and mental calculation | P | 9 |
M4 | Fractions and decimals | C | 4 |
M5 | Proportionality and percentages | C | 6 |
M6 | Angles and sexagesimal system | C | 4 |
M7 | Flat figures: elements, perimeters and areas | C | 6 |
M8 | Geometric bodies | C | 4 |
M9 | Statistics | C | 5 |
M10 | Probability | C | 4 |
STEAM Discipline | Opportunity Area |
---|---|
Sciences | S4 The cell and living beings |
S5 Ecosystems | |
S6 Sustainability | |
Technology | T3 Electrical machines and appliances |
Engineering | E1 Matter and Materials |
E4 Measurement: units, measurements and appliances | |
E7 Geometric drawings | |
Art | A1 The image: elements, value and functions |
A5 Plastic and audio-visual composition | |
Maths | M5 Proportionality and percentages |
M7 Flat figures: perimeters and areas | |
M9 Statistics |
B and G | Phy and Ch | M | T | PE | CS and ICT | AS | SC | Total | |
---|---|---|---|---|---|---|---|---|---|
Curricular items | 84 | 91 | 717 | 158 | 919 | 267 | 34 | 21 | 2291 |
Redundant items | 18 | 16 | 448 | 53 | 194 | 127 | 0 | 0 | 846 |
Non-redundant items | 66 | 75 | 269 | 105 | 725 | 140 | 34 | 21 | 1445 |
Curricular variety index | 0.21 | 0.18 | 0.62 | 0.34 | 0.21 | 0.48 | 0.00 | 0.00 | 0.37 |
B and G | Phy and Ch | M | T | PE | CS and ICT | AS | CS | Total | |
---|---|---|---|---|---|---|---|---|---|
Non-redundant items | 66 | 75 | 269 | 105 | 725 | 140 | 34 | 21 | 1445 |
Curricular items | 30 | 43 | 91 | 33 | 126 | 37 | 16 | 12 | 388 |
Curricular variety index | 0.46 | 0.57 | 0.34 | 0.31 | 0.17 | 0.26 | 0.47 | 0.57 | 0.27 |
ID | S | T | E | A | M | Total STEAM | Total No STEAM |
---|---|---|---|---|---|---|---|
Biology and Geology | 29 | 0 | 0 | 0 | 0 | 29 | 1 |
Physics and Chemistry | 5 | 4 | 34 | 0 | 0 | 43 | 0 |
Mathematics | 1 | 5 | 0 | 0 | 75 | 81 | 10 |
Technology | 1 | 17 | 9 | 1 | 0 | 28 | 5 |
Plastic Arts Education | 0 | 8 | 14 | 89 | 2 | 113 | 13 |
Computer Science and ICT | 1 | 23 | 0 | 0 | 0 | 24 | 13 |
Applied Sciences | 13 | 2 | 1 | 0 | 0 | 16 | 0 |
Scientific Culture | 7 | 1 | 2 | 0 | 0 | 10 | 2 |
Scientific Culture | 7 | 1 | 2 | 0 | 0 | 10 | 2 |
Total | 57 | 60 | 60 | 90 | 77 | 344 | 44 |
ID | Thematic Area | Type |
---|---|---|
S1 | The scientific methodology | P |
S2 | The Universe | C |
S3 | Earth history and evolution | C |
S4 | The cell | C |
S5 | The human body | C |
S6 | Living beings | C |
S7 | Sustainability and Pollution | C |
ID | Thematic Area | Type |
---|---|---|
T1 | Hardware and software | P |
T2 | Security in ICTs | P |
T3 | ICTs in research and projects | C |
T4 | Office automation | C |
T5 | Multimedia productions | C |
T6 | Networks | P |
T7 | Programming | P |
T8 | Electronics and robotics | C |
T9 | Electrical machines and circuits | C |
ID | Thematic area | Type |
---|---|---|
E1 | Materials | C |
E2 | Atomic structures | C |
E3 | Matter | C |
E4 | Chemistry | C |
E5 | Chemical reactions | C |
E6 | Forces, work and machines | C |
E7 | Energy | C |
E8 | Layouts and representation | P |
ID | Thematic Area | Type |
---|---|---|
A1 | Language and audio-visual communication | P |
A2 | Elements of graphic design | P |
A3 | Graphic techniques and strategies | P |
A4 | The comic | C |
A5 | Photography | C |
A6 | Advertising | C |
A7 | The moving image | C |
A8 | Graphic design | C |
ID | Thematic Area | Type |
---|---|---|
M1 | Numbers and operations | P |
M2 | Problem solving | P |
M3 | Algebraic expressions | P |
M4 | Proportionality and percentages | C |
M5 | Plane geometry | C |
M6 | Solid geometry | C |
M7 | Statistics | C |
M8 | Probability | C |
ID | Topic | STEAM thematic areas |
---|---|---|
1 | Art | S(1,5,7), T(1,3,4,5,9), E(3,5,7,8), A(1,2,3,4,5,6,7,8), M(5,6) |
2 | Advertising | S(5,7), T(1,2,3,4,5,6,7,8,9), E(3,5,7), A(1,2,3,4,5,6,7,8), M(5,6) |
3 | Biology | S(1,4,5,7), T(1,3,4,5,6,9), E(1,3,5,7), A(5,7), M(1,2) |
4 | Maths | S(1,5,6,7), T(1,3,4,5,9), E(3,5,7), A(5,7), M(1,2,4) |
5 | Economy | S(5,7), T(1,3,4,5,9), E(3,5,7), A(5,7), M(1,2,3,4,6) |
6 | Sustainability | S(5,7), T(1,3,4,5,9), E(3,5,7), A(5,7), M(1,2,3,4,6) |
7 | Chemistry | S(1,5,7), T(1,3,4,5,9), E(2,3,4,5,7), A(5,7), M(1,2,3,4) |
8 | Physics | S(1,5,7), T(1,3,4,5,9), E(1,3,4,5,7), A(5,7), M(1,2,3,4) |
9 | Technology | S(1,5,7), T(1,3,4,5,8,9), E(1,3,5,7), A(5,7), M(1,2,4,5,6) |
10 | Product design | S(1,5,7), T(1,3,4,5,8,9), E(1,3,5,7,8), A(5,6,7,8), M(1,2,5,6) |
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Montés, N.; Zapatera, A.; Ruiz, F.; Zuccato, L.; Rainero, S.; Zanetti, A.; Gallon, K.; Pacheco, G.; Mancuso, A.; Kofteros, A.; et al. A Novel Methodology to Develop STEAM Projects According to National Curricula. Educ. Sci. 2023, 13, 169. https://doi.org/10.3390/educsci13020169
Montés N, Zapatera A, Ruiz F, Zuccato L, Rainero S, Zanetti A, Gallon K, Pacheco G, Mancuso A, Kofteros A, et al. A Novel Methodology to Develop STEAM Projects According to National Curricula. Education Sciences. 2023; 13(2):169. https://doi.org/10.3390/educsci13020169
Chicago/Turabian StyleMontés, Nicolás, Alberto Zapatera, Francisco Ruiz, Laura Zuccato, Sandra Rainero, Amerigo Zanetti, Ketty Gallon, Gabriel Pacheco, Anna Mancuso, Alesandros Kofteros, and et al. 2023. "A Novel Methodology to Develop STEAM Projects According to National Curricula" Education Sciences 13, no. 2: 169. https://doi.org/10.3390/educsci13020169
APA StyleMontés, N., Zapatera, A., Ruiz, F., Zuccato, L., Rainero, S., Zanetti, A., Gallon, K., Pacheco, G., Mancuso, A., Kofteros, A., & Marathefti, M. (2023). A Novel Methodology to Develop STEAM Projects According to National Curricula. Education Sciences, 13(2), 169. https://doi.org/10.3390/educsci13020169