Evaluation of STEAM Project-Based Learning (STEAM PBL) Instructional Designs from the STEM Practices Perspective
Abstract
:1. Introduction
- Identify the instructional design sophistication of 46 currently already implemented STEAM projects by utilizing a rubric instrument built from the STEM practice-based framework.
- Compare how the STEAM projects gathered from five secondary schools are characterized in their instructional design sophistication dimensions.
- Analyse the differences and similarities between schools that exclusively convey science curriculum through STEAM projects from those which also use other complementary methodological approaches.
2. Theoretical Framework
2.1. From STEM to STEAM Education
2.2. Project-Based Learning as a Means of STEAM Education
3. STEM Practices as an Analytical Framework to Study STEAM PBL
4. Methods
4.1. Data Collection
- Secondary school centres belong to a self-organized network of schools that discuss and develop curriculum materials with a PBL methodological approach.
- Secondary school centres are socially and culturally diverse and representative of the region they belong to.
- Every secondary school centre implements the PBL methodological approach in different pedagogical settings in terms of schedule structure, project duration, teacher expertise, integration with other methodologies, etc.
- PBL instructional designs should be acknowledged as “STEAM projects” by the teachers who design and implement them. “STEM projects” were also included when “Arts” were explicitly integrated in the forms of plastic/musical arts, liberal arts and creativity skills.
- PBL instructional designs should incorporate operative elements of the PBL methodology and Science and Technology curricular standards.
- PBL instructional designs should have been tested at least once with 12–14-year-old learners.
4.2. Research Instruments
- The STEM PBL rubricis already published and its content validated in an evaluative process.
- The design and validation process was part of the same research within a greater research project, providing to the rubric a strong theoretical foundation in the use of the PBL methodological approach in Science and Technology.
- Participants in rubric design were Science and Technology teachers and science education academics that were both informed about the SSA framework and the socio-educational context where the study was developed.
- The rubric offers a thorough analysis of STEAM projects since it considers 21 rubric criteria that enable evaluation of 6 different fundamental aspects of PBL in Science and Technology education. Therefore, a wider perspective can be offered as compared to other available rubrics [45].
4.3. Data Analysis
5. Results
5.1. STEAM PBL Instructional Design Sophistication: A Breakdown of 21 Criteria across 46 STEAM Projects
5.2. Distribution of STEAM Projects for Disciplinary and Multidisciplinary Criteria
5.3. An Analysis of the Differences and Similarities between Schools That Differently Convey the Science Curriculum through STEAM Projects
5.3.1. Secondary Schools That Exclusively Convey the Science Curriculum through STEAM Projects
5.3.2. Secondary Schools That Partially Convey the Science Curriculum through STEAM Projects
6. Discussion
6.1. Discussion of the Empirical Characterization of STEAM Projects
6.2. Discussion of Differences between Subsets of STEAM Projects by Schools
7. Conclusions
8. Limitations
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Appendix A
C1 | 10 STEAM projects gathered 10 h per week for projects that fully integrate the curriculum of Natural Sciences, Social Sciences, Technology, Visual and Plastic Education and Music. Implementation is developed by class teacher tutors and 2 other support teachers who rotate for the development of the different sections of the project. |
C2 | 13 STEAM projects gathered Two ways of implementing PBL: projects within each subject which can integer other subjects (implemented by the teacher of every specific subject in the time slots scheduled for that subject) and a global project per term. The globalized projects start to be developed within the specific subjects. In the last two weeks of the term, teaching is stopped to devote the full time to the project. The teacher who implements it changes every hour according to the schedule prior to the project. These projects involve the inclusion of subjects such as Technology and Natural Sciences with Languages and ICT. |
C3 | 6 STEAM projects gathered Schedule divided by curricular areas (linguistic, social and scientific and technological). For each term, two projects are implemented in each area and one global. The time structure is maintained during the course. The projects have a duration of two weeks interspersed with periods of two weeks of teaching with other methodologies. Project design is done in teacher meetings. |
C4 | 9 STEAM projects gathered 10 h each week are dedicated to field projects (scientific-technical-mathematical, linguistic and artistic-social) in a 2-h slot each day. The projects involve a third of the hours of each subject and are implemented with two teachers in the classroom. Project design is done in scope meetings. Open projects (without a prior design) are also done at the end of the course. |
C5 | 12 STEAM projects gathered 10 h to carry out globalized and international projects. The projects fully include the subjects of Technology, Natural Sciences, Social Sciences, Visual and Plastic Education and Music. They are created by the cloister as a whole. |
Appendix B
Structure of the [RUBRIC NAME] | |||
---|---|---|---|
Project Core Facets | Facet Definition | Rubric Criteria | Maximum Level of Sophistication (Level 4) |
Project Objectives | A collection of aims that drive the project’s fulfillment, encompassing curricular objectives, instructional goals, and the overarching purpose linked to the project challenge. | Curricular goals | The intention is for students to become scientifically competent by engaging in scientific practices that allow them to construct and master various scientific models/key ideas. This enables them to make reasoned decisions and act in a wide range of situations, mobilizing cross-cutting skills such as teamwork, creativity, communication skills, and critical thinking. |
Didactic goals | The aim is to follow a learning cycle centered on the construction and application of content appearing in progressively sequenced activities, moving towards more abstract levels of thinking that are ultimately used in new specific situations. | ||
Project goals (Challenge/Driving question) | A provocative challenge/question is posed, appropriate in difficulty and long-term scope, where analyzing and understanding a situation to make decisions is necessary. It’s complex, involving different factors and constraints where taking action represents a sustained challenge throughout the project. | ||
Contents | An array of content elements (theoretical, procedural, and attitudinal), along with chosen values, and strategies for structuring and incorporating them within the project in conjunction with content from other subjects. | Deepening on the conceptual contents | Ideas that recur regularly are selected and organized into key concepts, progressively developed across different stages to construct a theoretical model capable of explaining a wide range of phenomena. |
Deepening on the procedural and epistemic contents | Complex procedural ideas reappear regularly, such as classifying, designing experiments, selecting appropriate tools and strategies for observation, data collection, and interpretation, as well as determining suitable criteria for result validation, etc. | ||
Deepening of values and attitudinal contents | Encouragements are present to foster scientific attitudes (rigor, objectivity, recognizing limitations, assessing the certainty of generated assertions, etc.). | ||
Integration of content between subjects | There’s repeated promotion of cultivating attitudes towards science (e.g., valuing the role of science in decision-making or its implications in today’s society) through specific activities that prompt reflection on values associated with the content being studied. | ||
Action | The outcome, choice, or course of action derived from addressing the question or challenge presented within a project. | Deployment of the action | The project promotes the explicit outlining of a proposal, arguing for it, designing it, putting it into practice, evaluating its outcomes, and suggesting improvements. |
Scope of social impact | The action is directed towards a social or professional community external to the school and its environment (usually associated with an external commission) and generates a sustained impact or repercussion within this community. | ||
Action openness | The project is completely open and starts from a problematic context where students identify and choose the challenges they want to address. The ways to approach the challenge are decided upon and justified by the students themselves. | ||
Science and engineering practices | A collection of cognitive, practical, and communicative approaches related to school science and technology, which are fostered within the project. | Participation in the evaluation of evidence and construction of arguments (Argumentation) | The focus lies in developing scientific argumentation. It’s a practice that appears recurrently throughout the project and evolves in sophistication as the project progresses. Argumentation becomes a tool for dialogue between the phenomenon being investigated and the model being constructed, as well as for contrasting models among the students. Decisions made during the project are also argued. |
Participation in the collection and analysis of data from observations or experiments (Inquiry) | Scientifically oriented questions are posed, encouraging the planning of investigations to observe and collect evidence that either confirms or refutes initial ideas. Drawing conclusions and developing explanations based on the acquired scientific knowledge are requested, and these explanations are evaluated. Experimental or fieldwork predominates throughout the project. | ||
Participation in the construction of explanations, theories and models (Modeling) | Understanding a theoretical model that is sequentially built by introducing ideas contrasted with previous models is promoted. Questions arise that encourage imagining the mechanism explaining a phenomenon and revising this model. Part of the challenge of the project involves engaging in this process of developing and using this model. | ||
Participation in engineering practices | Involvement in practices such as empathizing with an external community, defining a problem, devising a solution, prototyping, and testing it is proposed. This engagement aims to mobilize content and construct a “product” that addresses identified needs. | ||
Contextualization | The thread used to articulate the overarching theme that imparts significance to the project’s challenge or question, in addition to the content and practices being developed. | Relevance | The situations and challenges proposed aim to connect and generate sustained interests among students at an individual level (considering skills for their daily lives), a social level (preparing them for interaction in society), and/or a professional level (providing guidance). These situations aim to generate new interests and concerns that go beyond the everyday scope. |
Scientific significance | A context is employed that allows for scientifically investigable questions. Phenomena are reinterpreted by incorporating new perspectives (from different disciplines). The context gives meaning to new concepts associated with a new language, offering an insight into what scientific activity entails. | ||
Authenticity | The situations and tasks presented are either identical or very similar to those encountered in the real world “outside the school”. Ambiguous situations are worked upon, involving undefined problems tackled through group work among peers and/or with individuals outside the educational institution. | ||
Assessment, ICT and Collaboration | Strategies for regulation that serve as guidance for both learning and action. | Formative assessment | The project objectives are discussed with the students as they are represented and how to plan the realization of some key (transferable) tasks and criteria for assessing their quality. Time is allocated for applying co-evaluation and self-assessment as a means of regulating the difficulties that arise. |
Final assessment | From the competency objectives of the project, criteria or rubrics are agreed upon, and students are encouraged to find evidence in their work that allows them to deduce at what level they have achieved these objectives. Multiple perspectives are triangulated, and concerning the final product, critical reflection on potential improvements is particularly valued. Evaluation considers both specific and cross-cutting competencies in the curriculum. | ||
Mechanisms for regulation and the utilization of information and communication technology (ICT). | Use of ICT resources | ICT tools and resources are recurrently incorporated with a clear didactic focus, aiding in thinking and facilitating the organization, construction, and communication of ideas. Reflection on alternative uses outside the context in which they are employed is encouraged. Animations and simulations might be used as well. | |
Mechanisms for regulating group work. | Regulation of cooperative work | Various strategies for regulating group work, such as rubrics, team commitments, progress journals, etc., evaluate the involvement and participation in the project. Students are assigned roles within the group. Group work is important in structuring new ideas. |
Appendix C
STEAM Project | |
---|---|
1 | Egyptian Museum in [city] |
2 | Green Islands |
3 | Aim: The Moon |
4 | From Inventions to Robots |
5 | Scientific Congress: Our River’s Health |
6 | We Are What We Eat |
7 | Following the Thread of Electricity |
8 | Drugs in our Head |
9 | [City]’s Weather |
10 | Pollution, Health, and Environment |
11 | Wunderkammer |
12 | Weather forecast TV 2050 |
13 | AirWater Congress |
14 | Howling Wolves |
15 | XYZ Stars |
16 | EXOS |
17 | CRASH |
18 | Mogolfier Tournament |
19 | Balanced, Fair, and Sustainable Diet |
20 | RiskZone |
21 | Return to Karlsruhe |
22 | Natusfera Biodiversity Congress |
23 | Bee at Home |
24 | Electric Car Race |
25 | Connected |
26 | Made in SiX |
27 | Zero Plastic |
28 | Green Spaces |
29 | The Universe |
30 | Classification of Matter |
31 | Energetically Efficient |
32 | Let’s Invent a Rube Goldberg |
33 | Get in Shape! |
34 | Escape Room |
35 | My Friend the Sea |
36 | Improving the Playground |
37 | Makers |
38 | Solar System Museum |
39 | Jazz Band Robotics |
40 | The Mysterious Island |
41 | Put Yourself in the Shoes of... |
42 | Inspector Novella |
43 | UP2U |
44 | Trial of Energy |
45 | Automatons |
46 | Medications |
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Rubric Criterion | Level 1 | Level 2 | Level 3 | Level 4 |
---|---|---|---|---|
Deepening on the conceptual contents | Eventually, descriptive contents in the form of information or data are incorporated. They are presented disconnected from each other. | Contents are selected that allow the description and identification of specific phenomena that are easily interpretable. It mainly involves simple cause-and-effect relationships. | Key ideas are selected and organized that appear recurrently throughout the project and are specifically developed at certain moments of the project. | Key ideas are selected and organized that appear recurrently and are progressively developed over different moments to build a theoretical model that allows explaining a wide range of phenomena. |
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Pérez Torres, M.; Couso Lagarón, D.; Marquez Bargalló, C. Evaluation of STEAM Project-Based Learning (STEAM PBL) Instructional Designs from the STEM Practices Perspective. Educ. Sci. 2024, 14, 53. https://doi.org/10.3390/educsci14010053
Pérez Torres M, Couso Lagarón D, Marquez Bargalló C. Evaluation of STEAM Project-Based Learning (STEAM PBL) Instructional Designs from the STEM Practices Perspective. Education Sciences. 2024; 14(1):53. https://doi.org/10.3390/educsci14010053
Chicago/Turabian StylePérez Torres, Miquel, Digna Couso Lagarón, and Conxita Marquez Bargalló. 2024. "Evaluation of STEAM Project-Based Learning (STEAM PBL) Instructional Designs from the STEM Practices Perspective" Education Sciences 14, no. 1: 53. https://doi.org/10.3390/educsci14010053
APA StylePérez Torres, M., Couso Lagarón, D., & Marquez Bargalló, C. (2024). Evaluation of STEAM Project-Based Learning (STEAM PBL) Instructional Designs from the STEM Practices Perspective. Education Sciences, 14(1), 53. https://doi.org/10.3390/educsci14010053