Journal STEAM
Journal STEAM
To cite this article: Shashidhar Belbase, Bhesh Raj Mainali, Wandee Kasemsukpipat, Hassan
Tairab, Munkhjargal Gochoo & Adeeb Jarrah (2022) At the dawn of science, technology,
engineering, arts, and mathematics (STEAM) education: prospects, priorities, processes, and
problems, International Journal of Mathematical Education in Science and Technology, 53:11,
2919-2955, DOI: 10.1080/0020739X.2021.1922943
UAE; b College of Education Human Services Faculty, Rider University, Lawrenceville, NJ, USA; c Department of
Education, Faculty of Education, Kasetsart University, Bangkok, Thailand; d Department of Computer Science
and Software Engineering, College of Information Technology, United Arab Emirates University, Al Ain, UAE
1. Introduction
Integration of science, technology, engineering, and mathematics (STEM) as an integrated
curriculum to educate students in four disciplines is considered as an interdisciplinary
approach (Hom, 2014). Many educational contexts support this view. The recent initiatives
in the USA through the Next Generation Science Standards and Common Core State Stan-
dards for Mathematics focus on integrated STEM approach. Similarly, the Department of
Education of Western Australia (2019) states STEM as a pedagogical approach that serves
as an access point for creativity, inquiry, dialogue, collaboration, and critical thinking (Edu-
cationCloset, 2019). Recently, STEAM with A for arts has been conceived as an alternative
to STEM pedagogy to promote creativity, the habit of taking risks, engagement in col-
laborative, experiential learning and perseverance in problem-solving to develop today’s
processes? How do these processes help students prepare themselves for the twenty-first-
century job markets? What are some of the problems facing by the STEAM education
initiatives? What are some critiques against STEAM education? What is its future?
This paper follows this way – at first, we discuss the context of STEAM education; sec-
ond, we describe the method of study; third, we present the findings of the study; fourth,
we discuss the major themes. Finally, we offer some implications of STEAM education.
school mathematics and science teachers in the Southern region of the USA. The teach-
ers were invited to join a professional development (PD) programme to explore STEAM
literacies. The findings of the study suggested that participant teachers increased their
understanding of how to teach STEAM contents. They also reflected that STEAM activ-
ities during professional development helped change their classroom practices (Herro
& Quigley, 2016). Likewise, Kim and Bolger (2016) reported policy changes for Korean
schools incorporating STEAM teaching and learning in a holistic approach. The Gov-
ernment of South Korea introduced major educational reforms, despite such challenges,
by adding STEAM lessons in all schools. The participants had a positive influence on
their attitudes towards integrated STEAM lessons. The researchers also found a significant
improvement in the participants’ awareness of STEAM integrated lessons with higher per-
ceived ability and more profound value and commitment to STEAM teaching and learning
(Kim & Bolger, 2016). Likewise, Kang (2019) reported a decrease in STEM career inter-
est among the young people in South Korea, which compelled the government to initiate
STEAM reform with significant national funding.
Several schools and universities in the USA have implemented STEAM pedagogy in
their curricula to bring marginalized and underrepresented communities into the inclu-
siveness and justice in pedagogy. In this context, Native Americans are underrepresented
populations in the STEM fields (Kant et al., 2018). One of the STEAM learning purposes is
to increase the participation and interest of such underrepresented and marginalized com-
munities. This purpose can be achieved by improving the diversity in education in general
and STEM fields in particular (Kant et al., 2018). To explore underrepresentation of Native
American Girls in STEM fields, the South Dakota Space Grant Consortium (SDSGC)
and the National Science Foundation’s (NSF’s) Pre-engineering Education Collaborative
(PEEC), partially funded a programme that partnered Flandreau Indian School (FIS) with
South Dakota State University’s Civil and Environmental Engineering Department. The
programme was named as STEAM Girls (Kant et al., 2018). A majority of the respon-
dents changed their attitudes from previously negative or neutral to a more positive for
science and engineering, technology, and mathematics through the integration of the arts.
The results from the post-focus group in the final STEAM Girls programme showed that
the participants liked the activities that included pride in Native American culture. They
enjoyed the field engagement activities at South Dakota State University (Kant et al., 2018).
European, African, and Latin American countries are promoting STEAM education
at the school level through different programmes. For example, five European countries
(The UK, Italy, Portugal, Belgium, and Spain) have launched a collaborative school pro-
gramme called the EuroSTEAM project by developing a framework for STEAM education
to implement in the selected schools in the partner countries (Haesen & Van de Put, 2018).
The EuroSTEAM project framework connects STEAM disciplines to real-world problems.
This framework integrates five essential skills with the five subjects, such as creativity with
science, communication with technology, ecology with engineering, critical thinking with
arts, and problem-solving with mathematics in the form of a spider web model (Haesen &
Van de Put, 2018). This model envisions the STEAM education as a transdisciplinary net-
work with the interaction between the five disciplines focusing on ‘performing problem
method’ through the collaboration of students and teachers (Haesen & Van de Put, 2018).
Besides such efforts, European Union adopted a policy of ‘strengthening STE(A)M educa-
tion in the EU’ on 26 June 2019, to promote STE(A)M skills with a multi-fund approach to
INTERNATIONAL JOURNAL OF MATHEMATICAL EDUCATION IN SCIENCE AND TECHNOLOGY 2923
The studies and initiatives mentioned above demonstrate some merits of STEAM edu-
cation despite several challenges and issues in its implementation. At the same time, recent
publications in STEAM education show that there is a growing interest in STEAM edu-
cation in many places and therefore STEAM education is taking a firm position in many
schools in the USA, European countries, Australia, Singapore, Korea, and China including
other regions of the world.
3. Method of study
The method of study involved document collection, sorting documents based on relevancy,
making a note of thematic concepts, organizing the ideas within a group of categories, and
developing significant themes from these categories.
concepts from them and coded them with related ideas. We tabulated all the concepts and
codes into a matrix and organized the closely related concepts and codes under separate
sub-constructs (Tables A1–A4 in Appendix).
When the matrix was fully saturated with no significant new information emerging from
the additional concepts, we stopped the coding process (Bowen, 2009). After finalizing
the sub-constructs, we categorized them into four themes based on their interrelation to
each other. Then, we constructed a matrix relating the codes, sub-constructs, and themes
in Tables A1–A4 in the Appendix. We adapted the process of categorical thinking while
identifying the codes with different STEAM education concepts relevant to the topic of
the study (Freeman, 2017). We applied the grounded theory approach for coding, relat-
ing codes to each other to develop sub-constructs, and organizing the sub-constructs
into STEAM education (Bryant, 2017). There were four themes, and fourteen sub-themes
emerged from the analysis of the information (data) from the various literature sources.
Under the first theme, Prospects, there were three sub-themes – movement, purpose, and
benefits with twelve, seven, and ten conceptual codes, respectively (Table A1 in Appendix).
The second theme, Priorities, had two sub-themes of curriculum integration and reform
with thirteen and twelve theoretical codes, respectively (Table A2 in Appendix). The third
theme, Processes, had two sub-themes of pedagogy and assessment with twenty-one and
fifteen conceptual themes, respectively (Table A3 in Appendix). The last theme, Prob-
lems, had two sub-themes of critiques and challenges of STEAM education with thirteen
theoretical codes for each of them (Table A4 in Appendix).
Figure 1. Themes and sub-themes of STEAM education extended with ‘h’ for humanistic and ecological
well-being.
are – Prospects, Priorities, Processes, and Problems of STEAM education (Figure 1). We
discussed each of these themes and sub-themes under separate sub-headings.
STEM movement has been a common buzzword in the education community for the
last couple of decades. Recently, the Government of the United States has considered it
more seriously. The Executive Office of the President of the United States announced a
strategic plan in a report ‘Charting a course for success: America’s strategy for STEM
education’. The report was prepared by the Committee on STEM Education (CoSTEM,
2018) of the National Science and Technology Council. The report states, ‘The character of
STEM education itself has been evolving from a set of overlapping disciplines into a more
integrated and intradisciplinary approach to learning and skill development’ (CoSTEM,
2018, p. v). The strategic plan highlights STEM as a source of inspiration for discoveries,
transformative technologies, a competitive economy, a sustainable future through strate-
gic partnerships, increased diversity and equity, and transparency and accountability. The
report outlines federal strategies for the next five years to build a strong STEM foundation,
increase social justice, and prepare young people for the future with strong STEM com-
petencies (CoSTEM, 2018). The CoSTEM also emphasized increasing public and youth
engagement in the STEM-related education and career, improve students’ STEM experi-
ence, and preparing better educational programmes to meet the demands of the future
(Hom, 2014).
The development of STEAM education has been continued from other institutions as
well. For example, John Maeda, the President of the Rhode Island School of Design (RISD),
has reinvigorated STEM by reuniting the scientific truth and rigour with aesthetic beauty
and values. Since its establishment, RISD has launched several programmes and initiatives
of integrated science, maths, engineering, technology, and the arts as a whole to include
projects and designs of oceanic case studies, conducting experiments in the Nature Labs,
and engaging students through internships in medical, scientific, engineering, and artis-
tic professions (Rabalais, 2014). Similarly, there are many other STEAM ongoing projects
and academic programmes in the US, such as The New School Project in North Carolina
and Concordia University’s M.Ed. in STEAM education. Concordia University’s teacher
education programme on STEAM education offers major courses such as Foundation of
STEAM Education, STEAM Integration in K-12, From Theory to Practice: Developing
STEAM-Enhanced Curriculum, and STEAM Program Leadership (Concordia University,
2019).
There are several other STEAM programmes for students and teachers organized by
different consultancies, institutions, and organizations. For example, The Franklin Insti-
tute organized the Philadelphia Science Festival from 26 April to 4 May 2019. The STEAM
engagement was one of the critical features of this festival with a vision ‘Science is an art and
art is a science’ (The Franklin Institute, 2019, n.p.). The other active STEAM programmes
are – Brown STEAM at Brown University, MIT STEAM at Massachusetts Institute of Tech-
nology, RISD STEAM at Rhode Island School of Design, Yale STEAM at Yale University,
BU STEAM at Boston University, Rutgers STEAM at Rutgers University, and Harvard
STEAM at Harvard University (https://steamwith.us/index.html). These are university-
based STEAM enrichment programmes mostly run by student bodies with the support
of respective institutions.
Some STEAM programmes are focused on school education. For example, Discovery
Education, a division of Discovery Communications, launched a three-year STEAM with
New York’s Mt. Vernon City School District. This programme aimed to bring a ‘high-
quality STEAM learning experiences to K-12 classrooms with a plan for developing the
2928 S. BELBASE ET AL.
integrated curriculum for the new Mt. Vernon STEAM Academy’ (Discovery Education,
August 2, 2018, n.p.). These activities and initiatives demonstrate the popularity of STEAM
education. It is further evident in the National Art Education Association’s (NAEA’s)
recent position statement on STEAM in which it clearly outlines that ‘the infusion of art and
design principles, concepts and techniques into STEM instruction and learning’ (NAEA,
2014, para. 1; as cited in Liao, 2016, p. 45). In its position statement, NAEA (2014) further
elaborated its fundamental beliefs toward STEAM education. These beliefs outline the core
values of transdisciplinary STEAM education in terms of approach to implement, focus on
creativity and innovation, and rigour of such pedagogy or programme to enhance students’
learning experiences through visualization of abstract concepts with dynamic visualization
(Castro-Alonso et al., 2015).
China, South Korea, and Singapore are some of the other countries that they already
initiated STEAM education in schools either as embedded in regular curricula or as an
enrichment programme. In this context, South Korea has implemented STEAM education
in elementary and middle schools. The programme is expected to solve the curricular and
pedagogical problems in maths, science, engineering, and arts education in South Korea
(Ministry of Education and Science Technology, 2010; as cited in Kim & Lee, 2015). The
new STEAM education in South Korea aims to develop students’ problem-solving, con-
vergence thinking, and collaborative culture to increase student interest in math, science,
engineering, arts, and technology (Kim & Lee, 2015). Likewise, several Singapore schools
have initiated STEAM education through Applied Science Centre. Ministry of Education
of Singapore has planned to implement this programme in all primary level classes in Sin-
gapore by 2023 (MoE Singapore, 2019). Several schools have already implemented Applied
Learning Programs in the areas of applied science, engineering and robotics, environ-
mental science and sustainable living, food science and technology, health science and
technology, ICT and programming, material science, simulation and modelling, transport
and communication, language, humanities, business and entrepreneurship, aesthetics and
interdisciplinary (MoE Singapore, 2019).
Some mathematics and science educators seem to embrace STEAM education in their
classroom teaching of respective subjects through integration of math and science lessons
with engineering and other disciplines, including arts (Bush & Cook, 2019b; Smith et al.,
2015). Smith et al. (2015) discussed a lesson in mathematics that had STEAM concepts
behind a motion-controlled game. The game integrated the idea of angles and measure-
ments, science of colours and movements, and designs of the game. They incorporated the
Common Core Standards and Next Generation Science Standards and the art of playing
the game to get different colours and angles from the sensors and light beams.
The above-mentioned STEM/STEAM initiatives across the globe signify a movement
toward new direction through integrated or amalgamated pedagogy for meaningful teach-
ing and learning of different disciplines together. These initiatives have redefined the
purpose of education within the STEAM field and beyond.
STEM education empowers students with the various technical and practical skills to suc-
ceed, however, these disciplinary skills are not sufficient to adapt to a fast-changing world
(Sousa & Pilecki, 2013). The skills learned today will soon be outdated due to fast-changing
technology, industries, and other societal aspects. The jobs seen today may no longer exist
after a few years, or at least it will not be sufficient with the same skill level that can be per-
formed at the moment. In this context, ‘we are preparing students for jobs that even don’t
exist at the moment’ (EducationCloset, 2019, n.p.). In this sense, we are at a critical point
of time to educate children in a learning environment that is more dynamic, flexible, and
relevant for the future. Therefore, STEAM education is considered as one of the options
to enhance the creativity of students through ‘integrating concepts, topics, standards, and
assessment in a powerful way to disrupt the typical course of events for our students and
help change the merry-go-round the school’ (EducationCloset, 2019, n.p.).
One of STEAM education’s key concepts is student creativity through the arts and design
and humanities that may help students in a deeper understanding of other subjects, such
as maths and science (Rabalais, 2014). Therefore, the principles that drive STEAM edu-
cation are based on ‘a natural and creative view of the world to compete in the global
market of the twenty-first century’ (Sousa & Pilecki, 2013; as cited in Rabalais, 2014, p.
5). The integration of the art and its creativity in STEAM pedagogy may help students
explore transdisciplinary knowledge and skills, but it may also open up chances to develop
their multiple intelligences by fostering learning with motivation and problem-solving
(Bush & Cook, 2019a; Rabalais, 2014). Therefore, scholars of STEAM education believe
that such pedagogy and curriculum can improve student performance when the meth-
ods of arts and designs are integrated into STEM (Rabalais, 2014). Such arts may not be
limited to just creative arts of drawing, painting, sculpturing, composing music, or per-
forming dance or drama. It may also extend to language arts and humanities for creative
and meaningful expressions and applications of engineering, math, and science (Baines,
2015). The fact is that blending of art and STEM into STEAM offers student experiences
that are both inspirational and integrated. Additionally, STEAM education also expects to
create an individual who would be more inquisitive, persistent, imaginative, disciplined
and collaborative (Cultural Learning Alliance, 2015).
The purpose of integrating the arts and design and humanities into the STEM field
is to create a new programme STEAM for embracing the beauty of working with cre-
ative designs to solve real-world problems. The STEAM students also learn to embrace
emotion as an integral factor in human life within uncertainty (Bailey, 2015) to foster
innovation and gain twenty-first-century skills (Costantino, 2017). While going through
STEAM learning, students may use their creativity and critical thinking to design inno-
vative products, solve complex problems and find new methods for sustainable economic
growth by keeping humanity at the centre (Costantino, 2017). Therefore, the primary pur-
poses of STEAM education are to promote arts-based learning, help students be creative
and collaborative, focus on problem-solving through exploration and experimentation,
and discover new skills, methods, and approaches to deal with real-world challenges (Perig-
nat & Katz-Buonincontro, 2017). Even the business and industry are looking for engineers
and technicians who are creative in problem-solving and innovative thinking with the
integration of the arts and other disciplines (Taylor & Taylor, 2018).
To achieve the purposes mentioned above, Jolly (2014) proposes to shape the STEAM
programmes by exploring new opportunities and possibilities where the concepts of the
2930 S. BELBASE ET AL.
arts naturally fit in the areas of STEM disciplines. While developing the STEAM pro-
grammes, the arts can be considered one of the applied disciplines of science and engi-
neering through the application of design thinking and modelling (Jolly, 2014). At the
same time, the purpose of STEAM pedagogy should be to apply the principles of the arts
and design to teach and learn mathematics, science, and engineering with the applica-
tion of new technology wherever possible in real situations (Jolly, 2014). An alternative
approach can be an application of ethnocomputational creativity in STEAM education with
culturally relevant pedagogy (Bennett, 2016).
a particular discipline. These are also some challenges that have been faced by humanity.
Therefore, education in schools or higher education level should embrace these challenges.
In this regard, the integrated STEAM education approach can be a hope for the future.
Even though STEAM is yet at its initial phase, it may grow with more educational insti-
tutions adopting/adapting its principles in the curriculum, pedagogy, and assessment. As
new waves of interdisciplinarity and transdisciplinary concepts have emerged with spatial
humanities geographical information system (GIS) (Travis, 2019), STEAM approach to cli-
mate change (Ludlow & Travis, 2019), collaborative research in arts and biology (Dumitriu,
2019), art and writing in STEAM (Stroud & Baines, 2019), to name a few initiatives in this
direction. These initiatives aim to benefit humanity with a better understanding of the
challenges and ways to overcome them in the future.
Materials and Makerspace), which integrates arts and design with science and math to con-
struct playbooks. The fourth activity is to design Musical Makerspace (Musical Instrument
Creation) by integrating music, science, and technology. The final activity is Desktop Math-
ufacturing (Electronic Cutter and Tessellations) to integrate mathematics concepts with
the arts and technology (Paganelli & Houston, 2016). These activities integrate STEAM
disciplines to develop multiple intelligence of the participants.
STEAM curriculum integration in different countries (e.g. the USA, Korea, Singapore,
and countries in Europe and Africa) is steadily increasing, with more schools participating
in such reform initiatives. In this context, private consultancies and companies have been
engaged in the process with the governments and schools. For example, Casio America,
Inc. has been dedicated to improving the STEAM education through developing student-
friendly devices to integrate and learn math, science, and the arts (PR Newswire, 2016) with
flexibility in the content organization and the teaching-learning process (Bush & Cook,
2019a). Similarly, Texas Instruments and European Schoolnet, with the support of Scientix,
jointly conducted a study particularly on STEM education policies and STEM teachers’
practices, with a focus on 14 European countries (European Schoolnet, 2018).
With the STEAM integrated curriculum, students are encouraged to work with peers
or in a team, taking responsibility for team engagement with cooperative learning through
creativity and innovation based on the concept of life-long learning (People’s Daily, August
23, 2018). The students in the classroom may form a learning community that contin-
uously collaborates throughout the year to strengthen group cohesion with responsibility
and collective accountability. Similarly, a group of teachers may create a professional learn-
ing community (PLC) within a school or neighbouring school to interact and improve the
integration of the STEAM curriculum more effectively from a systems approach (Martinez,
2017). Such a combination may promote diversification of pedagogical approach (Yakman,
2019).
Quigley and Herro (2019) proposed a conceptual model of the integrated STEAM cur-
riculum. They used connected learning theory to expand the model, suggesting why and
how teachers might approach the integrated instructional practices. The STEAM con-
ceptual model focuses on the classroom environment that teachers create and how they
integrate the contents and skills (Quigley & Herro, 2019). Quigley and Herro (2019)
further suggested a problem-based approach with authentic tasks, multiple solutions,
student choice, technology integration, teacher facilitation, discipline integration, assess-
ment in the STEAM classroom, and student learning in the STEAM classroom. While
students are engaged in such activities, teachers should facilitate students’ learning by
integrating problems and methods across the disciplines. Finally, the assessment of stu-
dents’ learning should largely be embedded in each step of what they do, how they
do, and what courses of actions they perform to reach their final solution (Quigley &
Herro, 2019).
Discovery Education, a division of Discovery Communications, began a three-year
partnership with New York’s Mt. Vernon City School District (MVCSD) for bringing high-
quality STEAM learning experiences to K-12 classrooms with a plan for developing the
curriculum for the new Mt. Vernon STEAM Academy (Discovery Education, August 2,
2018). Supported by Discovery Education’s STEM/STEAM experts, the MVCSD team
created a new curriculum focusing on interdisciplinary, standards-based, and thematic
real-world learning. This effort empowered the MVCSD’s new curriculum and extended
INTERNATIONAL JOURNAL OF MATHEMATICAL EDUCATION IN SCIENCE AND TECHNOLOGY 2933
Therefore, the STEAM approach extends to language arts with other areas of humanity and
social science to maths, science, engineering, and technology through transdisciplinary
discourse with new semiotics, artifacts, and mediations (Babaci-Wilhite, 2019; Mchombo,
2019). This initiative can be considered a form of curriculum reform through the STEAM
approach.
The Ministry of Education of South Korea has strongly emphasized the importance
of STEAM education in the National Curriculum. It has directed educational institutions
and schools to ensure a direct connection of STEAM learning to the planning of each and
every classroom lesson. In such planning, it is mandatory for the schools to include at least
20% of STEAM-related content in science, mathematics, technology, home economics, and
music and art classes (Park et al., 2016). The government of South Korea developed all the
teaching-learning materials for STEAM education. It distributed it to the schools across
the country so that teachers don’t need to spend too much time preparing such materials
themselves (MoE, 2011; as cited in Park et al., 2016).
Among several STEAM initiatives in the US, one of them at Clemson Univer-
sity provides certification in STEAM education. For this purpose, The South Carolina
Department of Education and Commission on Higher Education officially approved
the Clemson University College of Education’s STEAM education endorsement (Sta-
ton, 2017). Clemson University has collaborated with the local school district and
schools to launch several STEAM projects for teachers and students. For example, Bosch
Community Fund STEAM Expert Teachers aims to engage middle school teachers to
integrate project-based learning and STEAM lessons in classroom teaching of mathe-
matics, science, and technology. They have another project, ‘STEAM: Transdisciplinary
Teaching and Learning Practices for Middle School Teachers’, that engages the middle
school teachers to implement STEAM-based pedagogy focusing on student engagement
and content understanding. These are some examples among several other STEAM-
related projects the university has launched to reform STEAM education (Clemson
University, 2019). These initiatives are expected to have a lasting impact on the train-
ing and development of STEAM-related workforce needs in the state and the region
(Staton, 2017).
The initiatives mentioned above in the STEAM education demonstrate that many
schools, school districts, universities, and the governments emphasized the STEAM inte-
grated approach as a way to reform curricula for the twenty-first-century knowledge, skills,
and values among the students.
tertiary education to promote the values of developing creative pedagogies for twenty-first
century learning (Colucci-Gray et al., 2017).
The STEAM education promotes integrative instruction that is referred to as a cross-
curricular and interdisciplinary curricular and pedagogical approach. It also assumes
multidisciplinary teaching is guided by the distributed intelligence approach (Rabalais,
2014). For such an extraordinary method, institutions are now incorporating arts with
STEM systematically in such a way that the arts inform STEM and get informed and
supported by the STEM, it increases the opportunities for deeper meaning and aesthetic
learning. Together with the arts, the STEM disciplines may offer students higher-level
thinking (Rabalais, 2014). The infusion of art into STEM not only improve the cognitive
scores but also it likely improves the PISA score with inclusion of problem-solving element
alongside English, Math and Science (CLA, 2015). The integration of the arts in engineer-
ing pedagogies transforms the process to be more inductive. Students are engaged to move
both way didactics from theory to a problem and from a problem to the theory (Connor
et al., 2015). In such a situation, engineering education, together with other STEAM fields,
can be promoted with project-based learning (PBL) with the integration of design think-
ing and the arts into engineering or other design science. The fundamental point of PBL
is that it embraces learning by doing a project by the students in collaboration and inquiry
on a real-life problem (Connor et al., 2015). Such projects can be related to a task where
students perform in any discipline related to daily-life issues (Connor et al., 2015).
Hetland et al. (2013) discussed four learning pathways in visual art education. The first
one is demonstration-lecture in which the teacher may demonstrate a particular work of
art as an icebreaker to start a discussion. The demonstration lecture may have a series
of explanations of any object or phenomenon together with a demonstration. Then, the
teacher may provide students a task based on the demonstration. Students are on task, and
this phase is student-at-work. The third stage in the pathway is a critique in which students
play the role of a critical friend to comment on each other’s work. Then, finally, the students
are ready to exhibit what they have accomplished in the exhibition phase. Such a pedagog-
ical framework supported by the combination of theory-practice transition is a productive
model in STEAM education (Costantino, 2017). This model can be further integrated with
the South Korean model in a combination of creative design, emotional touch, and con-
vergence of the STEAM contents (Park et al., 2016). This pedagogical approach may help
students to visualize knowledge and skills beyond all the disciplines. This kind of vision
helps students think outside the box, fostering innovative thinking (Liao, 2016). Creativity
through the STEAM pedagogical approach is one of the most critical skills for students
in the twenty-first century (Liao, 2016). This view also integrates design thinking as an
essential skill that encourages students to be innovative (Liao, 2016). Therefore, the cur-
rent motion in favour of STEAM pedagogical process through arts-integration has been
accepted to support integrated learning with an agenda of design thinking to elevate the
collective importance of all STEAM subjects (Liao, 2016).
Mathematics teachers and educators seem to be cautious when implementing the
STEAM education perspective, especially in mathematics lessons (Bush et al., 2016). Bush
et al. (2016) emphasized design thinking stages of empathizing, defining, ideating, pro-
totyping, and testing. Students were engaged in designing a prosthetic arm and hand for
a child who was born without a hand. While students accomplish their projects through
the integration of science of design thinking, engineering, and arts with mathematics, the
INTERNATIONAL JOURNAL OF MATHEMATICAL EDUCATION IN SCIENCE AND TECHNOLOGY 2937
researchers advocated an explicit focus on mathematics (M) while dealing with STEAM.
They feared that science and engineering or arts might overshadow mathematics, and stu-
dents may not learn mathematical thinking, reasoning, and problem-solving rigorously
(Bush et al., 2016). However, they suggested that STEAM projects should be designed in
such a way that critical thinking and mathematical reasoning should be made explicit in
the context of science and engineering. For them, mathematics should be an integral part of
designing and implementing the STEAM education projects so that students are engaged in
grade-appropriate content and process standards for both mathematics and science (Bush
et al., 2016).
Therefore, STEAM pedagogy is an integrated approach to teaching and learning of
maths, science, engineering, arts, and technology which demands a broader framework of
instruction that engages students in service-learning from a context, experiential-learning
by doing things, project-based learning by designing and implementing projects related
to real-world, and inquiry learning that incorporates identification of problems, design-
ing solutions through experimentation, and testing the designs (Martinez, 2017). Such
approaches fulfil the immediate cognitive demands and integrate social and economic
aspects in the long run. Therefore, STEAM pedagogy aims to focus on developing a com-
petent workforce for the twenty-first-century market, industry, and society in general
(Culen & Gasparini, 2019; Martinez, 2017). The current conception of STEAM pedagogy
focuses on several skills integrated into a performance that solves real-world problems,
presents mathematical and scientific propositions into viable models, transforms engi-
neering designs into arts and arts into aesthetics with deeper cultural meaning and values
(Johnson, 2019). Therefore, the work of arts transcends mathematics and sciences to a
deeper understanding. Math-science together embraces the arts to promote it through a
scientific and logical structure or pattern (Johnson, 2019). Hence, the pedagogical process
in STEAM education is a symbiosis of the individual disciplines so that they inform each
other through cross-disciplinary activities (Johnson, 2019).
the tasks, nature of problem-solving, and the projects that students accomplish. How-
ever, there is no clarity in the literature on how students’ learning of different disciplines
within STEAM to be assessed at various levels – from understanding, application, analysis,
evaluation, and creation in each subject at a time.
of STEM’ (Costantino, 2017, p. 2). Similarly, although the advocates of arts integration in
STEM have integrated teaching and learning in mind, critics say that there are drawbacks
of STEAM (Liao, 2016). The first critique is that discussion on integrated teaching may
lead to multiple pedagogical forms leading to the dominance of one form over the others,
such as arts-integration in STEM may overemphasize the value of arts and design without
paying much attention to other areas, such as engineering, maths, and science with equal
rigour (Liao, 2016). This ambiguity causes misunderstanding of the arts integration as it is
referred to as the overuse of the arts in teaching and learning of STEM disciplines that may
not have much merit. This kind of misunderstanding may water down the arts and social
sciences in the classroom practices (Liao, 2016).
Despite many implications of STEAM education for student learning and development
to prepare them with twenty-first-century skills in maths, science, engineering, arts, and
technology, there are critics against it. The critics claim that the pathway to STEAM sounds
exciting. Still, this move can be a dangerous one if it is implemented without a proper
understanding of the subtleties and its intention together with the complexities of its imple-
mentation. The overuse of the arts may take away students’ attention from the STEM
field by weakening the rigour of maths, science, and engineering education (All Education
Schools.com, 2019).
The critiques against STEAM education also originate from the complexities of imple-
mentation in the classroom. A recent report by the British Educational Research Asso-
ciation on STEAM education found some inconsistencies and lack of conceptual clarity
in STEAM terminology, pedagogy, and research. Perignat and Katz-Buonincontro (2019)
claimed that the primary point of confusion might originate from the subject matter of the
arts with the STEM. The issue seems to be the nature of the arts integrated into STEM.
The question is: What form of the arts does it represent? Some scholars consider it is
visual art (painting, drawing, photography, sculpture, media arts, and design), while oth-
ers referred to the variety of arts such as visual, performing (dance, music, theatre), digital
media, aesthetics, and crafts, and still others expand the definition to include the liberal
arts and humanities disciplines (Perignat & Katz-Buonincontro, 2019). Even some educa-
tional leaders, for example, Jay Greene, Head of the University of Arkansas Department
of Education Reform, claim that it can be a mistake to think that integrating the arts into
STEM to preserve arts education. The reports that the integration of the arts into STEM
improved students’ performance may be just a correlation, not causation (Joyner, 2017).
These critical views about STEAM education have been rooted in a situation that there is
little evidence from the empirical studies on the impacts of STEAM education in general
and its implications at different fields of knowledge, practice, and development in particular
(Haesen & Van de Put, 2018).
Mathematics educators seem to be worried that M in STEAM is most often silent
because of the dominance of science or engineering or other aspects in teaching and learn-
ing (Bush et al., 2016; Dardis & Wickstrom, 2019). While students are going through
STEAM activities, they are most often taking mathematics as a tool to work through the
project problems, but not as a context to develop mathematical reasoning and thinking,
and mostly mathematics portion remains as the background (Dardis & Wickstrom, 2019).
Therefore, STEAM activities should be designed in such a way that students don’t lose the
opportunity to reason mathematically and solve problems through the use of mathemat-
ical tools of problem-solving and critical thinking. Otherwise, the pedagogical lubricant
INTERNATIONAL JOURNAL OF MATHEMATICAL EDUCATION IN SCIENCE AND TECHNOLOGY 2941
of STEAM education will dilute the main thrust of mathematics, and possibly science as
well as supporting May’s (2015) views. Adding more disciplines together may increase the
width, but not the depth, and this can mean that we are making each discipline shallow in
knowledge, skill, and experience in the name of integrated transdisciplinary epistemology.
According to Li and Schoenfeld (2019), mathematics knowledge and skill are foundations
to STEM. The idea of mathematical knowledge as a product of other knowledge and expe-
rience does not support the active learning of mathematics (Li & Schoenfeld, 2019). The
reason is that mathematics is considered a subdomain of other disciplines, and there is a
danger that mathematics knowledge is applied just as a tool for different subjects (Li &
Schoenfeld, 2019).
These views discussed above show that there are not only proponents and promoters
of STEAM education, but also, there are careful observations on the outcomes of it. The
critics of STEAM education seem to dislike the idea of putting the arts together with STEM
disciplines. They doubt that such integration has a positive causal effect on students’ learn-
ing and performance in STEM disciplines. These skeptics further created challenges in the
formulation and implementation of STEAM education.
one’s disciplinary scope (Connor et al., 2015). These views demonstrate the psychological
challenges of STEAM education.
Other issues are related to modularization and semesterisation in STEAM education
that can be barriers to implement STEAM education due to lack of time for preparation
and training as well as lack of resources to integrate classroom practices (Connor et al.,
2015). Also, there is a lack of consensus about what needs to be integrated when form-
ing STEAM curricula. Should the focus be on the integration of curriculum or method of
teaching or method of learning or collaboration of faculties across disciplines for teaching-
learning and projects? These kinds of confusion arise due to a lack of clear definition and
meaning of STEAM integrated curriculum and pedagogy in substance, not only in the
acronymous form (Falls, 2019). This view leads to confusion in the content integration of
STEAM disciplines. Without content integration, it is almost impossible to implement only
process integration.
There is a challenge of interdisciplinary or transdisciplinary collaboration due to both
logistical and intellectual factors. Logistically, it is challenging to build common space with
all kinds of support materials at a place. It is difficult to find even a typical planning time.
Many faculties reported that it complicated the schedule, especially when co-teaching is
required in the same class. The issue further extends to teaching loads within and across
the departments and colleges. There is also a need to negotiate a location for the class that
may be conducive to interdisciplinary learning, as well as the time and days that will fit into
faculty and student schedules from the varied disciplines (Costantino, 2017). The under-
standing of basic interdisciplinary knowledge and skill requirement is another challenge,
because for STEAM pedagogy teachers need to have a wide range of knowledge, which is
not easy for the teachers at least in middle/high school level and beyond.
The departments across the schools and universities have been built with a mindset of
disciplinary curriculum, teaching-learning, research and projects, and assessments. The
traditional institutional structures may pose a challenge to facilitate faculty collabora-
tion (Costantino, 2017). Another challenge may arise from the difference in the nature
of knowledge, philosophy, and paradigms across the disciplines. The contested domains of
knowledge from different disciplines may create confrontational situations in which fac-
ulty members from various departments may argue against each other’s values and beliefs,
making collaboration more complicated or impossible (Costantino, 2017). The partner-
ship at the lower grade levels where the disciplinary boundary is not demarcated can be
more fruitful than the higher level. The disciplinary paradigms may have a different onto-
logical, epistemological, and axiological system of knowledge and knowing leading to a tug
of war between proponents of STEM education and advocates for STEAM lessons (Jolly,
2014). Why experts or scholars of individual disciplines in the Science, Technology, Engi-
neering, Arts, and Mathematics would support and promote STEAM education? NCTM’s
past President Matt Larson’s two views, for example, make sense in this regard. First, sev-
eral jobs require STEM/STEAM skills and the beginning salaries in those professional
fields usually are higher than other jobs. Second, he views that STEM/STEAM advocacy
would also support mathematics education, despite the challenges of effective implemen-
tation that help in meaningful learning of mathematics, science, and other disciplines
(NCTM, 2017).
There are also mismatches between what STEAM teachers believe and what they do in
the classroom. For example, Shin (2013) found that although the majority of South Korean
INTERNATIONAL JOURNAL OF MATHEMATICAL EDUCATION IN SCIENCE AND TECHNOLOGY 2943
teachers (about 65%) agreed on the necessity of STEAM education, only about 18% imple-
mented STEAM lessons in their class (Park et al., 2016). At the same time, on the other
hand, the artistic content in STEAM may not support social justice issues in education
in general and STEAM education in particular. For example, the arts in STEAM does
not represent Black, Latino or indigenous students (Bennett, 2016). It’s hard to believe
how STEAM provides a viable solution to the underrepresented populations’ social and
economic alienation (Bennett, 2016). Therefore, the actual integration of disciplines in
STEAM is a forceful effort to put different things together in baggage where there is no
room for re-adjustments, re-locations, and remedial of shortcomings of each other.
Shaer et al. (2019) highlighted some challenges of STEAM integrated education in
Dubai. These challenges are – integration of different disciplines in curricula due to time
and curriculum constraints, teacher workload, resources in schools, the combination of
technology, and maintaining a balance of curriculum focus of STEAM learning outcomes
(Shaer et al., 2019). These challenges, together with the challenges to meet the requirements
of each domain of knowledge in Science, Technology, Engineering, Arts, and Mathematics
is a primary concern among all the stakeholders across the nations and education system.
Although many studies showed that teachers value the integration of STEM (without
an A) and showed positive attitudes about its feasibility and efficiency (Berlin & White,
2012; Fong, 2019), other studies showed that teacher may represent a challenge to effective
implementation of STEM. For example, Owens (2014) studied teachers’ perceptions about
STEM implementation focusing on their competencies, and professional development.
Owens reported that teachers most teachers lacked confidence in their knowledge and
abilities to effectively integrate STEM. Teachers felt a need for hands-on training and pro-
fessional development. They also felt that they did not have enough time, leadership, and
proper guidance to integrate STEM effectively. Owens (2014) suggested the need for skilled
STEM leadership that can drive curriculum development, as well as teacher preparation
that supports its implementation. Kubat (2018) on the other hand focused on challenges
of implementation of such class size; too broad curriculum; and teachers lack the needed
knowledge to teach using STEM approach.
STEAM education is a complicated endeavour with many challenges ahead to prepare
teachers, school leaders, university departments, faculty members, cost of integration, and
resources management.
Acknowledgements
We would like to acknowledge Professor Peter C. S. Taylor, Murdoch University, for your construc-
tive feedback on this manuscript. We would like to thank the anonymous reviewers for their very
fruitful comments/feedback to bring the manuscript in the current form.
Disclosure statement
No potential conflict of interest was reported by the authors.
2946 S. BELBASE ET AL.
Funding
There was no funding from any agency or institution for this work.
ORCID
Shashidhar Belbase http://orcid.org/0000-0003-3722-756X
Bhesh Raj Mainali http://orcid.org/0000-0002-4158-2399
Wandee Kasemsukpipat http://orcid.org/0000-0001-7290-5739
Hassan Tairab http://orcid.org/0000-0002-5217-0533
Munkhjargal Gochoo http://orcid.org/0000-0002-6613-7435
Adeeb Jarrah http://orcid.org/0000-0002-8216-8848
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Appendices
Table A1. Sub-constructs and associated concepts in the Prospects of STEM education
(M = Movement, P = Purpose, and B = Benefit in the codes and related concepts).
Codes and concepts related to prospects of STEM
Education Sub-constructs Related Literature
M1. US Government Report on STEM Education (CoSTEM) STEAM Education CoSTEM (2018), Hom (2014),
M2. Including arts and humanities in STEM Movement Rabalais (2014), Concordia
M3. Rhode Island School of Design (RISD) University (2019), The Franklin
M4. STEAM programmes in the US (e.g. New School Project in Institute (2019), NAEA (2014),
NC) Liao (2016), KUSOED (2018,
M5. The Philadelphia Science Festival 2019 2019)
M6. Student-led STEAM programmes at Universities (e.g.
Rutgers STEAM, Brown STEAM)
M7. STEAM degree programme (e.g. Concordia University
STEAM M.Ed. programme)
M8. Emphasis on STEAM education by the National Art
Education Association (NAEA) in a position statement
M9. M.Phil. in STEAM education at Kathmandu University
School of Education (KUSOED)
M10. Department of Education of Western Australia on STEAM
education
M11. The STEAM curriculum in South Korean Schools
M12. The STEAM education in Singapore schools
P1. twenty-first Century Skills through STEAM education (key Purpose of STEAM Department of Education of
skills) Education Western Australia (2019),
P2. Future-oriented skills through STEAM EducationCloset (2019),
P3. Enhance student creativity through STEAM education Costantino (2017), Jolly (2014),
P4. Developing multiple intelligence through STEAM education Bennett (2016), Rabalais (2014),
P5. Improve student performance in STEM through integration Baines (2015), Bailey (2015),
of the art Perignat and Katz-Buonincontro
P6. New opportunities and possibilities through STEAM (2017)
education
P7. New innovation through STEAM education
B1. Meaningful engagement of students through STEAM Benefits of STEAM EducationCloset (2019), All
education Education Education Schools.com (2019),
B2. Real-life connection of STEAM disciplines Liao (2019), Ministry of
B3. Creative methods of problem-solving in STEAM education Education New Zealand (2019),
B4. New curricular approach to visualize STEM through the arts Bush and Cook (2019a, 2019b),
B5. STEAM education promotes thinking outside the box Travis (2019), Ludlow and Travis
B6. Students embrace empathy and sense of support (2019), Stroud and Baines
B7. STEAM education promotes twenty-first century skills (2019), Dumitriu (2019)
B8. STEAM education promotes transdisciplinarity
B9. STEAM education for climate change
B10. STEAM education connected to humanities, e.g. spatial
humanities
INTERNATIONAL JOURNAL OF MATHEMATICAL EDUCATION IN SCIENCE AND TECHNOLOGY 2953
Table A2. Sub-constructs and associated concepts in the Priorities of STEM education (I = Integration,
R = Reform in the codes and related concepts).
Concepts related to priorities of STEM education Sub-constructs Related literature
I1. STEAM education as a new version of STEM with the arts Curriculum Quigley and Herro (2019), Paganelli
and designs Integration in and Houston (2016), Bush
I2. STEAM curriculum integration in the US (e.g. Andover High STEAM and Cook (2019a, 2019b),
School in Massachusetts) People’s Daily (August 23, 2018),
I3. Makerspace was designed as a new curriculum for teachers’ Martinez (2017), Quigley and
professional development in STEAM education Herro (2019)
I4. Makerspace curriculum is to impart creative, enthusiastic,
and empowering experience.
I5. The Makerspace curricular model used five domains of
activities
I6. STEAM curriculum integration in different countries (e.g. US,
Korea, Singapore)
I7. STEAM education through developing student-friendly
devices to learn math, science and the arts (PR Newswire,
2016)
I8. Flexibility on the content organization and the teaching-
learning process
I9. STEAM integration as a paradigm shift from disciplinary
approach to a transdisciplinary approach
I10. Cooperative learning through creativity and innovation
based on the concept of life-long learning
I11. A systems approach to the integration of STEAM curriculum
I12. STEAM curriculum integration for connected learning
R1. STEAM as a curriculum reform through the multidisciplinary STEAM as Rabalais (2014), Welch (2011),
integration of maths, science, engineering, technology with Curriculum Quigley and Herro (2019), Harris
the arts Reform and de Bruin (2018), Kim and
R2. STEAM as curriculum reform to boost teacher morale and Bolger (2016), Babaci-Wilhite
student achievement (2019), Mchombo (2019), Park
R3. STEAM curriculum reform for the multifaceted potential of et al. (2016), Staton (2017),
all children to grow all possible ways Discovery Education (August 2,
R4. STEAM reform for a balanced approach to teaching and 2018), Bush and Cook (2019a,
learning 2019b)
R5. A growing trend toward offering STEAM education as a new
curricular approach
R6. Creativity is understood, negotiated, valued, and manifested
in secondary schools
R7. STEAM phenomenon from a holistic perspective through
transdisciplinary discourse
R8. The Ministry of Education of South Korea directed at least
20% of STEAM-related contents in science, mathematics,
technology, home economics, and music and art classes
R9. The government of South Korea developed all the teaching-
learning materials for STEAM education
R10. Clemson University provides certification in STEAM
education
R11. Need of skilled STEM workforce to enable knowledge
production and technical breakthroughs for sustainable
economic development
R12. Discovery Education and New York’s Mt. Vernon City
School District partnership for bringing high-quality STEAM
learning experiences to K-12 classroom
R13. Meaningful integration of the Common State Standards
for Mathematics (CCSSM) and the Next Generation Science
Standards (NGSS)
2954 S. BELBASE ET AL.
Table A3. The sub-constructs and associated concepts in the STEAM education as a process
(Pd = Pedagogy, and A = Assessment in the codes and related concepts).
Concepts related to transformative process of
STEM education Sub-constructs Related literature
Pd1. STEAM education integrated the arts in the instruction of maths, STEAM Ped- Rabalais (2014),
science, engineering, and technology and integration of STEM agogical Connor et al. (2015),
disciplines into the arts Process Quigley and Herro
Pd2. Apply project-based learning (PBL) as a viable means to challenge (2019), Bailey (2015),
the twenty-first century learner Costantino (2017),
Pd3. PBL in combination with transdisciplinary knowledge, skills, and Connor et al. (2015),
attitudes Hetland et al. (2013),
Pd4. Students think creatively with multiple options to carry on in their Park et al. (2016),
projects with optimal thinking Liao (2016), Martinez
Pd5. Create problem-solving scenarios (2017), Culen and
Pd6. Use creativity and critical thinking in collaborative ways using Gasparini (2019),
group dynamics Johnson (2019)
Pd7. Social and other humanitarian points of views by connecting the
problem to the real-world
Pd8. Emotional appeal and cognitive feel through SEAM
Pd9. Extraordinary learning experience from the day-to-day out-of-
the-ordinary experiences
Pd10. STEAM programme through humility, creativity, and contextual
PBL activities
Pd11. Critical making for object-based learning from the real-world
problems
Pd12. Multidisciplinary teaching guided by the distributed intelligence
approach
Pd13. Deeper meaning and aesthetic learning, higher level thinking
Pd15. Both way didactics from theory to a problem and from a problem
to the theory
Pd16. PBL is that it embraces learning by doing a project by the
students in collaboration and inquiry on a real-life problem
Pd17. Learning pathways in visual art education
Pd18. Combination of creative design, emotionally tough, and
convergence the STEAM contents
Pd19. Think out of the box fostering an innovative thinking
Pd20. Service-learning from a context, experiential-learning by doing
things
Pd21. Transforms engineering designs into arts and arts into aesthetics
with deeper cultural meaning and values
A1. A strong correlation between the student involvement in the Assessment Rabalais (2014),
arts and their performance in maths and science, especially those in STEAM Park et al. (2016),
students who are labelled at-risk Education Herro et al. (2017),
A2. At-risk students who participated in extracurricular arts EducationCloset
programmes performed better than their counterparts in (2019), Wengrowicz
mathematics et al. (2018), Sadler
A3. Rote memorization in STEM assessment (2015)
A4. Construction of a tool for assessing student learning and
development through STEAM instruction and activities of
collaborative problem solving (CPS)
A5. Assessment in STEAM to measure students’ growth (in learning)
A6. Student-centered assessment through peer and self-assessment
A7. Diagnostic, formative and summative assessments in STEAM
A8. Use of STEAM learning progression to map students’ learning
A9. STEAM skills poster may guide teachers and students in assessing
learning and development
A10. Assessment grid for whole class or individual student assessment
in STEAM
A11. Student oriented meta-assessment of students’ projects
A12. Assessment oriented meta-assessment
A13. Organization oriented meta-assessment
A14. Correctness, completeness, documentation, clarity, and
understandability in assessment of the conceptual model and
implementation of the project in PBL
A15. Criteria-Based and holistic assessment
INTERNATIONAL JOURNAL OF MATHEMATICAL EDUCATION IN SCIENCE AND TECHNOLOGY 2955
Table A4. Sub-constructs and associated concepts related to problems in STEAM (C = Critique and
Ch = Challenge in the codes and related concepts).
Concepts related to problems of STEM Education Sub-constructs Related Literature
C1. The arts with STEM in teaching-learning may take more Critiques against Rabalais (2014), Kim and Lee
time away from scientific exploration of maths, science, and STEAM (2015), Kim and Bolger (2016),
engineering Education Rabalais (2014), Bush and Cook
C2. There is a lack of expert teachers who understand the (2019a, 2019b), Costantino
nature of STEAM (2017), Liao (2016), All Education
C3. The integration as unnecessary that has created more Schools.com (2019), Perignat
misunderstandings of the disciplines with STEAM and Katz-Buonincontro (2019)
C4. Integration has interfered with departmental integrity and
dismantled the stable school structure
C5. Severe challenges in planning the instructional models in
STEAM
C6. The arts can be a distraction or detour of learning maths,
science, engineering, and modern technology
C7. The art-based reform is a superfluous introduction of
aesthetics
C8. Integration of the art makes STEAM highly subjective
C9. High temptation but a low implementation an actual
classroom
C10. STEAM is generic idea of a well-rounded education
C11. Overemphasis of the arts and design without paying much
attention to other areas, such as engineering
C12. Dangerous due to poor implementation without a proper
understanding of the subtleties
C13. Inconsistencies and lack of conceptual clarity in STEAM
terminology, pedagogy, and research
Ch1. The challenges of STEAM education are related to the Challenges Rabalais (2014), Connor et al.
training of the teachers to implement the integrated lessons of STEAM (2015), Falls (2019), Costantino
Ch2. Challenge in the professional development of teachers to Education (2017), Jolly (2014), Shin (2013),
upgrade the transdisciplinary method Bennett (2016)
Ch3. One of the biggest obstacles is the pre-existing mentality
of the faculty and students
C4. Lack of mutual respect and trust among the faculties across
the disciplines
Ch5. Disciplinary egocentrism within the departments and its
faculties
C6. Lack of student readiness to accept, embrace, and engage
in transdisciplinary education
Ch7. Negativism about any other views that are beyond one’s
disciplinary scope
Ch8. Modularization and semesterisation in STEAM education
Ch9. Lack of general consensus about what is integrated when
forming STEAM
Ch10. Challenge of interdisciplinary or transdisciplinary
collaboration due to both logistical and intellectual factors
Ch11. The difference in the nature of knowledge, philosophy,
and paradigms across the disciplines
Ch12. Mismatches between what STEAM teachers believe and
what they do in the classroom
Ch13. STEAM may not support social justice issues in education