Authors :
Sonu; Dr. Aruna Anchal; Dr. Sunita
Volume/Issue :
Volume 10 - 2025, Issue 12 - December
Google Scholar :
https://tinyurl.com/ks4vcc7y
Scribd :
https://tinyurl.com/yfxy3ts
DOI :
https://doi.org/10.38124/ijisrt/25dec1063
Note : A published paper may take 4-5 working days from the publication date to appear in PlumX Metrics, Semantic Scholar, and ResearchGate.
Note : Google Scholar may take 30 to 40 days to display the article.
Abstract :
In the last several years, there has been a rapid progress in STEAM education, an integrated educational approach
that aims to provide students with knowledge in Science, Technology, Engineering, Arts, and Mathematics. As a whole, it seeks
to enhance students' innovation and problem-solving ability. This article uses a theory-based and thematic analysis to argue the
underlying relationship between STEAM education and creative thinking. The paper therefore, informed by major educational
theories such as constructivism, experiential learning, interdisciplinary learning, and creativity theories, explores how STEAM
education provides an enabling platform for the development of creative thinking. The study reveals that arts integration,
problem-based learning, classroom environment, teacher facilitation, and collaborative learning have been found to foster
creativity. The article ends with the argument that STEAM education offers a holistic and futuristic pedagogical model now
needed in ensuring that learners are equipped with the skills to deal with twenty-first-century.
Keywords :
STEAM Education, Creative Thinking, Interdisciplinary Learning, Arts Integration, Conceptual Study.
References :
- Bhagwati, J. N. (1995). The new thinking on development. Journal of Democracy, 6(4), 50-64.
- Eisner, E. W. (2002). The arts and the creation of mind. Yale University Press.
- Guilford, J. P. (1950). Creativity. American Psychologist, 5(9), 444–454.
- Kolb, D. A. (1984). Experiential learning: Experience as the source of learning and development, Prentice Hall. Partnership for 21st Century Skills. (2009). Framework for 21st century learning. P21. Polya, G. (1957). How to solve it. Princeton University Press. Sternberg, R. J. (2003). Wisdom, intelligence, and creativity synthesized. Cambridge University Press Vygotsky, L. S. (1978). Mind in society. Harvard University Press.
- Lee, J., Joswick, C., & Pole, K. (2023). Classroom play and activities to support computational thinking development in early childhood. Early Childhood Education Journal, 51(3), 457-468.
- McGregor, D. (2007). Developing thinking; developing learning. McGraw-Hill Education (UK).
- Straková, Z., & Cimermanová, I. (2018). Critical thinking development—A necessary step in higher education transformation towards sustainability. Sustainability, 10(10), 3366.
- Rosyida, K. M. I., Prahani, B. K., & Kurtuluş, M. A. (2025). Analysis of the Role of STEAM Education in Improving Critical Thinking Skills for Sustainable Development. Journal of Current Studies in SDGs, 1(1), 20-32.
In the last several years, there has been a rapid progress in STEAM education, an integrated educational approach
that aims to provide students with knowledge in Science, Technology, Engineering, Arts, and Mathematics. As a whole, it seeks
to enhance students' innovation and problem-solving ability. This article uses a theory-based and thematic analysis to argue the
underlying relationship between STEAM education and creative thinking. The paper therefore, informed by major educational
theories such as constructivism, experiential learning, interdisciplinary learning, and creativity theories, explores how STEAM
education provides an enabling platform for the development of creative thinking. The study reveals that arts integration,
problem-based learning, classroom environment, teacher facilitation, and collaborative learning have been found to foster
creativity. The article ends with the argument that STEAM education offers a holistic and futuristic pedagogical model now
needed in ensuring that learners are equipped with the skills to deal with twenty-first-century.
Keywords :
STEAM Education, Creative Thinking, Interdisciplinary Learning, Arts Integration, Conceptual Study.