STEM to STEAM and STEM IT (iSTEM) Transition

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Introduction

STEM (science, technology, engineering, and mathematics) has been a primary focus in many educational institutions for decades. The recent integration of information technology (IT) into STEM education, known as STEM IT, has transformed the way students learn and the way teachers educate. Furthermore, the addition of the arts to STEM education, resulting in STEAM education, has brought some new challenges as well as opportunities for educators and students alike. While introducing IT and arts to the traditional educational backbone offers a number of opportunities both for schools and learners, there are some barriers to implementing these changes.

Discussion

STEM IT (iSTEM) is a learning approach where IT is added to the acronym STEM. In its essence, STEM IT was created to give students an advantage in acquiring additional skills and knowledge necessary for future success. The main benefit of teaching STEAM IT is the use of IT for teaching and learning. It enables learners to access a large amount of information and gives them the opportunity to explore topics more deeply than ever before (Razi & Zhou, 2022). This helps students receive greater satisfaction from the learning process as they can explore topics in-depth and study them in the way that suits them best. Additionally, the inclusion of IT offers an opportunity to create interactive learning materials that help students understand the subject better.

It allows students to access learning materials and collaborate with peers from anywhere, making it easier for them to learn at their own pace and on their own schedule. In addition, STEM IT enables students to develop essential 21st-century skills such as critical thinking, collaboration, and problem-solving, which are highly sought after by employers in various industries. It allows teachers to form interactive and engaging learning environments that cater to different learning styles, making it easier for students to understand and retain information (Razi & Zhou, 2022). Moreover, STEM IT helps educators track student progress and provide feedback in real-time, enabling them to adjust their instruction and support students individual learning needs.

At the same time, the current presence of art in the STEAM program can be discussed as a unique advantage. Art helps students to acquire academic skills and knowledge along with developing creativity and interpretation skills. This gives learners the space to express their creative spirit and builds a platform for them to explore their talents (Aguilera & Ortiz-Revilla, 2021). Art also helps students turn their ideas into projects, which leads to the development of their motivation, foresight, and creative thinking.

However, it is important to note that the application of STEM IT and STEAM is not void of some drawbacks. The main one is concerned with high costs, which is a crucial obstacle for many institutions. Unfortunately, the introduction of IT is expensive, and many schools cannot afford it as a large part of the budget is required for the purchase of equipment and software. Also, many teachers may find it difficult to use IT technologies, such as coding, so they may not be able to teach them. This leads to two problems: teacher shortage for one thing and the need to fire some of the current specialists for another. One more disadvantage of STEM IT and STEAM is that it may lead to a digital divide between students who have access to technology at home and those who do not. Learners who do not have access to technology may struggle to keep up with their peers, and this can affect their academic performance as well as their future opportunities.

Conclusion

In conclusion, teaching STEAM IT and STEAM offers many benefits, including wider opportunities, more engaging learning and teaching processes, and vast options for development. However, there are also drawbacks to such changes, including high costs and difficulties in using new technologies. In any case, updates in approaches give schools and students access to modern technologies and resources to gain a deeper understanding of the study material.

References

Aguilera, D., & Ortiz-Revilla, J. (2021). STEM vs. STEAM education and student creativity: A systematic literature review. Education Sciences, 11(7), 331. Web.

Razi, A., & Zhou, G. (2022). STEM, iSTEM, and STEAM: What is next? International Journal of Technology in Education, 5(1), 1-29. Web.

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