Role of Digital Technology for Advancing STEAM Learning

Role of Digital Technology for Advancing STEAM Learning

Pranay Pandey (Bhatter College, Dantan, India)
Copyright: © 2025 |Pages: 24
DOI: 10.4018/979-8-3693-7408-5.ch007
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Abstract

This chapter explores the pivotal role of digital technology in advancing STEAM (science, technology, engineering, arts, and mathematics) education. It begins with an overview of STEAM education and its significance, followed by a discussion on how digital technology intersects with and enhances STEAM learning. The historical context is provided by tracing the evolution of STEAM education and technological advancements. Key digital technologies such as educational software, online platforms, VR/AR, coding, robotics, and data analysis tools are examined for their impact on STEAM learning. Pedagogical approaches supported by these technologies, including blended learning, project-based learning, and gamification, are analyzed. The chapter evaluates the influence of digital technology on learning outcomes, skill development, and accessibility. Future trends, including emerging technologies and adaptation strategies, are discussed alongside ethical considerations.
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