Promoting Steam Education
Promoting Steam Education
Article
Promoting STEAM Education in Primary School through
Cooperative Teaching: A Design-Based Research Study
Jie Li 1 , Heng Luo 1, * , Leilei Zhao 2, *, Min Zhu 1 , Lin Ma 1 and Xiaofang Liao 1
1 Faculty of Artificial Intelligence in Education, Central China Normal University, Wuhan 430079, China
2 School of Humanities, Jiangnan University, Wuxi 214122, China
* Correspondence: luoheng@mail.ccnu.edu.cn (H.L.); zhaoleilei199102@163.com (L.Z.)
Abstract: The COVID-19 pandemic has highlighted the importance of students’ information literacy,
computer skills, and research competencies for self-regulated learning and problem solving. STEAM
education, with interdisciplinary knowledge building and higher-order thinking development as its
main purpose, is considered essential for students’ sustainable development in the post-pandemic era.
However, STEAM education in China’s K-12 schools is facing several problems, such as insufficient
qualified teachers, unsustainable development, and difficulty in achieving meaningful discipline
integration. To address these problems, this study proposes an innovative STEAM education model
supported by cooperative teaching and theories of project-based learning and collaborative learning.
After two iterations of design, evaluation, and revision, the proposed STEAM education model and a
set of instructional design principles were validated. The resulting model features a multi-teacher
cooperative strategy, detailed and diverse scaffolding, familiar themes for students, the integration of
STEAM education into formal curricula, and extended instruction hours. The study results suggest
that cooperative teaching can facilitate meaningful discipline integration and can alleviate the STEAM
faculty shortage. This study produced five proven instructional design principles for conducting
STEAM education supported by cooperative teaching in primary schools.
Citation: Li, J.; Luo, H.; Zhao, L.;
Zhu, M.; Ma, L.; Liao, X. Promoting
STEAM Education in Primary School
Keywords: STEAM; STEM; design-based research; cooperative teaching; China
through Cooperative Teaching: A
Design-Based Research Study.
Sustainability 2022, 14, 10333.
https://doi.org/10.3390/su141610333 1. Introduction
Academic Editors: Noora J. Al-Thani
STEAM (science, technology, engineering, arts, and mathematics) [1] is derived from
and Zubair Ahmad STEM [2,3], with the discipline of arts added, and focuses on cultivating learners’ compre-
hensive abilities and core literacy, aiming to nurture excellent talent resources to support
Received: 25 July 2022 the development of modern society [4]. STEAM can be defined as “education for increasing
Accepted: 18 August 2022
students’ interest and understanding in scientific technology and for growing STEAM liter-
Published: 19 August 2022
acy based on scientific technology and the ability to solve problems in the real world” [5].
Publisher’s Note: MDPI stays neutral In this study, STEAM is used as an umbrella term for both STEM and STEAM education as
with regard to jurisdictional claims in defined here.
published maps and institutional affil- The potential of STEAM education has been acknowledged worldwide, receiving
iations. growing attention from both educational researchers and practitioners. Many researchers
have studied the construction of STEAM education, including teaching modes, methods,
strategies, and education design [6]. For example, Stanford University’s d. loft STEAM
education combines STEAM education with design thinking, requiring students to develop
Copyright: © 2022 by the authors.
feasible solutions to solve local, national, and global problems after learning the basics
Licensee MDPI, Basel, Switzerland.
of STEAM [7]. Kopcha et al. [8] designed a STEAM education program using robots to
This article is an open access article
develop students’ computational thinking. Zhang et al. [9] described a STEAM education
distributed under the terms and
innovation with different schools carrying out different activities. The research findings
conditions of the Creative Commons
in general support the value of STEAM education and report various benefits, such as
Attribution (CC BY) license (https://
creativecommons.org/licenses/by/
increased collaboration, enhanced creativity, and the development of scientific inquiry
4.0/).
skills [10,11].
Despite its many alleged benefits, STEAM education faces a persistent challenge:
STEAM education is difficult to implement and sustain in primary schools, and lacks
meaningful interdisciplinary integration [3]. There are several possible reasons: first, qual-
ified teachers for STEAM education are in high demand [12]. At present, most primary
school teachers are subject-based [13,14], are only experts in their own subjects, and do not
have a comprehensive understanding of all of the content knowledge needed for STEAM
education. If multiple teachers are responsible for STEAM teaching, it can lead to patched
teaching, in which instructional content is forced together without emphasizing the under-
lying connections. It is difficult to guarantee the project experience of students in STEAM
education as well as teaching effectiveness. Second, the design and implementation of
STEAM education is too dependent on researchers, and is not sustainable. Most the current
STEAM education has been designed and developed by researchers, and researchers even
carry out practical teaching. An obvious problem is that STEAM education ends at the end
of the research project. School teachers do not learn how to design and implement STEAM
education, and they cannot continue to carry out STEAM education in schools. Third,
STEAM education usually exists in the form of comprehensive practice-style education
or after-school expansion education, and is not integrated into the formal curriculum of
the school. This leads to a lack of attention from teachers and a lack of enthusiasm from
students, which leads to difficulty implementing STEAM education in schools.
This study suggests that cooperative teaching may be an effective way to solve these
problems. In this study, we propose a teaching model for STEAM education based on the
concept of cooperative teaching. To simplify the model’s name, we coined the term Co-
Teaching STEAM to refer to the model throughout the paper. Cooperative teaching means
that two or more teachers are jointly responsible for teaching the same student group [15].
Teachers work together to develop a teaching plan, engage in ongoing communication
and feedback during the teaching process, and ultimately evaluate students’ performance
together [16]. The use of cooperative teaching can effectively avoid separation between
disciplines, ensure the integrity of the STEAM teaching process, and enable students to
experience a complete project process. In addition, in cooperative teaching, each teacher is
only responsible for what they are good at and does not need to master all of the knowledge
of STEAM education, which provides a solution to the problem of insufficient teachers in
STEAM education. However, there is a lack of case studies on effective instructional design
principles for cooperative teaching in STEAM.
This study employed a design-based research approach to explore effective instruc-
tional design principles for implementing STEAM education in the primary school context.
More specifically, we sought to answer the following research questions:
1. What are the benefits and limitations of co-teaching STEAM education?
2. What are the effective instructional design principles of co-teaching STEAM education?
2. Theoretical Framework
The theoretical framework for designing co-teaching STEAM education is informed
by the theories of PBL, collaborative learning, cooperative teaching, and scaffolding.
2.1. PBL
Project-based learning (PBL) is a systematic teaching and learning method which
engages students in complex real-world tasks that result in a product or presentation
to an audience, enabling them to acquire knowledge and life-enhancing skills [17]. PBL
emphasizes student-centered and group collaborative learning, requiring students to ex-
plore real-life issues, and students’ inquiry activities are challenging and constructive [18].
During the PBL learning process, students work together in groups to conduct problem-
oriented independent inquiry and to summarize what they have learned through review
and reflection to improve group work [17]. STEAM education revolves around a real
problem, involving students in small groups conducting research and then communicating
the results with their peers [18].
Sustainability 2022, 14, 10333 3 of 16
PBL is an appropriate STEAM teaching method, permits the integration and applica-
tion of STEAM discipline knowledge [19–22], and can provide students with the learning
context and problems of knowledge construction and group collaborative inquiry. A good
example of STEAM education supported by PBL is the Mars Education Program developed
by Arizona State University in the United States, which is divided into four areas, each of
which consists of a series of thematic education units that form a curriculum plan covering
grades K-12. This includes project activities such as creating models of the solar system,
designing rockets, and developing vehicles [23].
2.4. Scaffolding
In the field of learning, scaffolding refers to temporary support for tasks that learners
may not be able to complete themselves [31]. When learners complete learning tasks
beyond their own abilities, the assistance which more knowledgeable people provide
to help them is called scaffolding. [32,33]. Scaffolding is necessary for student-centered
education for the following reasons: first, research has consistently shown that when
students lack prior domain-specific knowledge, they experience problems attempting to
solve even well-structured problems [34]. Second, authors have suggested that a learner’s
cognitive load is reduced with the aid of scaffolding and that this allows the learner to
perform parts of a task that he or she would otherwise not be able to perform [35,36].
Third, research findings suggest that the effectiveness of PBL largely depends on whether
adequate support for learners is provided, especially for younger students who lack self-
regulated learning skills [37,38]. Therefore, it is necessary to provide sufficient scaffolding
for STEAM, which is known to be a student-centered and inquiry-based instructional
innovation.
Theoretical Supporting
Dimension Design Decisions Description
Assumption Literature
Integrate science, math, technology, arts, and
Cooperative
P1 Disciplinary integration other disciplines into a single task to promote [19,20]
teaching
Task Design interdisciplinary skills.
Choose familiar and Tailor task themes to reflect real-life
P2 PBL [7,39]
authentic themes experiences and problems
Providing adequate Provide various scaffolding (e.g., worksheets,
P3 Scaffolding [35,40]
scaffolding and tools discussion notes) to facilitate collaboration.
Strategy Divide students Students are divided into all-boys, all-girls, Collaborative
Design P4 [24,25]
into groups and mixed groups for task completion. learning and PBL
Implement Promote knowledge construction and
P5 PBL [41]
student-centered activities meaningful dialogue through shared inquiry.
Collective teaching by various subject teachers Cooperative
P6 Multi-teacher cooperation [15,16]
Process through cooperative lesson preparation. teaching
Design Integration into the Making STEAM part of formal curriculum by Cooperative
P7 [42,43]
formal curriculum assigning its units to related subject classes. teaching
3. Initial Design
Based on the integrated STEAM instructional design principles identified in the litera-
ture, we propose the initial design of co-teaching STEAM, as shown in Figure 1. The im-
plementation design process is divided into four stages: preparation, design, enforcement,
and display and evaluation. We designed the co-teaching STEAM course by integrating the
knowledge of science, technology, mathematics, and arts. The complete course consists of
three lessons.
The first lesson focuses on introducing the project and creating scenarios. The science
teacher first introduces the scientific knowledge related to myopia, helps the students
understand the causes and harms of myopia, and then guides the students to design a
questionnaire on the status of myopia, distributed to the whole school’s students after class
to investigate the status of myopia. The theme of myopia is chosen because it is relevant to
3. Initial Design
Based on the integrated STEAM instructional design principles identified in the lit-
Sustainability 2022, 14, 10333 erature, we propose the initial design of co-teaching STEAM, as shown in Figure 1.5 of The16
implementation design process is divided into four stages: preparation, design, enforce-
ment, and display and evaluation. We designed the co-teaching STEAM course by inte-
grating the
students: knowledge
there is a highof science,
rate technology,
of myopia among mathematics, and arts.
grade six students, and The complete
students course
are familiar
consists
with andofinterested
three lessons.
in the theme.
The
The first
secondlesson focuses
lesson on introducing
is mainly to analyzethe theproject
resultsand creating
of the scenarios.data.
questionnaire The science
At the
teacher
beginning first
ofintroduces
the class, the themath
scientific
teacherknowledge relatedto
guides students torecall
myopia,the helps
relevanttheknowledge
students un- of
derstand the causes and harms of myopia, and then guides the students
the statistical graph, and then the students use a tablet computer to explore independently to design a ques-
tionnaire
in groups.on Thethestudents’
status of main
myopia, tasksdistributed to the whole
include selecting school's students
the appropriate aftergraph
statistical class to
to
investigate
present the the status
survey of myopia.
results, analyzingThe theme of myopia
the possible causesis of
chosen
myopia because
basediton is relevant
the survey to
students: there is a highthe
results, summarizing rate of myopia
findings, and among grade
sending six students,
a group and students
representative are famil-
to present the
iar with and
findings interested in the theme.
on stage.
The second
The main lesson
task of theisthird
mainly to analyze
lesson the aresults
is to design researchof poster.
the questionnaire
Students designdata.posters
At the
beginning
in groups, of the class,
present the math
research teacher
findings in guides students
statistical charts,to and
recall
usetheartistic
relevant knowledge
treatments to
of the artistic
apply statistical graph,
design and
to the thenThen,
work. the students
through use a tabletthe
the design, computer tochart,
statistical explore inde-
research
pendently
conclusionsinand groups. The students’
findings, and final mainresults tasks
are include
presented selecting the appropriate
in the posters, statistical
and students add
graph
frames,topictures,
present the andsurvey results, analyzing
other decorations. thethe
Finally, possible causes
students’ group of myopia
works are based on the
displayed
survey results,and
in the school summarizing
self-evaluationthe findings,
and mutual and evaluation
sending a group representative
are carried out. Thistolesson
present is
the findings
facilitated byonanstage.
art teacher.
4. Methodology
4.1. Design-Based Research
DBR is a systematic approach that improves educational practices through iterative
analysis, design, development, and implementation [44]. It has three cornerstone principles:
collaboration with practitioners to solve complex problems in real contexts; proposing
Sustainability 2022, 14, 10333 6 of 16
plausible solutions to these complex problems based on learning and teaching theory using
modern technological means; and implementing solutions in real teaching environments,
improving by iteration, and defining new design principles [44]. Therefore, we adopted
a design-based research study to verify the effectiveness and feasibility of the design
principles over various iterations. We implemented two iterations, collected various types
of data for reflection and evaluation, and made improvements to the design. In this way,
we hope to contribute to the design and implementation of STEAM education.
Figure2.2.STEAM
Figure STEAM learning
learning environment:
environment: (a) screenshot
(a) video video screenshot of theprocess
of the teaching teaching
andprocess and
(b) students
(b) students
using using tablet
tablet computers computers
for data statistics for
anddata statistics and analysis.
analysis.
labelling learning experience in terms of positive (e.g., curious, engaged, proud, pleased,
etc.) and negative (distracted, indifferent, confused, etc.) emotions; and (4) evaluation
coding using tags of “+”, “−”, and “REC” to indicate strengths, weaknesses, and suggested
revisions to the STEAM design.
Another important data source was semi-structured interviews with the students.
After each class session, we purposefully selected 6–8 students to participate in interviews
based on their classroom performance. The semi-structured interview outlines normally
comprised the following six aspects: basic student information, interdisciplinary knowl-
edge, perception of collaboration, role allocation, scaffolding, and the performance of both
group and self. Additionally, we collected comments from the teachers during class prepa-
ration and post-class debrief. The commentary data reflected the teachers’ evaluation of
and reflection on the STEAM design and implementation. They provided valuable insight
for continually refining the STEAM resources, activities, and sequence. The semi-structured
interview questions are listed in Appendix A.
5. Results
5.1. First Lesson
5.1.1. First Iteration
On the whole, the lesson went according to our expectations. The classroom atmo-
sphere was good, students were active in answering questions, and the group discussion
was full of enthusiasm. The science teacher first introduced the theme of myopia with
riddles, videos, and pictures to let students understand the impact of myopia. After the
presentation, the teacher provided a case study, and the students had enough time to
discuss and explore this. Then, based on the previous exploration, the teacher guided
students to design a questionnaire about the status of myopia.
However, we found some problems with the implementation of the course. First, we
found that the course content seemed too easy for the students. The students in grade six
already knew what behaviors might cause myopia and had common knowledge about
the harms of myopia. Several students gradually lost interest in the class. Second, in the
process of discussion, some students actively expressed their opinions, while others were
often silent and did not participate in the discussion. In addition, with no clear assignment
of tasks, discussions sometimes descended into confusion. As commented by the science
teacher, “the students liked to argue, and no one kept order in group work nor recorded
the results of group discussion.” Third, it seemed that the final report of the group was not
related to the discussion content. The reporter only expressed their own opinion without
integrating the opinions of the group members, which led to a lack of participation and
sense of achievement for other members; the reporter may not have remembered what
the other panelists said. In addition, since the results of the discussion were not recorded,
statements from different groups were repeated. Fourth, due to the lack of relevant types
of course experience, most students just took this lesson as an activity class and did not
understand the entirety of the STEAM project or understand the project process.
Figure
Figure3.3.Group collaborationrecord
Group collaboration record sheets
sheets (translated
(translated version):
version): (a)collaboration
(a) group group collaboration
record sheetrecord
sheet for the first lesson and (b) part of the questionnaire design
for the first lesson and (b) part of the questionnaire design sheet. sheet.
the location of the data resources, students began to use the tablet computers to conduct
independent inquiry.
We found some problems in the process of course implementation. First, the teacher’s
teaching time was too long, resulting in the class running seriously overtime (75 min),
and there was no time for presentation and reporting. Second, each group needed to
analyze five problems. The task was too large, and some groups failed to complete the
task. “Most groups did not complete the data analysis task, so I could not advance the
class process,” the math teacher said during the post-class debrief. Third, the scaffolding
was not detailed enough. In the conclusion and discovery part of the task list, there
was no hint; students did not know how to start and wrote a lot of irrelevant content,
which impacted the learning effect. Fourth, some group members were busy with tablet
computers and did not participate in the discussion. Other group members were unable to
operate tablet computers and could not see the data, and they were not able to participate in
the discussion.
Figure4.
Figure 4. Group
Group work
work record
recordform
formfor
forthe
thesecond
secondlesson
lesson(translated
(translatedversion).
version).
Figurein
Figure 5. Student work 5. the
Student
firstwork in the (a)
iteration: firstthe
iteration:
poster(a)created
the poster
by created
Group by Group
No. 8; (b)No.
the8; poster
(b) the poster
created by Group No. 2.
created by Group No. 2.
5.3.3. SecondIteration
5.3.3. Second Iteration
After
After making
making improvements,
improvements, the the second
second iteration
iteration went
went well,
well, and each team
and each team completed
com-
pleted the design and production of posters within the specified time. The scaffolding
the design and production of posters within the specified time. The scaffolding we
we provided
provided
saved saved
time andtime and increased
increased the efficiency
the efficiency of theofposters.
the posters. As several
As several students
students saidin the
said
in the interview,
interview, “Colored
“Colored paperpaper and calligraphy
and calligraphy help help
us a us
lot.a We
lot. don’t
We don’t
needneed to and
to cut cut and
write by
write by ourselves,
ourselves, which
which saves saves
a lot a lot of After
of time.” time.”that,
Afterwethat, we exhibited
exhibited students’
students’ worksworks
in theinwhole
the whole
school. Theschool.
groupThe group
leader leader explained
explained the design theideas
design ideas
and and concepts
concepts of the project,
of the group group and
project, and
different different
groups groups evaluated
evaluated each other. each other. Examples
Examples of the groups'
of the groups’ work
work and and
the the
exhibition
exhibition
scenes arescenes
shownare in shown
Figure in6. Figure 6.
Figure 6. Cont.
Sustainability 2022, 14, 10333 12 of 16
Figure
Figure6.6.Work
Workpresentation
presentationand
andgroup
groupreview
reviewscene: (a)(a)
scene: examples of of
examples oneone
group’s works;
group’s (b) (b)
works; thethe
group leader explaining the work of the group.
group leader explaining the work of the group.
Author Contributions: Conceptualization, H.L.; methodology, H.L. and L.Z.; formal analysis, J.L.,
L.M. and X.L.; investigation, J.L. and M.Z.; data curation, J.L.; writing—original draft preparation,
J.L.; writing—review and editing, H.L. and L.Z.; visualization, J.L.; supervision, H.L. and L.Z.; project
administration, M.Z. All authors have read and agreed to the published version of the manuscript.
Funding: This research was funded by the Key Research Project of the Co-Innovation Center for Educa-
tional Informatization and Balanced Development of Basic Education, grant number xtzdwt2021-003.
Institutional Review Board Statement: The study was conducted according to the guidelines of the
Declaration of Helsinki, and approved by the Ethics Committee of CENTRAL CHINA NORMAL
UNIVERSITY (protocol code ccnu-IRB-202111047, approved on 2021/11/11).
Informed Consent Statement: Informed consent was obtained from all subjects involved in the study.
Data Availability Statement: The data presented in this study are available from the corresponding
author on reasonable request.
Sustainability 2022, 14, 10333 14 of 16
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