Module 1: What is STEAM?


Short overview of the topic:

This module aims to provide a clear definition of STEAM as an educational approach; to focus on using STEAM approaches and methodologies within the context of the Primary classroom; to describe links with maker culture; and to explore the positive impact of inclusive STEAM activities on different groups.

[For more on STEAM approaches read our document: STEAM-H Competence Map].

Duration of the module: 2 hours

Learning Outcomes

The participants will be able to:

  • identify the areas associated with the terms STEM and STEAM.

  • understand and use a STEAM approach in the classroom as part of the formal education system.

  • understand the link between STEAM activities, maker culture and non-formal learning.


Activity overview suggested and the steps to implement it:

This module aims at providing basic knowledge about using STEAM approaches. A group of 8/10 participants will reflect on the advantages and challenges of implementing a STEAM approach through the integration of STEM subjects with humanities and arts.


Step 1: Introduction to the topic (30 m)


First, the trainer briefly introduces the module (objectives, duration estimated, resources to be used and expected results). The trainer can use the following video to explain what STEM is in general and why it is important to students: "Stem Animation".

Complementing this, the trainer can use this video introducing What is STEAM Education and describe the key role of art, and the arts, in this context.



Step 2: Definition of STEAM (1 h)

The trainer provides a definition of STEM and STEAM to participants in the context of school education, using the following documents Definition of STEM and STEAM” and “STEAM in the Primary Classroom”, giving them some reading time. Then, the trainer starts a discussion with the participants about their previous teaching experiences on STEM or STEAM areas. The trainer can also use the videos available in the section “Extra resources” to show some examples of STEAM activities.



The trainer asks the participants to connect the 10 robotic projects kids can really make! video, with the STEAM approach:

  • What learning skills do these projects awaken in children?

  • Do you find the “A” of "art/arts" in these projects?

  • As a teacher, do you consider that the technological base that these projects have, is amenable or difficult for you?

Then, the participants talk in small groups about how these activities could be implemented in their subject areas and in specific lessons.

Participants can give feedback in a (virtual) forum and present their ideas about the advantages and challenges of using STEAM activities in the classroom.

Step 3: STEAM extracurricular activities (30 m)

The trainer explains the link between the STEAM approach, the maker culture and informal learning using the following documents: “The influence of the Maker culture” and “STEAM extracurricular activities.