How Creativity in STEAM Modules Intervenes with Self-Efficacy and Motivation
Many current curricula, in going beyond traditional goals, increasingly foster creativity in science classrooms, declaring creativity a core skill of the 21st century. For enhancing creativity in science classrooms, the subject Arts is considered to offer a potential way from STEM (Science, Technolo...
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MDPI AG
2020-03-01
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Online Access: | https://www.mdpi.com/2227-7102/10/3/70 |
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author | Cathérine Conradty Sofoklis A. Sotiriou Franz X. Bogner |
author_facet | Cathérine Conradty Sofoklis A. Sotiriou Franz X. Bogner |
author_sort | Cathérine Conradty |
collection | DOAJ |
description | Many current curricula, in going beyond traditional goals, increasingly foster creativity in science classrooms, declaring creativity a core skill of the 21st century. For enhancing creativity in science classrooms, the subject Arts is considered to offer a potential way from STEM (Science, Technology, Engineering, Mathematics) to STEAM (STEM with Arts)). The Horizont-2020 project <span style="font-variant: small-caps;">Creations</span> prepared more than 100 creativity-enhancing STEAM modules based on the 5E instructional model. STEM subjects were mathematics, biology, physics, chemistry or technology, and often interdisciplinary for different school and class levels between the ages of nine and nineteen. All modules provided a social environment fostering creativity where students imagine, explore, experiment, test, manipulate, and speculate. Exemplarily, five modules including physics, math, and biology, were selected, for monitoring motivation and creativity. The first was measured on the level of career-motivation and self-efficacy, the latter focused on two sub-constructs: active cognition such as idea processing (<span style="font-variant: small-caps;">Act</span>), and a mental state of creative immersion (<span style="font-variant: small-caps;">Flow</span>). Subjects were a sample of 995 students (9−18 years). In summary, no gender impact or age effect appeared in any of the monitored variables. Participation intervened with Self-Efficacy and <span style="font-variant: small-caps;">Act</span>, while Career Motivation or <span style="font-variant: small-caps;">Flow</span> did not. <span style="font-variant: small-caps;">Act</span> as a cognitive variable associated with creativity might be more sensitive to changes, whereas <span style="font-variant: small-caps;">Flow</span> as a parameter measuring a state of mind related to emotion appears more stable. Path analysis supported the role of creativity for Career-Motivation by promoting Self-Efficacy. Conclusions for appropriate educational settings to foster STEAM environments are discussed. |
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spelling | doaj.art-9d64c13aadb34c9f832b3c466847e3cb2022-12-22T02:59:09ZengMDPI AGEducation Sciences2227-71022020-03-011037010.3390/educsci10030070educsci10030070How Creativity in STEAM Modules Intervenes with Self-Efficacy and MotivationCathérine Conradty0Sofoklis A. Sotiriou1Franz X. Bogner2Centre of Math & Science Education (Z-MNU), Department of Biology Education, Faculty-II, University of Bayreuth, 95447 Bayreuth, GermanyR&D Department, Ellinogermaniki Agogi, 153 51 Pallini, GreeceCentre of Math & Science Education (Z-MNU), Department of Biology Education, Faculty-II, University of Bayreuth, 95447 Bayreuth, GermanyMany current curricula, in going beyond traditional goals, increasingly foster creativity in science classrooms, declaring creativity a core skill of the 21st century. For enhancing creativity in science classrooms, the subject Arts is considered to offer a potential way from STEM (Science, Technology, Engineering, Mathematics) to STEAM (STEM with Arts)). The Horizont-2020 project <span style="font-variant: small-caps;">Creations</span> prepared more than 100 creativity-enhancing STEAM modules based on the 5E instructional model. STEM subjects were mathematics, biology, physics, chemistry or technology, and often interdisciplinary for different school and class levels between the ages of nine and nineteen. All modules provided a social environment fostering creativity where students imagine, explore, experiment, test, manipulate, and speculate. Exemplarily, five modules including physics, math, and biology, were selected, for monitoring motivation and creativity. The first was measured on the level of career-motivation and self-efficacy, the latter focused on two sub-constructs: active cognition such as idea processing (<span style="font-variant: small-caps;">Act</span>), and a mental state of creative immersion (<span style="font-variant: small-caps;">Flow</span>). Subjects were a sample of 995 students (9−18 years). In summary, no gender impact or age effect appeared in any of the monitored variables. Participation intervened with Self-Efficacy and <span style="font-variant: small-caps;">Act</span>, while Career Motivation or <span style="font-variant: small-caps;">Flow</span> did not. <span style="font-variant: small-caps;">Act</span> as a cognitive variable associated with creativity might be more sensitive to changes, whereas <span style="font-variant: small-caps;">Flow</span> as a parameter measuring a state of mind related to emotion appears more stable. Path analysis supported the role of creativity for Career-Motivation by promoting Self-Efficacy. Conclusions for appropriate educational settings to foster STEAM environments are discussed.https://www.mdpi.com/2227-7102/10/3/70creativityself-efficacystem educationsteam (enriched with arts)inquiry-based science educationscience classroom |
spellingShingle | Cathérine Conradty Sofoklis A. Sotiriou Franz X. Bogner How Creativity in STEAM Modules Intervenes with Self-Efficacy and Motivation Education Sciences creativity self-efficacy stem education steam (enriched with arts) inquiry-based science education science classroom |
title | How Creativity in STEAM Modules Intervenes with Self-Efficacy and Motivation |
title_full | How Creativity in STEAM Modules Intervenes with Self-Efficacy and Motivation |
title_fullStr | How Creativity in STEAM Modules Intervenes with Self-Efficacy and Motivation |
title_full_unstemmed | How Creativity in STEAM Modules Intervenes with Self-Efficacy and Motivation |
title_short | How Creativity in STEAM Modules Intervenes with Self-Efficacy and Motivation |
title_sort | how creativity in steam modules intervenes with self efficacy and motivation |
topic | creativity self-efficacy stem education steam (enriched with arts) inquiry-based science education science classroom |
url | https://www.mdpi.com/2227-7102/10/3/70 |
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