This project addresses the disconnect between science, design, and technology and how high school students can benefit from innovative learning experiences in plant science that integrate these disciplines while gaining interest in and skills for future STEM careers. We created a project-based 3D modeling learning module with educators as facilitators and students working in collaborative teams of self-identified science, technophile, and art students. Students created 3D models of plants under research at the Donald Danforth Plant Science Center and learned about the applications of 3D modeling in augmented and virtual reality platforms. They also disseminated their project results through handouts and presentations. We used a mixed-methods approach to assess the impact of implementing this module on students’ learning and interests in STEAM subjects and careers. We found that students are more aware of the intersection of art and design with science and gained literacy in plant science, design, and technology. The students also gained 21st century skills such as collaboration, communication, creative thinking, and problem-solving and showed more interest in STEAM subjects and careers. This project contributes to the body of knowledge on theory, best practices, and practical technological applications in STEAM education.
more »
« less
This content will become publicly available on July 29, 2025
3D plants: The impact of integrating science, design, and technology on high school student learning and interests in STEAM subjects and careers
STEM education is often disconnected from innovation and design, where students self-identify as solely scientists, artists, or technophiles, but rarely see the connection between the disciplines. The inclusion of arts (A) in STEM education (STEAM) offers an educational approach where students see how subjects are integrated through learning experiences that apply to everyday, developing personal connections and becoming motivated learners who understand how skills from each subject are needed for future careers. This project addresses both the disconnect between science, design, and technology and how high school students can benefit from innovative learning experiences in plant science that integrate these disciplines while gaining invaluable skills for future STEM careers. We used the Science-Art-Design-Technology (SADT) pedagogical approach, characterized by its project-based learning that relies on student teamwork and facilitation by educators. This approach was applied through a STEAM educational 3D plant module where teams: 1) investigated plants under research at a plant science research center, 2) designed and created 3D models of those plants, 3) experienced the application of 3D modeling in augmented and virtual reality platforms, and 4) disseminated project results. We used a mixed-method approach using qualitative and quantitative research methods to assess the impact of the 3D modeling module on students’ understanding of the intersection of art and design with science, learning and skills gains, and interests in STEAM subjects and careers. A total of 160 students from eight educational institutions (schools and informal programs) implemented the module. Student reflection questions revealed that students see art and design playing a role in science mainly by facilitating communication and further understanding and fostering new ideas. They also see science influencing art and design through the artistic creation process. The students acknowledged learning STEAM content and applications associated with plant science, 3D modeling, and augmented and virtual reality. They also acknowledged gaining research skills and soft skills such as collaboration and communication. Students also increased their interest in STEAM subjects and careers, particularly associated with plant science. The SADT approach, exemplified by the 3D plant module, effectively integrates science, art, design, and technology, enhancing student literacy in these fields, and providing students with essential 21st century competencies. The module's flexibility and experiential learning opportunities benefit students and educators, promoting interdisciplinary learning and interest in STEAM subjects and careers. This innovative approach is a valuable tool for educators, inspiring new ways of teaching and learning in STEAM education.
more »
« less
- Award ID(s):
- 1949463
- PAR ID:
- 10531332
- Publisher / Repository:
- Disciplinary and Interdisciplinary Science Education Research
- Date Published:
- Journal Name:
- Disciplinary and Interdisciplinary Science Education Research
- ISSN:
- 2662-2300
- Subject(s) / Keyword(s):
- STEAM 3D modeling Plant science Project-based learning Teamwork Augmented reality Virtual reality
- Format(s):
- Medium: X
- Sponsoring Org:
- National Science Foundation
More Like this
-
-
Abstract STEAM education is an educational approach of interdisciplinary teaching of science, technology, engineering, art, and mathematics. STEAM education, however, is often viewed as only including art elements into STEM teaching. Without true integration of the disciplines in STEAM curricula, students rarely are exposed to the connection among disciplines, and self-identify as solely scientists, artists, or technophiles. STEAM curricula also infrequently integrate design, which promotes creativity and innovation. Effective STEAM curriculum and practices are needed to prepare students to face 21st century challenges and work demands. We designed a high school STEAM educational module that integrated plant science, design, and emergent technologies through the creation of 3D models of plants and augmented and virtual reality (AVR) experiences and investigated its impact on students’ understanding of the intersection of art and design with science, learning and skills gains, and interests in STEAM subjects and careers. The module used a project-based learning approach that relied on student teamwork and facilitation by educators. In this 3D plant modeling module, students: (1) investigated plants under research at a plant science research center, (2) designed and created 3D models of those plants, (3) learned about the application of 3D modeling in AVR platforms, and (4) disseminated project results. We used qualitative and quantitative research methods both before and after the implementation of the model to assess the impact of the 3D modeling module. Student responses revealed that approximately half of the students had a good understanding of the intersection of art and design with science prior to the implementation of the module, while the other half gained this understanding after completing their projects. Students saw art and design playing a role in science mainly by facilitating communication and further understanding and fostering new ideas. They also reported that science influenced art and design through the artistic creation process. The most common learning gains were in plant science and 3D modeling, with 35% and 20% of the students reporting these themes only after completing their projects, respectively. The skill gains most cited were research, teamwork, and communication skills. Over 25% of the students reported these skill gains only after the completion of their projects. Paired comparisons of survey responses indicated a significant increase in students’ interest in science, mathematics, and design subjects after they completed their projects. At the end of the module, 40% of the students were more interested in STEAM careers. Another 13% of the students indicated they already had an interest in STEAM careers before beginning the module. Our findings indicate that our STEAM module effectively integrated science, art, design, and technology, enhancing student literacy in these fields, and providing students with essential 21st century skills. The module led to interdisciplinary learning and development of interest in STEAM subjects and careers. The combination of pedagogical strategies used in our module for active, collaborative, authentic, and meaningful learning exemplifies an effective STEAM curriculum with valuable instructional tools for educators, inspiring new ways of teaching and learning, contributing to the practice and applications in STEAM education.more » « less
-
This project addresses the disconnect between science, design, and technology and how high school students can benefit from innovative learning experiences in plant science that integrate these disciplines while gaining interest in and skills for future STEM careers. We created a research experience where students work in collaborative teams of self-identified science, technophile, and art students to create 3D models of plants under research at the Donald Danforth Plant Science Center. Through augmented and virtual reality immersive experiences, the students understand the benefits of integrating science, technology, and design. The students also practice their communication skills by disseminating their projects. We use a mixed-methods approach to assess changes in students’ understanding of the role of design and technology in STEM, gain of knowledge and appreciation of plant science, and development of interests in STEM subjects and careers. Preliminary results indicate that students are more aware of the role of design in science and vice versa and are more interested in STEAM subjects. Future results will provide a better understanding of the impact on plant awareness and interest in STEAM careers. This project will contribute to the body of knowledge on theory, best practices, and practical technological applications in STEAM education.more » « less
-
STUDY CONTEXT: The overarching goal of this project is to address the disconnect between science, design, and technology (Perignat & Katz-Buonincontro, 2019). We examine how urban and rural high school students benefit from innovative learning experiences in plant science that integrate these disciplines while gaining interest in and skills for future STEM careers. This project tests a STEAM (Art in STEM) teaching model in which students create scientific products to incorporate in Augmented and Virtual Reality (AVR) platforms. This experience inspires creative learning, provides critical thinking and problem-solving benefits, supports concepts of innovation, and allows students to connect to real-life situations impacting their career paths. RESEARCH DESIGN: Objectives: 1. Inspire interest in STEM careers among students and provide them with skills for a future STEM career, 2. Foster knowledge and appreciation of plant science among students, 3. Integrate art/design into STEM plant science education, and 4. Apply AVR technology to advance in plant science education through the use of novel tools and methodologies. Teams of self-identified science, technophile, and art students receive training in 3D modeling. With support from scientists, they create models of plants under research at our institution, write worksheets, and give presentations in public/scientific events. Teams’ products will be shared globally through the education community of our AVR partner institution. To assess the project objectives, we are using a mixed-methods approach using pre/post open-ended self-reflections and surveys (STEM Semantics Survey with additional questions for A (Art/Design); Plant Awareness Disparity Index (PAD-I)). ANALYSES AND INTERPRETATION: Data collection is in its initial stages. We will present preliminary results from surveys and reflections from 28 students. The students worked in seven teams that created models of corn, alfalfa, volvox, and milkweed. CONTRIBUTION: This project contributes to STEAM, an emerging discipline with scant information on theory, best practices, and practical applications, by testing a teaching model in which students design and create scientific products. The project contributes to the body of knowledge on AVR teaching tools from a different approach by allowing the students to create their own AVR products. The project also contributes to interesting and challenging ways to learn about plant science and promote plant awareness.more » « less
-
Goal: address the disconnect between science, design, and technology at the high school level. Objectives: 1. integrate art/design into STEM education (STEAM), 2. foster plant science knowledge, 3. apply augmented and virtual reality (AVR) technologies, and 4. inspire interest in and provide skills for future STEAM careers. Collaborative teams of self-identified science, technophile, and art students receive training in 3D modeling. With support from scientists, the students create models of research plants, practice science communication skills during public/scientific events, and make connections to real-life situations using AVR devices. We use a mixed-methods assessment approach. Results from the first year of this project indicate that students are more aware of the role of art/design in science and vice versa. Students acknowledge the benefits of productive failure when facing challenges creating 3D models and are more interested in STEAM career paths.more » « less