Inclusive STEAM Education

April 11, 2025
Multimedia arts learning: connecting STEAM among special education students
This qualitative case study explored the integration of Multimedia Arts into Science, Technology, Engineering, and Mathematics (STEM) education, transforming it into Science, Technology, Engineering, Arts, and Mathematics (STEAM) for special education students. Grounded in the principles of Universal Design for Learning (UDL) and John Dewey's educational theories emphasizing experiential learning tailored to students' interests and abilities, the study investigated how integrating multimedia arts could enhance the accessibility and engagement of STEM education for students with disabilities. Data was collected from classroom observations to examine student engagement and learning processes, students' artwork, reflective journals to capture students' lived experiences, and semi-structured interviews with students to gain insights into the cognitive and creative outcomes of arts-integrated STEM learning. By examining the intersection of arts and STEM disciplines through a UDL lens focused on promoting inclusive education, the study found that multimedia arts integration significantly improved engagement, accessibility, and comprehension of STEM concepts for students with disabilities. Students demonstrated enhanced cognitive and creative outcomes, indicating a deeper understanding of STEM subjects. This qualitative study contributes to understanding how to design dynamic, personalized STEAM learning environments that enable diverse learners, including those with special needs, to deeply engage with and demonstrate comprehension of STEM concepts. Findings illuminate strategies for making STEM more equitable through arts integration, suggesting that incorporating multimedia arts can effectively promote inclusivity and engagement in STEM education for special education students
December 10, 2024
STEAM Activities in the Inclusive Classroom: Intentional Planning and Practice
The promotion of equity and access for all children to learn science is critical in early childhood settings. Considering the benefits of teaching science, technology, engineering, arts, and mathematics (STEAM), it is important that educators embed this pedagogy across early childhood settings. In order to promote access in inclusive early childhood settings that include young children from birth to 8 years of age with or without disabilities to STEAM pedagogy, educators need to be intentional about their practice. This article provides a four-step approach to using an intentional framework, universal design for learning (UDL), to plan for and implement STEAM pedagogy in the inclusive classroom. Practical implications are illustrated through examples of an early childhood educator and a child with autism in an inclusive urban education setting.
STEAM Activities in the Inclusive Classroom: Intentional Planning and Practice
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