Abstract

STEM and STEAM education promotes the integration between science, technology, engineering, mathematics, and the arts. The latter aims at favoring deep and collaborative learning on students, through curricular integration in K-12 science education. The enactive and ecological psychology approach to education puts attention on the role of the teacher, learning context and socio-cultural environment in shaping lived learning experiences. The approach describes education as a process of embodied cognitive assemblage of guided perception and action. The latter process depends on the interaction of learners with digital and/or analogue learning affordances existing within the socio-technological environment. This article proposes that the scope of an enactive-ecological approach can be extended to the domain of learning science, technology, engineering, arts, and mathematics (STEAM), especially when it comes to understanding deep roots of the learning process. We first present an exhaustive literature review regarding the foundations of both the enactive and the ecological learning theories, along with their differences and key similarities. We then describe the fundamentals and latest research advances of an integrated STEAM pedagogy, followed by the notion of mixed reality (XR) as an emerging educational technology approach, offering an understanding of its current foundations and general disposition on how to understand digital immersion from ecological psychology. Next, we propose a systems theoretical approach to integrate the enactive-ecological approach in STEAM pedagogy, framed in the Santiago school of cognition attending to the interactive dynamics occurring between learners and their interaction with learning affordances existing within their educational medium, establishing that sensorimotor contingencies and attentional anchors are important to restrict sensory variety and stabilize learning concepts. Finally, we consider two empirical studies, one from Chile and the other from New Zealand, in which we demonstrate how the enactive-ecological approach built upon a systems theory perspective can contribute to understanding the roots of STEAM learning and inform its learning design.

Highlights

  • In 2012, the United States National Research Council proposed STEM (Science, Technology, Engineering and Mathematics) and STEAM (Science, Technology, Engineering, Arts and Mathematics) as a new form of teaching K-12 science education, seeking to promote curricular integration between science, technology, engineering, mathematics and the arts favoring deep and collaborative learning on students (Pellegrino and Hilton, 2012; Siekmann and Korbel, 2016; Miller et al, 2017)

  • A section on digital technology in education with attention to mixed reality (XR) as an emerging educational approach in the use of new and emerging immersive technologies in education STEAM. Drawing on these three main areas, i.e. the enactive and ecological approach, integrated STEAM pedagogy, and mixed reality in education as an expansive learning niche, we propose a unified enactive-ecological model underpinned by a dynamic systems theory logic derived from the Santiago school of cognition applicable in STEM/STEAM to understand embodied learning in context

  • We further outline a set of recommendations that lead to an expansive, place-based STEM/STEAM pedagogy that uses tangible analog and/or digital tools and deliverables from and within an enactive and ecological approach to science education across all educational sectors

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Summary

INTRODUCTION

In 2012, the United States National Research Council proposed STEM (Science, Technology, Engineering and Mathematics) and STEAM (Science, Technology, Engineering, Arts and Mathematics) as a new form of teaching K-12 science education, seeking to promote curricular integration between science, technology, engineering, mathematics and the arts favoring deep and collaborative learning on students (Pellegrino and Hilton, 2012; Siekmann and Korbel, 2016; Miller et al, 2017). Considering the above, our objective here is to offer a proof of concept on how an unified enactive-ecological approach within a dynamic systems theory lens based on the Santiago school can be usefully extended to the field of STEAM education, especially when it comes to understanding the deep roots of such sensorimotor learning in integrated teaching and learning contexts inside and outside of classroom. In making this case, we first present both the enactive and ecological approaches, with attention to the elementary foundations of each theory, their differences and similarities with ways of application to the STEAM field. We further outline a set of recommendations that lead to an expansive, place-based STEM/STEAM pedagogy that uses tangible analog and/or digital tools and deliverables from and within an enactive and ecological approach to science education across all educational sectors

LITERATURE REVIEW
A Unified Enactive-Ecological Model
DISCUSSION
Findings
CONCLUSION
ETHICS STATEMENT
Full Text
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