The impacts of science, technology, engineering, art, and mathematic education on students’ performance through creative education
A meta-analysis
Bibliographic Data
| ID | 24239485 |
|---|---|
| Authors | Berti Yolida (0000-0001-6458-8630, Faculty of Teacher Training and Education, University of Lampung), Abdurrahman Abdurrahman (0009-0002-3105-7627, Faculty of Teacher Training and Education, University of Lampung), Sunyono Sunyono (0000-0003-0091-1878, Faculty of Teacher Training and Education, University of Lampung), Een Yayah Haenilah (0000-0003-3475-7450, Faculty of Teacher Training and Education, University of Lampung), Hasan Hariri (0000-0002-3317-3691, Faculty of Teacher Training and Education, University of Lampung) |
| Year | 2026 |
| Volume | 19 |
| Issue | 2 |
| Pages | 555-572 |
| Publication date | 2026-10-21 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Creativity Studies (JOURNAL) |
| Journal identifiers | ISSN: 2345-0487 • E-ISSN: 2345-0479 |
| Publisher | Vilnius Gediminas Technical University (PUBLISHER) |
| DOI | 10.3846/cs.2026.19220 |
| Language | EN |
| References cited | 80 |
STEAM education is necessary to ensure the success of creative education. The interdisciplinary approach offered in STEAM learning considerably enables to shape student creativity. However, STEAM learning has not fully explored its various elements, particularly “Art” element. In fact, artistic and cultural values contained in “Art” are able to be the potential sources to develop creative education. Therefore, the purpose of this research is to investigate the impacts of implementing the STEAM approach in creative education. The review method was carried out using the PRISMA framework (Preferred Reporting Items for Systematic Reviews and Meta-Analysis) by analyzing 19 scientific publications involving 2520 students. The findings of this review show that the Art element plays an important role in STEAM learning, especially in creative education (the Size Effect ranges from 0.04–1.32). In addition, artistic and cultural integration by combining STEAM learning and EDP strategy (STEAM-EDP) is a promising step in enhancing students’ creative education as an effort to fulfill the demands of 21st century skills.
Torrance tests of creative thinking
From Interdisciplinary to Transdisciplinary
A scientific creativity test for secondary school students
STEAM in practice and research
The PRISMA 2020 statement
Investigation on the Influences of STEAM-Based Curriculum on Scientific Creativity of Elementary School Students
Exploring the Effectiveness of STEAM-Based Courses on Junior High School Students’ Scientific Creativity
The Quality of Training Staff for the Digital Economy of Russia within the Framework of STEAM Education
STEM vs. STEAM Education and Student Creativity
How Creativity in STEAM Modules Intervenes with Self-Efficacy and Motivation
Fostering Critical Reflection in Primary Education through STEAM Approaches
Examining the quality of art in STEAM learning activities
The effect of STEAM education with tales on problem solving and creativity skills
Collective creativity in STEAM Making activities
Measurement Properties of Attitudes Towards Creative Persons Questionnaire
| Highly cited | No |
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