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THE ROLE OF ART IN

STEAM

Made by :–
Aniket Singh
RA2211028010014
M1 (CS-CC)
INDEX
• WHAT IS STEAM?
• IMPORTANCE OF STEAM
• DOMAIN OF STEAM
• IMPORTANCE OF ART IN STEAM
• WHAT IS ARTS?
• IMPORTANCE OF ARTS
• PHOTOGRAPHY

O c t o b e r
• PRODUCT DESIGNING
• SUMMARY

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W H AT I S S T E A M ?

• STEAM education is the name given to an education model that focuses on


science, technology, engineering, the arts, and mathematics. The STEAM
initiative itself was originally developed by Georgette Yakman and emerged
from the previous STEM model, which broadly covers the same topics but
excludes the arts from its definition.
• STEAM allows the traditional subjects contained within the acronym to be

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structured in such a way that a greater amount of integration between
them is possible. As the STEAM Education website states, the concept

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centers around the idea that “Science and Technology are interpreted

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through Engineering and the (social, language, physical, musical and fine)
Arts, all based in elements of Mathematics.”
T H E
I M P O RTA N C E O F S T E A M

R O L E
• The goal of STEAM-based learning is to help students develop the skills they

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need to be successful in the future. Regardless of the specific role or

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industry, it is now critical that students go off to college and/or enter the

S T E A M
workforce with a set of well-rounded skills that allow them to adapt to an
evolving and fast-paced environment.
• STEAM brings together five critical disciplines to create an inclusive learning
environment that encourages all students to participate, collaborate and
problem solve. This holistic approach encourages students to exercise both
the left and right sides of their brains simultaneously, as they would need to
do in a 21st century working environment

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• As opposed to traditional models of teaching, the STEAM framework blurs
the lines between disciplines in order to encourage higher levels of creativity
and effectiveness when it comes to problem solving. For example, giving a
future engineer the skills to visualize and sketch out his ideas will make him

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more effective in his job down the road..

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T H E
DOMAINS OF STEAM

R O L E
TECHNOLOGY ENGINEERING

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SCIENCE

A RT I N
Technology links very clearly with the other

S T E A M
Engineering can be broadly described as the
Science and the subjects contained within this
STEAM fields. Technology-related skills are application of scientific principles in order to
umbrella term, such as chemistry, physics, and
increasingly in demand too. Information create objects, machines, structures, products,
biology, are extremely important for Technology (IT), for example, is a fundamental and more.
educational development because we are all part of almost any organization you can think In truth, the importance of teaching engineering
surrounded by scientific concepts every day, of, and even education itself is becoming concepts and principles within academic
while scientific evidence is used to make increasingly reliant on the use of institutions cannot be overstated because the

important decisions in a huge range of fields. various EdTech solutions either in the world needs engineers of all kinds to create the

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classroom, or to facilitate remote learning. objects and infrastructure we rely on.

A RT S M AT H A M AT I C S
Mathematics and, in many ways, it also helps to bind the

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The arts is an extremely broad field that encompasses a wide range of
other elements together. After all, mathematics is needed

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subjects, many of which have not traditionally been viewed as
to solve problems in fields like science, technology, and
particularly “academic”. Today, there is a greater appreciation for the
engineering, while it can also provide the necessary
importance of developing creative and expressive skills. Clearly, there
structure to the arts. Of course, numeracy is also an
are many potential career options for people with drawing, painting,
and performing skills. essential life skill more generally.
I M P O RTA N C E O F A RT I N S T E A M

T H E
R O L E
The arts in STEAM education is arguably the most significant feature of the
framework. STEAM education, as a concept, emerged from the existing STEM

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initiative, which was originally designed to emphasize the academic subjects that

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S T E A M
teach the most important life skills, while also encouraging more integrated lessons.
The key difference between STEM and STEAM education is that the latter recognizes
the importance of the arts, whereas the former did not.

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WHAT IS ARTS ?

IMPORTANCE OF ARTS IN STEAM


The arts is a collective term, which is used to describe a range of different subject areas that are broadly considered to be artistic or
otherwise creative in their nature. When the STEAM concept was originally created, the arts were divided into a number of sub-
categories by Georgette Yakman, and these can be briefly summarized as follows:

Fine Arts
The areas that are commonly covered by traditional art classes and based primarily on aesthetics, with examples including drawing,
painting, sculpting, and photography.
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Language Arts
Arts that revolve around the use of language and which are concerned with communication, with some key examples including
English, foreign languages, sign language, and creative writing.

Physical Arts
Subjects and topics focused on physical activity, such as dance and sport.

Manual Arts

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Art-based subjects that are centered around physical skills and the manipulation of objects, with some of the main examples
including architecture and landscape design.
I M P O R TA N C E O F A R T S
 It is worth taking the time to understand the importance of the arts in providing
s t u d e n t s w i t h a r o u n d e d e d u c a t i o n . T h e s u b j e c t s c o n t a i n e d w i t h i n t h i s fi e l d a r e a b l e
t o t e a c h p e o p l e t h e v a l u e o f c r e a t i v i t y, i n n o v a t i o n , c o m m u n i c a t i o n , a n d
contemplation. In addition, the arts can help to provide individuals with a greater
appreciation for culture.
 T h e s k i l l s d ev e l o p e d t h r o u g h t h e a r t s a r e o f t e n i n h i g h d e m a n d w i t h i n t h e w o r k f o r c e ,
w h e r e c r e a t i v e s o l u t i o n s t o p r o b l e m s m a y b e n e e d e d a n d w h e r e d i ff e r e n t
perspectives can be useful. The language arts are also vital for communication and,
i n t h e c a s e o f t h i n g s l i ke s i g n l a n g u a g e , c a n h e l p t o p r o v i d e p e o p l e w i t h g r e a t e r
a c c e s s i b i l i t y.
 I n m a n y fi e l d s , a r t i s t r y c a n b e t h e d i ff e r e n c e b e t w e e n s t a n d i n g o u t f r o m c o m p e t i t o r s
o r n o t , a n d t h i s m e a n s t h o s e w i t h s k i l l s i n t h i s a r e a c a n b e e n o r m o u s l y b e n e fi c i a l f o r
businesses and other organizations. Ingenuity is also needed across the board, and

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t h e s k i l l s a n d c o n fi d e n c e t o c o m e u p w i t h i n g e n i o u s i d e a s a r e o f t e n d ev e l o p e d
through the arts.

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PHOTOGRAPHY

T H E
• Photography is a good example of an area where the arts clearly crosses over with the

R O L E
field of technology. After all, modern photography relies not only on a camera for

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capturing the images but also often on a computer and the right monitor for photo

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editing purposes. Much of photography is also concerned with images of the natural

S T E A M
world, and this has a potential link to science and, in particular, biology.

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PRODUCT DESIGNING

T H E
R O L E
• Donald Norman, a pioneer in the field of interaction design, has argued that the increasing complexity of
everyday objects necessitates a human-centered design process, one which is informed by a deep

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understanding of psychology and technology.

A RT I N
S T E A M
• By focusing on observable evidence and scientific reasoning, we can use data to generate and test hypotheses
about what will work best for our users. But what about making beautiful designs? The answer to that question
is art. Design and art could not be more apart even if they tried.

• According to Neri Oxman, the increasing complexity of our world has inspired the realization that “knowledge
can no longer be ascribed to, or produced within, disciplinary boundaries, but is entirely entangled.” By this

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logic, art and science aren’t opposing approaches but rather two different methods of discovering the same
truths. Art and Science can be understood as human needs to express the world around us. Both require

suspension of disbelief, offering speculations about our physical and immaterial reality prior to proof.”

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S U M M A RY

T H E
R O L E
• STEAM education highlights the arts as one of its five fields and its
inclusion is important. After all, the arts can help learners to develop the

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kind of creativity, ingenuity, communication, and performance skills that

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S T E A M
will assist them throughout their education, but also with employment
opportunities too.
• As a field, the arts is extremely broad and diverse, covering everything
from painting and photography to dance, history, and architecture. This
does, however, help teachers looking to integrate elements of the arts into

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their lessons.
• In this series on STEAM education, we have now covered an introduction
to the STEAM framework as well as the importance

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of science, technology, engineering, and the arts. Please feel free to also

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visit the View Sonic education solutions page to read more about creating
engaging lessons.
T H E R O L E O F A RT I N
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S T E A M
THANK YOU

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