Please use this identifier to cite or link to this item: http://13.126.40.108:8080/xmlui/handle/123456789/739
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dc.contributor.authorSarkar, Dr. Shivalika-
dc.date.accessioned2025-08-23T10:13:20Z-
dc.date.available2025-08-23T10:13:20Z-
dc.date.issued2025-
dc.identifier.urihttp://13.126.40.108:8080/xmlui/handle/123456789/739-
dc.description.abstractSTEAM stands for Science, Technology, Engineering, Arts and Mathematics and STEAM pedagogy encompasses various activities which involve the integration of STEAM in the classroom. As we move from STEM to STEAM, the integration of arts in STEM has been done to improve student learning, creativity and competencies. STEM was coined by the NSF (National STEAM Foundation) in the USA two decades ago and since then STEM has gained much popularity and has proved to be an effective pedagogy in enhancing student learning and achievement To improve and inculcate the 21st Century skills among the learners, arts was added to STEM and this gave birth to STEAM. Hence STEAM education promises to inculcate among the learners problem solving through innovation, creativity, critical thinking, communication, collaboration and competencies required in the real world. As National Education Policy 2020 ―no hard separations between arts and STEAMs, between curricular and extra-curricular activities, between vocational and academic streams, etc. in order to eliminate harmful hierarchies among, and silos between different areas of learning‖en_US
dc.language.isoenen_US
dc.publisherRIE Bhopalen_US
dc.relation.ispartofseries114;PAC 23.14-
dc.subjectSTEAM Educationen_US
dc.subjectInnovationen_US
dc.subjectScience and Technologyen_US
dc.subjectExperiential Learningen_US
dc.subjectPark Developmenten_US
dc.titleDEVELOPMENT OF STEAM PARKen_US
dc.typeOtheren_US
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