Habilidades del siglo XXI y entornos de aprendizaje STEAM: una revisión

Autores/as

DOI: https://doi.org/10.6018/red.470461
Palabras clave: Habilidades del siglo XXI, entornos de aprendizaje STEAM, educación mediada por TIC, aprendizaje colaborativo, comunicación basada en TIC

Resumen

El desarrollo de las habilidades del siglo XXI se menciona actualmente como uno de los objetivos clave que deben alcanzar los sistemas educativos en todo el mundo, para que los ciudadanos en su conjunto puedan adaptarse adecuadamente al mercado laboral y en general, a la sociedad del futuro. El propósito de esta revisión es, dado el explosivo y creciente interés en este tema, identificar las diversas definiciones de las llamadas habilidades del siglo XXI para luego reconocer las relaciones que se puedan encontrar entre estas habilidades y los entornos de aprendizaje STEAM, los cuales recientemente han sido propuestos como escenarios capaces de desarrollarlas. El estudio se desarrolló como una revisión sistemática de literatura a partir de procesos de abstracting y lectura en profundidad de 153 artículos científicos publicados en revistas indexadas en Scopus y Scielo. Los resultados del estudio sugieren que, para conducir el desarrollo de las habilidades del siglo XXI, conviene tener en cuenta al momento de diseñar entornos de aprendizaje STEAM, asuntos como el cambio en la evaluación hacia una experiencia más formativa, la inclusión de ambientes colaborativos y sociales, la aplicación de estrategias de aprendizaje basadas en la investigación y la gamificación y el juego, entre otras.

Descargas

Los datos de descargas todavía no están disponibles.

Citas

Ahonen, A. K., & Kinnunen, P. (2015). How Do Students Value the Importance of Twenty-first Century Skills? Scandinavian Journal of Educational Research, 59(4), 395–412. https://doi.org/10.1080/00313831.2014.904423

Anderman, E. M., Sinatra, G. M., & Gray, D. L. (2012). The challenges of teaching and learning about science in the twenty-first century: Exploring the abilities and constraints of adolescent learners. Studies in Science Education, 48(1), 89–117. https://doi.org/10.1080/03057267.2012.655038

Binkley, M., Erstad, O., Herman, J., Raizen, S., Ripley, M., Miller-Ricci, M., & Rumble, M. (2012). Defining Twenty-First Century Skills. In P. Griffin, B. McGaw, & E. Care (Eds.), Assessment and Teaching of 21st Century Skills (pp. 17–66). Springer Netherlands. https://doi.org/10.1007/978-94-007-2324-5_2

Black, R. W. (2009). English-Language Learners, Fan Communities, and 21st-Century Skills. Journal of Adolescent & Adult Literacy, 52(8), 688–697. https://doi.org/10.1598/JAAL.52.8.4

Brown III, W. (2019). Guiding the path: Identified skills for educating the next generation of workers. Journal of Education for Business, 1–8. https://doi.org/10.1080/08832323.2018.1541854

Bullock, S. M. (2013). Using digital technologies to support Self‐Directed Learning for preservice teacher education. The Curriculum Journal, 24(1), 103–120. https://doi.org/10.1080/09585176.2012.744695

Bybee, R. W. (2010). What Is STEM Education? Science, 329(5995), 996–996. https://doi.org/10.1126/science.1194998

Care, E., Scoular, C., & Griffin, P. (2016). Assessment of Collaborative Problem Solving in Education Environments. Applied Measurement in Education, 29(4), 250–264. https://doi.org/10.1080/08957347.2016.1209204

Carnevale, A., Smith, N., & Melton, M. (2011). STEM: Science Technology Engineering Mathematics. Executive Summary. Georgetown University Center on Education and the Workforce.

Chu, S. K. W., Reynolds, R. B., Tavares, N. J., Notari, M., & Lee, C. W. Y. (2017). Assessment Instruments for Twenty-First Century Skills. In S. K. W. Chu, R. B. Reynolds, N. J. Tavares, M. Notari, & C. W. Y. Lee, 21st Century Skills Development Through Inquiry-Based Learning (pp. 163–192). Springer Singapore. https://doi.org/10.1007/978-981-10-2481-8_8

Clear, T. (2015). “Follow the moon” development: Writing a systematic literature review on Global Software Engineering Education. ACM International Conference Proceeding Series, 19-22-Nov-2015, 1–4. https://doi.org/10.1145/2828959.28350190

Dede, C. (2000). Emerging influences of information technology on school curriculum. Journal of Curriculum Studies, 32(2), 281–303. https://doi.org/10.1080/002202700182763

Delors, J. (1998). Learning: The treasure within. Unesco. http://lllp.iugaza.edu.ps/Files_Uploads/635087182222401677.pdf

Eguchi, A. (2016). RoboCupJunior for promoting STEM education, 21st century skills, and technological advancement through robotics competition. Robotics and Autonomous Systems, 75, 692–699. https://doi.org/10.1016/j.robot.2015.05.013

Eleni, N., & Fotini, P. (2018). “Developing Interdisciplinary Instructional Design Through Creative Problem-Solving by the Pillars of STEAM Methodology.” In M. E. Auer & T. Tsiatsos (Eds.), Interactive Mobile Communication Technologies and Learning (Vol. 725, pp. 89–97). Springer International Publishing. https://doi.org/10.1007/978-3-319-75175-7_10

Feshina, S. S., Konovalova, O. V., & Sinyavsky, N. G. (2019). Industry 4.0—Transition to New Economic Reality. In E. G. Popkova, Y. V. Ragulina, & A. V. Bogoviz (Eds.), Industry 4.0: Industrial Revolution of the 21st Century (Vol. 169, pp. 111–120). Springer International Publishing. https://doi.org/10.1007/978-3-319-94310-7_11

Ge, X., Ifenthaler, D., & Spector, J. M. (2015). Emerging technologies for STEAM education: Full STEAM ahead. Springer.

Gerber, S., & Scott, L. (2011). Gamers and gaming context: Relationships to critical thinking: Gamers and critical thinking. British Journal of Educational Technology, 42(5), 842–849. https://doi.org/10.1111/j.1467-8535.2010.01106.x

Ghaith, G. (2010). An exploratory study of the achievement of the twenty‐first century skills in higher education. Education + Training, 52(6/7), 489–498. https://doi.org/10.1108/00400911011068441

Gobert, J. D., Kim, Y. J., Sao Pedro, M. A., Kennedy, M., & Betts, C. G. (2015). Using educational data mining to assess students’ skills at designing and conducting experiments within a complex systems microworld. Thinking Skills and Creativity, 18, 81–90. https://doi.org/10.1016/j.tsc.2015.04.008

Gowripeddi, V. V., Bijjahalli, M. C., Janardhan, N., & Bhimavaram, K. R. (2021). Role of Education 4.0 Technologies in Driving Industry 4.0. In M. E. Auer & D. May (Eds.), Cross Reality and Data Science in Engineering (Vol. 1231, pp. 576–587). Springer International Publishing. https://doi.org/10.1007/978-3-030-52575-0_48

Greenhow, C., & Robelia, B. (2009). Informal learning and identity formation in online social networks. Learning, Media and Technology, 34(2), 119–140. https://doi.org/10.1080/17439880902923580

Grijalva, R. D. R., & Tapia, M. G. A. (2018). The prevalence of the knowledge society or the information society as structuring elements of the social system [La prevalencia de la sociedad del conocimiento o la sociedad de la información como elementos estructurantes del sistema social]. Prisma Social, 20, 333–346.

Hadinugrahaningsih, T., Rahmawati, Y., & Ridwan, A. (2017). Developing 21st century skills in chemistry classrooms: Opportunities and challenges of STEAM integration. AIP Conference Proceedings, 0300080–0300089. https://doi.org/10.1063/1.4995107

Häkkinen, P., Järvelä, S., Mäkitalo-Siegl, K., Ahonen, A., Näykki, P., & Valtonen, T. (2017). Preparing teacher-students for twenty-first-century learning practices (PREP 21): A framework for enhancing collaborative problem-solving and strategic learning skills. Teachers and Teaching, 23(1), 25–41. https://doi.org/10.1080/13540602.2016.1203772

Hodges, T. S., & Weber, N. D. (2015). Making Heads or Tails of Classroom Flipping. Kappa Delta Pi Record, 51(2), 57–63. https://doi.org/10.1080/00228958.2015.1023135

ISTE. (2016). Redefining learning in a technology-driven world: A report to support adoption of the ISTE Standards for Students. ISTEC, Inc. https://cdn.iste.org/www-root/Libraries/Documents%20%26%20Files/Standards-Resources/ISTE%20Standards_Students-2016_Research-Validity%20Report_final.pdf

Jang, H. (2016). Identifying 21st Century STEM Competencies Using Workplace Data. Journal of Science Education and Technology, 25(2), 284–301. https://doi.org/10.1007/s10956-015-9593-1

Kale, U., & Goh, D. (2014). Teaching style, ICT experience and teachers’ attitudes toward teaching with Web 2.0. Education and Information Technologies, 19(1), 41–60. https://doi.org/10.1007/s10639-012-9210-3

Kingsley, T. L., & Grabner-Hagen, M. M. (2015). Gamification: Questing to Integrate Content Knowledge, Literacy, and 21st-Century Learning. Journal of Adolescent & Adult Literacy, 59(1), 51–61. https://doi.org/10.1002/jaal.426

Kitchenham, B., & Charters, S. (2007). Guidelines for performing Systematic Literature Reviews in software engineering (Version 2.3; EBSE Technical Report, pp. 1–65). Kelle University and University of Durham.

Kong, S. C., Chan, T.-W., Griffin, P., Hoppe, U., Huang, R., Kinshuk, Looi, C. K., Milrad, M., Norris, C., & Nussbaum, M. (2014). E-learning in school education in the coming 10 years for developing 21st century skills: Critical research issues and policy implications. Journal of Educational Technology & Society, 17(1), 70–78.

Koul, S., & Nayar, B. (2021). The holistic learning educational ecosystem: A classroom 4.0 perspective. Higher Education Quarterly, 75(1), 98–112. https://doi.org/10.1111/hequ.12271

Kwon, S. B., Nam, D., & Lee, T. W. (2011). The effects of convergence education based STEAM on elementary school students’ creative personality. Proceedings of the 19th International Conference on Computers in Education, ICCE 2011, 783–785. https://www.scopus.com/inward/record.uri?eid=2-s2.0-84860464127&partnerID=40&md5=2b60fd0fee41d815b2fd84679ec5dc53

López, A., Méndez, D., Paz, A., & Arboleda, H. (2016). Desarrollo e Instrumentación de un Proceso de Vigilancia Tecnológica basado en Protocolos de Revisión Sistemática de la Literatura. Información Tecnológica, 27(4), 155–164. https://doi.org/10.4067/S0718-07642016000400017

McCreery, M. P., Schrader, P. G., & Krach, S. K. (2011). Navigating Massively Multiplayer Online Games: Evaluating 21st Century Skills for Learning within Virtual Environments. Journal of Educational Computing Research, 44(4), 473–493. https://doi.org/10.2190/EC.44.4.f

National Research Council. (1999). Being fluent with information technology. National Academy Press.

National Research Council. (2011). Successful K-12 STEM education: Identifying effective approaches in science, technology, engineering, and mathematics. National Academy Press. https://www.nap.edu/resource/13158/dbasse_071100.pdf

Niemi, H., & Multisilta, J. (2016). Digital storytelling promoting twenty-first century skills and student engagement. Technology, Pedagogy and Education, 25(4), 451–468. https://doi.org/10.1080/1475939X.2015.1074610

O’Bannon, B. W., & Thomas, K. (2014). Teacher perceptions of using mobile phones in the classroom: Age matters! Computers & Education, 74, 15–25. https://doi.org/10.1016/j.compedu.2014.01.006

O’Bannon, B. W., & Thomas, K. M. (2015). Mobile phones in the classroom: Preservice teachers answer the call. Computers & Education, 85, 110–122. https://doi.org/10.1016/j.compedu.2015.02.010

OCDE. (2010). Working Paper 21st Century Skills and Competences for New Millennium Learners in OECD Countries (EDU Working paper no. 41). OCDE. http://recursostic.educacion.es/blogs/europa/media/blogs/europa/informes/Habilidades_y_competencias_siglo21_OCDE.pdf

O’Flaherty, J., & Phillips, C. (2015). The use of flipped classrooms in higher education: A scoping review. The Internet and Higher Education, 25, 85–95. https://doi.org/10.1016/j.iheduc.2015.02.002

Osher, D., Kidron, Y., Brackett, M., Dymnicki, A., Jones, S., & Weissberg, R. P. (2016). Advancing the Science and Practice of Social and Emotional Learning: Looking Back and Moving Forward. Review of Research in Education, 40(1), 644–681. https://doi.org/10.3102/0091732X16673595

P21. (2020). Battelle For Kids. P21’s Frameworks for 21st Century Learning. https://www.battelleforkids.org/networks/p21

Parker, J., Maor, D., & Herrington, J. (2013). Authentic online learning: Aligning learner needs, pedagogy and technology. Issues in Educational Research, 23(2 SPL), 227–241. Scopus.

Pazey, B. L., Schalock, R. L., Schaller, J., & Burkett, J. (2016). Incorporating Quality of Life Concepts Into Educational Reform: Creating Real Opportunities for Students With Disabilities in the 21st Century. Journal of Disability Policy Studies, 27(2), 96–105. https://doi.org/10.1177/1044207315604364

Perignat, E., & Katz-Buonincontro, J. (2018). From STEM to STEAM: Using Brain-Compatible Strategies to Integrate the Arts ,: by David A. Sousa and Tom Pilecki. (2013). Thousand Oaks, CA: Sage. 280 pp. Arts Education Policy Review, 119(2), 107–110. https://doi.org/10.1080/10632913.2017.1300970

Perignat, E., & Katz-Buonincontro, J. (2019). STEAM in practice and research: An integrative literature review. Thinking Skills and Creativity, 31, 31–43. https://doi.org/10.1016/j.tsc.2018.10.002

Putnam, C., Dahman, M., Rose, E., Cheng, J., & Bradford, G. (2016). Best Practices for Teaching Accessibility in University Classrooms: Cultivating Awareness, Understanding, and Appreciation for Diverse Users. ACM Transactions on Accessible Computing, 8(4), 1–26. https://doi.org/10.1145/2831424

Qian, M., & Clark, K. R. (2016). Game-based Learning and 21st century skills: A review of recent research. Computers in Human Behavior, 63, 50–58. https://doi.org/10.1016/j.chb.2016.05.023

Ras, E., Krkovic, K., Greiff, S., Tobias, E., & Maquil, V. (2014). Moving towards the Assessment of Collaborative Problem Solving Skills with a Tangible User Interface. Turkish Online Journal of Educational Technology-TOJET, 13(4), 95–104.

Redecker, C., & Johannessen, Ø. (2013). Changing Assessment - Towards a New Assessment Paradigm Using ICT: European Journal of Education. European Journal of Education, 48(1), 79–96. https://doi.org/10.1111/ejed.12018

Reese, S. A. (2015). Online learning environments in higher education: Connectivism vs. dissociation. Education and Information Technologies, 20(3), 579–588. https://doi.org/10.1007/s10639-013-9303-7

Resnick, L. B. (2010). Nested Learning Systems for the Thinking Curriculum. Educational Researcher, 39(3), 183–197. https://doi.org/10.3102/0013189X10364671

Reynolds, R. (2016). Connecting student information resource uses to learning outcomes in guided discovery-based game design. IConference 2016 Proceedings, 1–12.

Rončević, B., & Tomšić, M. (Eds.). (2017). Information Society and its Manifestations: Economy, Politics, Culture. Peter Lang AG. https://doi.org/10.3726/b10694

Rotherham, A. J., & Willingham, D. (2009). 21st century skills: The challenges ahead. Educational Leadership, 67(1), 16–21.

Rupp, A. A., Gushta, M., Mislevy, R. J., & Shaffer, D. W. (2010). Evidence-centered design of epistemic games: Measurement principles for complex learning environments. The Journal of Technology, Learning and Assessment, 8(4), 1–48.

Saavedra, A. R., & Opfer, V. D. (2012). Learning 21st-Century Skills Requires 21st-Century Teaching. Phi Delta Kappan, 94(2), 8–13. https://doi.org/10.1177/003172171209400203

Sahin, A., Gulacar, O., & Stuessy, C. (2015). High School Students’ Perceptions of the Effects of International Science Olympiad on Their STEM Career Aspirations and Twenty-First Century Skill Development. Research in Science Education, 45(6), 785–805. https://doi.org/10.1007/s11165-014-9439-5

Sahlberg, P. (2011). The Fourth Way of Finland. Journal of Educational Change, 12(2), 173–185. https://doi.org/10.1007/s10833-011-9157-y

Sanabria, J. C. (2017). Enhancing 21st Century Skills with AR: Using the Gradual Immersion Method to develop Collaborative Creativity. EURASIA Journal of Mathematics, Science and Technology Education, 13(1), 487–501. https://doi.org/10.12973/eurasia.2017.00627a

Sanabria Zafra, E., Rodríguez Rodríguez, N., Zerpa Pérez, A. E., Prieto Marañón, P., & Alonso Rodríguez, M. Á. (2020). El Pensamiento computacional: ¿Una nueva forma de entrenar la memoria de trabajo?: Computational thinking: A new way to train working memory? Revista de Educación a Distancia (RED), 20(63). https://doi.org/10.6018/red.401931

Scott, C. L. (2015). El futuro del aprendizaje 2?` Qué tipo de aprendizaje se necesita para el siglo XXI? UNESCO. http://unesdoc.unesco.org/images/0024/002429/242996s.pdf

Seifert, T. (2015). Pedagogical Applications of Smartphone Integration in Teaching: Lecturers, Pre-Service Teachers and Pupils’ Perspectives. International Journal of Mobile and Blended Learning, 7(2), 1–16. https://doi.org/10.4018/ijmbl.2015040101

Siddiq, F., Gochyyev, P., & Wilson, M. (2017). Learning in Digital Networks – ICT literacy: A novel assessment of students’ 21st century skills. Computers & Education, 109, 11–37. https://doi.org/10.1016/j.compedu.2017.01.014

Tabesh, Y. (2017). Computational Thinking: A 21st Century Skill. Olympiads in Informatics, 11, 65–70. https://doi.org/10.15388/ioi.2017.special.10

Tan, L. (2016). Confucius: Philosopher of twenty-first century skills. Educational Philosophy and Theory, 48(12), 1233–1243. https://doi.org/10.1080/00131857.2016.1182416

Tang, W., Hu, J., Zhang, H., Wu, P., & He, H. (2015). Kappa coefficient: A popular measure of rater agreement. Shanghai Archives of Psychiatry, 27(1), 62–67.

Thomas, K. M., O’Bannon, B. W., & Britt, V. G. (2014). Standing in the Schoolhouse Door: Teacher Perceptions of Mobile Phones in the Classroom. Journal of Research on Technology in Education, 46(4), 373–395. https://doi.org/10.1080/15391523.2014.925686

Trilling, B., & Fadel, C. (2009). 21st century skills: Learning for life in our times. John Wiley & Sons. http://shorturl.at/lnqIN

Unfried, A., Faber, M., Stanhope, D. S., & Wiebe, E. (2015). The Development and Validation of a Measure of Student Attitudes Toward Science, Technology, Engineering, and Math (S-STEM). Journal of Psychoeducational Assessment, 33(7), 622–639. https://doi.org/10.1177/0734282915571160

van Laar, E., van Deursen, A. J. A. M., van Dijk, J. A. G. M., & de Haan, J. (2017). The relation between 21st-century skills and digital skills: A systematic literature review. Computers in Human Behavior, 72, 577–588. https://doi.org/10.1016/j.chb.2017.03.010

Vreeburg Izzo, M., Yurick, A., Nagaraja, H. N., & Novak, J. A. (2010). Effects of a 21st-Century Curriculum on Students’ Information Technology and Transition Skills. Career Development for Exceptional Individuals, 33(2), 95–105. https://doi.org/10.1177/0885728810369348

Wilson, M., Scalise, K., & Gochyyev, P. (2015). Rethinking ICT literacy: From computer skills to social network settings. Thinking Skills and Creativity, 18, 65–80. https://doi.org/10.1016/j.tsc.2015.05.001

Woolf, B. P., Lane, H. C., Chaudhri, V. K., & Kolodner, J. L. (2013). AI grand challenges for education. AI Magazine, 34(4), 66.

Wright, E., & Lee, M. (2014). Developing skills for youth in the 21st century: The role of elite International Baccalaureate Diploma Programme schools in China. International Review of Education, 60(2), 199–216. https://doi.org/10.1007/s11159-014-9404-6

Yadav, A., Hong, H., & Stephenson, C. (2016). Computational Thinking for All: Pedagogical Approaches to Embedding 21st Century Problem Solving in K-12 Classrooms. TechTrends, 60(6), 565–568. https://doi.org/10.1007/s11528-016-0087-7

Zapata-Ros, M. (2019). Computational thinking unplugged. Education in the Knowledge Society, 20, 1–29. https://doi.org/10.14201/eks2019_20_a18

Zhao, Y. (2015). A World at Risk: An Imperative for a Paradigm Shift to Cultivate 21st Century Learners. Society, 52(2), 129–135. https://doi.org/10.1007/s12115-015-9872-8

Zheng, B., Warschauer, M., Lin, C.-H., & Chang, C. (2016). Learning in One-to-One Laptop Environments: A Meta-Analysis and Research Synthesis. Review of Educational Research, 86(4), 1052–1084. https://doi.org/10.3102/0034654316628645

Publicado
30-11-2021
Cómo citar
Krüger Mariano, W., & Chiappe, A. (2021). Habilidades del siglo XXI y entornos de aprendizaje STEAM: una revisión. Revista de Educación a Distancia (RED), 21(68). https://doi.org/10.6018/red.470461