xSTEAM in action
Keywords:
STEM, STEAM, xSTEAM, industry 4.0, educationAbstract
In an increasingly interconnected world, characterized by complex and multidisciplinary challenges, the STEAM (Science, Technology, Engineering, Art, and Mathematics) educational approach serves as a critical framework for developing the competencies needed for the workforce of Industry 4.0. The STEAM paradigm incorporates disruptive methodologies, challenge-based learning, and emerging technologies. These elements work together to enhance critical thinking, creativity, experimentation, and real-world problem-solving. As a step forward on this, xSTEAM (eXtreme STEAM) constitutes an evolution of the traditional STEAM approach, specifically designed to address the unique needs presented by extremely scarce technology availability contexts. This con-cept is informed by research from the LINCIEVIS project, which focuses on in-novative educational strategies in extreme environments. This paper examines the findings from this project to provide a foundation for developing xSTEAM strategies, and it describes the application of that approach by implementing met-rics to analyze diverse environments and exploring strategies to overcome spe-cific limitations. Through case studies and pilot experiments, the researchers an-alyze the variables defined in the original research, considering key factors such as technological adaptability, organizational structure, pedagogical/andragogical methodologies, sociocultural context, and resource availability. These factors are crucial for assessing the effectiveness and adaptability of the xSTEAM approach in diverse environments. Finally, the paper discusses the challenges to xSTEAM's scalability and future opportunities for its implementation in educa-tional and community sectors, summarizing key findings and insights from the research.
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Copyright (c) 2025 Gilda R. Romero, Daniela López De Luise

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