EVALUATION CRITERIA OF DIGITAL TOOLS FOR SUPPORTING A STEAM-ORIENTED EDUCATIONAL ENVIRONMENT
DOI:
https://doi.org/10.31110/2616-650X-vol12i8-010Keywords:
STEAM-oriented educational environment, STEAM education, digital tools, institution of general secondary education, evaluation criteria, monitoringAbstract
The article examines the criteria for evaluating digital tools to support a STEAM-oriented educational environment. The pedagogical research, methodological and specialized literature, and the pedagogical experience of using digital technologies for organizing STEAM education in general secondary education institutions have been analyzed. A summary was made to formulate the main points of the study, and the results of a teacher survey were analyzed to determine the most popular digital tools for supporting a STEAM-oriented educational environment. The criteria for evaluating digital tools for supporting a STEAM-oriented educational environment were assessed using the Likert scale. A classification is provided, along with examples of digital tools that support the STEAM-oriented educational environment, including learning management systems, tools for collaborative work, tools for assessing students' learning activities, information dissemination tools, as well as tools for teachers to create didactic materials and for students' research activities in STEAM projects. The key criteria for evaluating digital tools to support a STEAM-oriented educational environment are highlighted, including interactivity, integration, accessibility, support for interaction, adaptability, security and privacy, functionality, cost, and user feedback, which allows for identifying the most important aspects that teachers should consider when selecting these tools. The pedagogical experience of using digital tools to support STEAM education has been studied, revealing that Moodle, Canvas, Google Classroom, Google Workspace, Microsoft Teams, Kahoot!, Quizizz, PhET Interactive Simulations, CoSpaces Edu, Padlet, and Slack are the most popular tools for assessing students' learning activities and facilitating their interaction in a STEAM-oriented learning environment. The prospects for further research are defined, focusing on the justification of the ecosystem of the STEAM-oriented educational environment.
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