In recent years, global society has faced important challenges that have severely undermined its fundamental values and principles: increased global competition, migration, climate change, environmental threats, economic crises, Covid-19 pandemic, and wars. In this scenario, the social value of science has been strengthened as an expression of an interconnected knowledge on which it is necessary to invest in the perspective of active citizenship and sustainable development.
People all over the world need to understand the changes caused by human activity on Earth, and to find a solution to guarantee the peaceful coexistence of human being and living things. Mathematical, technical, and scientific competences are fundamental to solve a range of problems in everyday situations and to explain the natural world by observation and experimentation.
Ever since Yakman first used the acronym of STEAM at the beginning of the 21st century, STEAM has become a buzzword in the field of education, despite it being a complex and controversial notion (Martín-Gordillo, 2019; Perignat & Katz-Buonincontro, 2019). The interest in this field can be traced back to the 1990s when the US National Science Foundation (NSF) formally included engineering and technology with science and mathematics in undergraduate and K-12 school education (National Science Foundation, 1998). It coined the acronym SMET (science, mathematics, engineering, and technology) that was subsequently replaced by STEM (Christenson, 2011). However, a consensus has not been reached on the disciplines included within STEM (Li et al., 2020).
Further ambiguities have emerged in the transition from STEM to STEAM. The difference between STEAM and STEM (Martín-Páez et al., 2019) lies in the inclusion of the A for arts, which encompasses various disciplines belonging to the humanities, social sciences, and fine arts (Bautista, 2021).
Despite STEAM education is considered a priority in the international educational policies, and upon of increased labour market demand for qualified scientific skills, there are still difficulties in teaching STEAM: low attractiveness from students, strong gender bias in the approach to these subjects and in the careers development, lack of inclusion of disadvantaged people.
So, the main purposes of STEAM education is:
- attracting more students and teachers to STEAM education through a global approach from primary to adult education;
- breaking down the barriers between subjects to integrate school curriculum and vocational guidance;
- developing teacher training activities to improve the quality of STEAM education;
- reducing the inequalities in the access of scientific studies and carriers for women, ethnic minorities, and people with disabilities.
STEAM Education is characterized by seeking meaningful learning, eliciting students’ convergent and divergent thinking (Yakman & Lee, 2012). STEAM is also characterized by granting students an active, constructive, and critical role in their learning and fostering collaborative work, while the teacher adopts the roles of advisor, counselor and/or guide (Thuneberg et al., 2018).
The paper describes a research project aimed to enhance the teaching of STEAM in the secondary education, focusing on the development of innovative pedagogical strategies using musical and artistic approaches, such as sonification.
Sonification is defined as the encoding of data into nonspeech sounds organized by an algorithm which ensures an objective, systematic, reproducible, and repeatable output (Hermann, 2008). In the last three decades, literature has presented a lot of examples of the relevance of the associations between sounds and science (Godwin, 1992). Several sonification strategies are documented in STEM education. Basically, all these strategies imply the use of digital sound and computer aided output (Supper, 2015), although the use of body percussion and instrumental performance of sonification is also attested (Eramo et al., 2022).