1. Introduction
STEAM (science, technology, engineering, arts, and mathematics) education, an evolution of the established STEM (science, technology, engineering, and mathematics) model, has recently gained significant scholarly attention. By incorporating arts into the foundational STEM disciplines, STEAM education expands the curriculum beyond technical skills, incorporating creativity and a deeper understanding of cultural and societal contexts, thereby fostering a more rounded and enriched learning experience [
1,
2,
3,
4]. The meaning attributed to the ‘A’ in STEAM is subject to interpretation across scholarly literature, frequently encompassing a range of subjects such as visual arts, music, drama, dance, literature, and history [
3]. Nonetheless, a unifying theme is evident: the ‘A’ effectively broadens the scope to include disciplines not conventionally covered by the STEM framework. These disciplines, whether artistic, humanistic, or social, emphasize creativity, expression, and human-centric design, playing a pivotal role in fostering holistic thinking and innovation [
5]. Unlike traditional education methods that teach these subjects separately, STEAM integrates them into a cohesive curriculum based on real-world applications. This approach fosters creativity and innovation and equips learners with a holistic understanding, preparing them for the multifaceted challenges of the 21st century [
6]. Thus, STEAM education constitutes an approach to learning that integrates a broader spectrum of subjects alongside the “traditional” STEM disciplines. This evolution from STEM to STEAM acknowledges that comprehensive education is not just about scientific and technological advancements but also about understanding and expressing the human experience [
3].
Moreover, the integration of diverse disciplines in STEAM education highlights the significance of interdisciplinary and experiential learning. This shift aligns with the current imperative for a workforce proficient in adapting to swift technological advancements while also demonstrating creative and critical thinking skills; qualities frequently nurtured by the arts [
7]. To achieve this, STEAM education brings together different subjects in a single curriculum, linking them to real-life situations. This integrated approach not only encourages creativity and new ideas but also gives students a broader understanding, helping them get ready for the varied challenges of today’s world [
8,
9,
10,
11].
Central to the implementation of this approach are educators who specialize in STEAM education. Their role is pivotal in this educational context because they can facilitate the paradigmatic shift toward integrated learning, by effectively translating the theoretical framework into impactful educational practice. However, to achieve this, they face the challenging responsibility of designing teaching plans that would integrate the various disciplines of STEAM. To do so effectively, they must continually update their skills and adopt new teaching methods [
12]. Furthermore, the diverse scope of STEAM subjects necessitates specific materials, targeted teacher training, and innovative strategies for classroom management and student engagement [
6,
13]. These requirements present considerable challenges for schools. Additionally, evaluating students and grading multidisciplinary projects, while ensuring equal emphasis on each STEAM subject and the development of relevant competences, poses a significant challenge. While STEAM education offers great opportunities, it also asks for a careful review and update of how we currently teach to fully realize its benefits [
14,
15].
In terms of research, several studies have confirmed the advantages of STEAM education, highlighting its role in promoting creativity, critical thinking, and problem-solving in students [
1,
11,
16,
17,
18]. Some research focuses on the importance of technology and engineering in this multidisciplinary approach [
8,
19,
20], while other work emphasizes the vital role of arts, arguing that they add a well-rounded quality to the existing STEM model [
21,
22]. Interestingly, the role of educators in the success of STEAM education has been a focal point in research, and studies have also brought attention to the difficulties they face in managing this complex field of study [
13,
14,
15,
23]. Despite widespread acknowledgment of STEAM education’s importance, there remains a gap in scholarly literature concerning the specific skills and competences that educators need to effectively put this approach into practice.
Competence frameworks that outline the essential competences for specific occupations have been proposed, offering to professionals of specific sectors a structured template for self-improvement [
24,
25]. These frameworks, grounded in academic and pedagogical research, delineate the intricate matrix of competences essential for achieving proficiency within the specific sector. Moreover, competence frameworks facilitate standardized assessments, peer reviews, and self-evaluations, all of which contribute to holistic professional development [
26]. In the European context, a constantly expanding array of competence frameworks exists to direct educators across diverse fields. Whether they focus on pedagogical strategies, subject-specific expertise, or broader educational philosophies, these frameworks serve as foundational pillars for educators to benchmark and enhance their skills. The European Framework for the Digital Competence of Educators (DigCompEdu) [
27] stands out, offering a detailed competence set for educators to navigate the digital age. UNESCO’s competence profile for educators [
28] outlines key knowledge, skills, and attitudes for effectively integrating digital technologies in education, focusing on mobile computing systems, smart boards, and Web 2.0 applications. Similarly, the European e-Competence Framework (e-CF) by the European Committee for Standardisation (CEN) serves as a standard for ICT competences in Europe, catering to ICT practitioners, companies, and educational institutions [
29].
Regarding STEAM education, certain studies, such as Wang et al. [
30], have stressed the necessity for educators to have a cohesive understanding of the various STEAM disciplines, going beyond merely isolated expertise in individual subjects. The importance of specialized pedagogical skills tailored to STEAM education’s interdisciplinary nature has also been highlighted [
7]. While these findings serve as a starting point, there is a widely acknowledged need for an all-encompassing framework that would fully outline the skills and knowledge needed by STEAM educators. In addition to setting common competence standards, such a framework could also point to best practices that could be adopted across European educational settings. This would help ensure that STEAM educators are adequately equipped to encourage interdisciplinary learning and serve as a valuable resource for professional development programs, supporting educators in their pursuit of excellence in STEAM education, as indicated by Conradty and Bogner [
31].
This paper focuses on validating the competence framework designed for educators in the STEAM domain. The guiding research questions underpinning this investigation were: (1) Which are the essential competences of STEAM educators? (2) To what extent does the proposed competence framework represent in a comprehensive manner the STEAM educators’ competences? (3) How does the implementation of the STEAM competence framework impact the professional development, teaching practices, and occupational proficiency of STEAM educators?
The rest of this article is methodically structured to systematically unfold the research process and its findings. We begin by detailing the initial iteration of the STEAM competence framework development process. Following this, we outline the methodologies and instruments we used for validating the framework, including participant profiles, survey design and implementation, and data collection and analysis. This leads us to the presentation of results and the second (and currently in use) version of the STEAMComp Edu framework. In the next section, we present and critically examine its impact. Finally, the article concludes in a discussion that synthesizes the key findings and highlights their significance in the broader context of STEAM education.
3. Validating the STEAMComp Edu
To validate and possibly enhance the STEAMComp Edu framework, we developed an online questionnaire, which included both closed- and open-ended questions to ensure an in-depth understanding of specific situations [
56]. The questionnaire was used to collect information from individuals of the target population, regardless of their geographical distribution [
57]. The survey was addressed to educators, researchers in STEAM education, school managers/directors, and policymakers, in order to gain a more holistic understanding of the validity of the competence framework. To ensure a broad and diverse representation [
58], we chose to involve participants from various educational levels and different types of education. Within the scope of the STEAMonEdu project, we successfully disseminated the survey as an integral component of the project’s initiatives. This was carried out by combining invitations using social media platforms, email, online announcements, and the organization of online workshops where the competence framework was presented along with the survey invitation. In total, we received feedback from 302 respondents.
3.1. Participants’ Profile
The majority of the participants identified themselves as female (66.6%). The age group of 41 to 50 was the most represented (38.4%). Geographically, the study encompassed participants from 21 different countries, with 12 of them being European Union members. Most participants were from Europe (96%), with a minor representation from other continents: North and South America (0.3%), Asia-Pacific (3.3%), and Africa (0.3%). Regarding academic background, participants were primarily divided between humanities/arts and social science (47.7%) and technology and science (47.7%). A small percentage (4.6%) indicated having an academic background that fell under the “other” category, implying a combination of both humanities/arts and social science as well as technology and science fields. Regarding professional roles, participants had the option to select more than one answer. The majority were educators (77.2%). This was followed by directors/managers of educational institutions (7.6%), researchers and academics in STEAM education (11.3%), and STEAM education practitioners (14.2%). Additionally, a small group (6.3%) fell into the “other” category, which included graduate or postgraduate students in STEAM-related fields and/or educational pedagogies studies, as well as researchers in competence development and ICT.
Table 2 details the participants’ background, academic, and professional characteristics.
3.2. Survey Design and Implementation
The survey was carefully designed to align with participant profiles and selection criteria. The questionnaire consisted of seven sections and required approximately 40 min to complete. The initial section,
Section 1 “Demographics”, aimed to capture the background of the participants. It included questions about their gender, age, country or region of residence, academic background, professional role, teaching experience, and experience specifically in STEAM education. In
Section 2, “Introduction to the STEAM Competence Framework”, participants were allowed to download a detailed description of the STEAMComp Edu to ensure they had a clear understanding.
The subsequent sections,
Section 3,
Section 4,
Section 5,
Section 6,
Section 7 and
Section 8, were dedicated to gathering feedback on the perspectives, areas, and competences outlined in the framework. This section of the questionnaire contained closed-ended questions, as is common when investigating the knowledge, attitudes, or opinions of a large number of people [
59], while it allows detailed information to be collected in a relatively swift fashion, so that a large number of people can be surveyed. Participants were prompted to evaluate each of the 44 competences based on three criteria: the relevance, importance, and clarity of the competence. These criteria were selected based on their established validity in assessing competences [
60,
61].
Responses were captured using a four-point Likert scale, with the options being: (1) Not essential, (2) Useful, but not essential, (3) Maybe essential, (4) Definitely essential. In addition, an open-ended question was associated with each of the 16 areas within the framework, in which participants could provide suggestions on rephrasing or revising competences to make them more apt for that specific area. Similarly, an open-ended question was provided for each of the five perspectives, allowing participants to propose additional areas or share any other pertinent comments related to that particular perspective. This structured approach ensured that quantitative and qualitative feedback offered a holistic view of how the framework resonated with the target audience.
The survey was provided with guidelines for completing it, as well as information about privacy and ethical issues. This included the description of the project and its objectives, the reasons for participant selection, the description of the methodology with guidelines for completing the survey, privacy and ethical issues, potential benefits, potential risks or discomforts, data storage, anonymity and confidentiality, the right to withdraw, conflict of interest, compensation, participant concerns, and reporting. A consent form for the participants was also provided, while ethical considerations aligned with the Data Management Plan (DMP) of the project were meticulously followed. The online survey was created using LimeSurvey and was hosted on the university’s server (survey.daissy.eap.gr, accessed on 19 November 2023). The survey and all the associated documents were made available in seven different languages (English, Greek, Spanish, Catalan, German, Italian, and Romanian). Prior to launching the survey, a preliminary pilot test was conducted to ensure its validity and comprehensiveness. However, responses from these pilot tests were not incorporated into the final research results because this step aimed only to identify potential errors, gauge the time required for completion, and rectify any ambiguities or misunderstandings in the questionnaire.
3.3. Data Collection and Analysis
The data were collected over a period of four months, from November 2020 to the end of February 2021. All the demographics and close-ended questions in the survey were obligatory; the data set has no missing values. The open-ended questions were not obligatory, and some participants left them blank; however, these questions were used for the qualitative analysis. In addition, some participants submitted the survey more than one time. These submissions were identified, and duplicates were removed (the last submission was kept). Submissions from participants who were not fully engaged or who spent less than 15 min on the survey were excluded. Initially, we collected 329 completed surveys. After cleaning the data, we were left with a total of 302 valid responses for analysis. In total, 76 out of the 302 participants provided answers to open-ended questions.
Regarding quantitative analysis, descriptive statistics were used to gain a holistic view of the appropriateness of the sample across all anticipated demographic elements. This included measures of central tendency (mean, median, mode) and dispersion (range, standard deviation) to summarize and understand the distribution of the responses. When the mean overall opinion per item was >3 ± standard deviation (SD), it was considered valid for discordance. To confirm the construct validity of the questionnaire data, we employed discrimination analysis and Cronbach’s alpha to evaluate the internal consistency of the items. Additionally, we conducted validity analysis by employing the Content Validity Index (CVI), including both the Item-Level Content Validity Index (I-CVI) and the Scale-Level Content Validity Index/Average (S-CVI/Ave). The content validity index (CVI), the most commonly used index for quantitative evaluation, consists of I-CVI and S-CVI/Ave. The Content Validity Index (CVI) assesses the appropriateness of test items for the intended construct. I-CVI focuses on individual items, while S-CVI/Ave is an average across items. Participants rated the clarity [C], importance [I], and relevance [R] of each statement on a four-point Likert scale, and the I-CVI for each item was computed by dividing the proportion of participants who rated it with 3 or 4 by the total number of experts [
62]. The S-CVI was calculated by taking the average of all I-CVIs [
63], with a score above 0.75 considered excellent and 0.7 acceptable.
Moreover, the Relevance and Importance Index (RII), a statistical measure used to gauge the significance of survey items, was used to further assess the pertinence and significance of each competence statement within the framework. It is calculated by dividing the sum of the weights
(Wi) assigned by respondents to each survey item by the maximum possible weight (
A) times the total number of respondents (
N). The RII formula is [
63]:
In this formula, weights given by respondents vary between 1 and 4, with 4 being the highest possible weight. A higher RII value indicates a greater influence of the survey item on the overall construction and findings of the survey. Criterion validity was assessed using Spearman’s Correlation coefficient to measure the strength and direction of the association between the competences. All quantitative analyses were conducted using SPSS v. 25.
Quality research methods were applied in the open-ended questions to analyze the qualitative outcomes that emerged from participants’ free texts and generate corresponding explanations. The aim was to provide more complete and holistic processing of the survey input and to substantiate further the revision of the statements, where needed, based on the participants’ feedback. Furthermore, the specific comments of the experts and their particular suggestions were expected to shed light in understanding possible misconceptions, ambiguities, or inaccuracies, and contribute to revising the statements, areas, and perspectives of the Competence Framework of STEAM Educators in combination with the results of the quantitative analysis. The data were analyzed to determine themes, as suggested for qualitative data analysis [
56]. Following the grounded theory [
64], the qualitative outcomes emerged from the free texts of participants and generated corresponding explanations. More specifically, the thematic analysis method was followed, which is considered the most widely used and the most helpful method of capturing the complexities of meaning in textual data [
65]. For the coding process, the NVivo software (version 12) was used.
5. Integrating Evaluation Results and Framework Revision
Qualitative analysis has pinpointed areas for enhancement of STEAMComp Edu, offering depth to the quantitative findings. Although the quantitative data confirm the framework’s overall validity, they signal the need for a more meticulous review of certain marginal elements. The synthesized analyses advocate for refinements including clearer terminology, inclusivity in educational contexts, optimized competence domains, minimized redundancy, and illustrative examples for competences.
To illustrate these enhancements (for instance, in relation to digital skills in competence area 5.2), the competences were reviewed again in refining competences, including eliminating redundancies across the framework. Regarding curriculum development, a notable change was made; instead of using the term “develop”, the framework now encourages educators to “participate in the development” and “implement” the curriculum. This alteration responds to feedback from educators, who emphasized that they do not typically develop, but implement curricula. In addition, competence 5.3.3 has been refined to clearly articulate the role of action research in continuously improving educational practices, underlining the value of reflective teaching methods.
In addition, modifications in competence area 2.1 were introduced, segregating the tasks of designing and developing educational content and units. Competence 1.5.1 was revised for clarity and now emphasizes the use of diverse assessment formats. Competence 1.5.2 was reworded to highlight the importance of providing timely feedback to learners. Adaptability across diverse educational settings is now reflected in the updated competence 3.1.3, which focuses on the application of effective teaching space management techniques in STEAM education, highlighting its relevance across various learning environments.
The title of Perspective 2 was updated to better represent the role of educators in designing learning opportunities. In addition, the term “Educational design” replaced “Course/curriculum/activity design” to encapsulate a broader spectrum of design competences and the different type of education. Regarding the curriculum development, the framework now emphasizes ‘curriculum implementation’, highlighting the educator’s ability to adapt and apply curricula in STEAM education within the broader context of pedagogical practice. Efforts have been made to reduce redundancies within the framework. Competences that previously overlapped have been either clearly separated into distinct competences or thoughtfully merged, creating a more streamlined and coherent structure.
Finally, a new competence has been introduced in the “Feedback and Assessment” area, emphasizing the analysis of learners’ progress to enhance teaching and learning. This competence is articulated as: “Analyze learner activity performance and progress to better inform teaching and learning approaches.” The inclusion of this new competence is aimed at providing educators with more targeted strategies for improving learner outcomes based on real-time data and observations. One notable addition based on these cumulative insights was a new competence focusing on parent–educator interactions within the context of community building. This addition received considerable commentary from educators and found support in the existing literature, as evidenced in our previous work [
13].
STEAMComp Edu v. 2
Table 4 outlines the full version of the current (revised) Competence Framework for STEAM educators, based on the insights that resulted from both qualitative and quantitative analyses. To make it easier to identify the types of revisions made, we have employed a set of abbreviations next to each competence. These are “RW” to signify that the competence has been rephrased (including the addition of examples), “M” for competences that have been slightly modified, “+” for additional items introduced, and “C” for those that have changed areas within the framework. In addition,
Figure 2 illustrates a diagram that clearly outlines the perspectives, areas, and the number of the competences covered in the revised framework.
7. Discussion
The primary aim of this study was to establish a comprehensive framework for educators’ competences in the evolving field of STEAM education. To accomplish this, we initiated a review of existing literature, taking into account the conventional competences needed for teaching and at the same time mapping the multifaceted roles that educators play in STEAM settings. The development of the STEAMComp Edu was deeply informed by existing European frameworks that served as foundational reference points [
73], especially DigComp Edu. The development of STEAMComp Edu followed an iterative and collaborative process, engaging a diverse array of educational stakeholders, including teachers, curriculum developers, and subject matter experts and using multiple instruments to record and analyze the data.
The final version of STEAMComp Edu presents a comprehensive structure that delineates the multifaceted roles of educators through five key perspectives, each encapsulating the essence of the educator’s evolving function in a modern learning environment. These perspectives are the Educator as Teacher-Trainer-Tutor, the Educator as Learning Designer and Creator, the Educator as Orchestrator and Manager, the Educator as Community Member, and the Educator as Professional. Within these perspectives, the framework is further segmented into 14 distinct areas, addressing specific domains of the educational process and the educator’s role in it. A total of 41 competences have been meticulously defined, ensuring that educators are equipped with a clear and actionable set of competences to navigate the complexities of STEAM education. This structured approach aims to support educators in identifying their strengths and areas for development and serves as a blueprint for creating tailored professional development programs.
While our framework emphasizes the clarity and articulation of competences, studies like that by Corbett et al. [
45] took a more generalized approach, focusing on broader themes rather than specific competences. Our decision to delve deeper was driven by feedback from educators, who sought clear, actionable competences for their pedagogical practices. In addition, the work of Kim and Kim [
4] on the indicators of educators for STEAM education in Korea provided a foundational understanding that informed our competence related to interdisciplinary collaboration. Their insights into teaching competency, based on the development of learners’ competency that STEAM education pursues, paved the way for our more detailed exploration of the competences, especially in the first three perspectives. The competences in the first three perspectives, encompassing aspects like pedagogy, tool utilization, assessment, and instruction, were also shaped by insights from established teaching competence frameworks, including the reports on teaching competency [
39,
41].
Furthermore, the STEAMComp Edu framework is designed to offer a comprehensive view of STEAM education, facilitating the incorporation of various educator occupational profiles. In the process of developing competence-based educator profiles, we found that our framework is highly adaptable across a diverse range of educational roles, significantly enhancing its practical utility. This adaptability indicates that educators from various disciplines, equipped with the required knowledge and specialized skills, can effectively engage in and contribute to STEAM education [
72]. This flexibility highlights STEAMComp Edu’s potential to encompass a broad spectrum of educators, contributing to a more versatile and inclusive educational landscape. Thus, unlike specific knowledge models such as MKT, STEAMCompEdu does not concentrate solely on content knowledge or subject matter expertise in individual STEAM fields. Instead, it adopts a broader lens, focusing on the interdisciplinary aspects of STEAM education. This context positions the STEAMComp Edu as a complementary framework alongside other field-specific models, enhancing its applicability across a wider spectrum. Also, while TPACK focuses on integrating Technology, Pedagogy, and Content Knowledge, STEAMCompEdu goes further by integrating an interdisciplinary approach that blends Science, Technology, Engineering, Arts, and Mathematics. It embraces a wide array of skills that transcend traditional subject-specific expertise, incorporating elements of creativity, collaboration, management and problem-solving, all essential facets of STEAM education. Adaptability is a key feature of the framework, allowing for the integration of emerging technologies and teaching methodologies, ensuring that the framework remains relevant and forward-looking. Additionally, the framework supports continuous professional development for educators, equipping them with up-to-date skills to effectively implement these principles.
In the realm of STEAM education, the role of the educator extends beyond mere content delivery. The educator becomes a facilitator, guiding students through a maze of interdisciplinary knowledge, fostering creativity, and nurturing critical thinking. This shift in the educator’s role underscores the need for a comprehensive understanding of teaching competences tailored to the STEAM context [
74]. In addition, the framework incorporates interdisciplinary teaching strategies and emphasizes the fusion of STEAM education. It underlines the critical role of digital and transferable competences [
1,
8] as well as group dynamic techniques and collaborative learning. This approach motivates students to communicate and enhances their satisfaction in teaching and learning activities [
75]. The framework also diverges by embedding continuous professional development and reflective practices within its core, aiming to evolve dynamically as educational landscapes [
31].
Our research highlighted also the importance of collaboration, both within and outside the educational institution. In the STEAMComp Edu framework, the interconnectedness of disciplines necessitates that educators collaborate with peers from other subjects [
76,
77,
78]. This interdisciplinary collaboration enriches the learning experience, ensuring students receive a well-rounded education bridging the gaps between individual STEM subjects and the arts. Also, this framework brings the need to join communities right at the forefront, as a distinct perspective, thus signaling its importance. It is not merely an addendum but a core competence that the educators are encouraged to develop and maintain. This decision was based on the literature review of the needs of STEAM educators but was also emphasized in all phases of the development of the framework from the different stakeholders.
One of our research’s standout features is the competence framework’s holistic nature. The STEAMComp Edu adopts a comprehensive approach, viewing educators not just as teachers of specific subjects but as multifaceted professionals. This framework recognizes that successful STEAM education goes beyond conventional subject knowledge to include a broad set of skills like innovative teaching methods, creativity, collaborative work across disciplines, management, and proficiency in technology [
79,
80]. This framework also highlights the importance of ongoing professional development, acknowledging that teaching is a constantly evolving field that requires continuous skill and knowledge advancement [
7]. In summary, the term ‘holistic’ in our framework reflects the educator as a dynamic, multi-skilled professional, capable of meeting various challenges in modern education.
However, the online nature of the evaluation survey and potential cultural nuances might have influenced the perceptions and feedback on certain competences. While our study offers valuable insights, it is essential to acknowledge its limitations. The online nature of our survey might have introduced a selection bias, favoring participants comfortable with digital platforms. Cultural nuances, which could influence perceptions of competences, were not deeply explored. Additionally, while our participant pool was diverse, it may not have captured the full spectrum of STEAM educators, especially those from underrepresented regions or backgrounds. However, the developed framework, set against the backdrop of existing research, seeks to serve as a comprehensive tool for STEAM educators. While it aligns with, diverges from, and builds upon prior work, it also acknowledges its limitations, ensuring a balanced perspective. The journey of refining and adapting the framework continues, informed by its strengths and improvement areas. The dynamic nature of STEAM education, as seen in the breadth of research, underscores the need for an adaptive framework.
In addition, based on the practical implementation of the STEAMComp Edu, one could claim that it has the potential to guide curricular decisions and policy directions, amplifying its impact even more. Its implications extend beyond mere guidance; it can act as a cornerstone in developing new assessment tools for teachers, aligning state or national educational standards with the specific goals of STEAM education, and crafting targeted professional development initiatives to bridge gaps in current teaching methodologies. Furthermore, the framework’s in-depth understanding of educator competencies is instrumental in carving out distinct occupational profiles for STEAM educators. This feature is particularly crucial in customizing educational roles to align with the dynamic and interdisciplinary demands of STEAM education. It ensures that educators are well-prepared and possess the essential skills and knowledge required to excel in these specialized roles. This adaptability and relevance of the STEAMComp Edu framework make it a valuable asset in the evolving landscape of educational standards and practices.