21st-century skills and their relationship to STEAM learning environments : a review

The development of the so-called 21st century skills is currently mentioned as one of the key objectives that education systems must achieve throughout the world, so that citizens as a whole can adapt adequately to the labor market and in general, to the future society. The purpose of this review is...

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Detalles Bibliográficos
Autores: Krüger Mariano, Wilson, Chiappe, Andrés
Tipo de recurso: artículo
Fecha de publicación:2021
País:España
Institución:Universidad de Murcia
Repositorio:DIGITUM. Depósito Digital Institucional de la Universidad de Murcia
OAI Identifier:oai:digitum.um.es:10201/115031
Acceso en línea:http://dx.doi.org/10.6018/red.470461
http://hdl.handle.net/10201/115031
Access Level:acceso abierto
Palabra clave:21st century skills
STEAM learning environments
Gamification
Formative assessment
Research-based learning
Habilidades del siglo XXI
Entornos de aprendizaje STEAM
Gamificación
Evaluación formativa
Aprendizaje basado en investigación
CDU::3 - Ciencias sociales::37 - Educación. Enseñanza. Formación. Tiempo libre
Descripción
Sumario:The development of the so-called 21st century skills is currently mentioned as one of the key objectives that education systems must achieve throughout the world, so that citizens as a whole can adapt adequately to the labor market and in general, to the future society. The purpose of this review is, given the explosive and growing interest in this topic, to identify the various definitions of the skills of the 21st century and then to recognize the relationships that can be found between these skills and STEAM learning environments, which recently have been proposed as suitable scenarios for developing them. The study was developed as a systematic literature review based on abstracting and in-depth reading of 153 scientific articles published in journals indexed in Scopus and Scielo. The results of the study suggest that, in order to guide the development of 21st century skills, it is convenient to consider when designing STEAM learning environments, issues such as the change in the assessment towards a more formative experience, the inclusion of collaborative and social environments, the use of research-based learning strategies and gamification and games, among others.