IMPROVING THE METHODOLOGY FOR DEVELOPING STUDENTS' CREATIVE ABILITIES IN A DIGITAL STEAM ENVIRONMENT: THEORETICAL FOUNDATIONS AND A CRITICAL REVIEW
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Keywords

digital STEAM environment, creative ability, divergent thinking, integrated education, constructionism, TPACK, Torrance Tests of Creative Thinking, iterative design, teaching methodology.

How to Cite

Abdullayev Doston. (2026). IMPROVING THE METHODOLOGY FOR DEVELOPING STUDENTS’ CREATIVE ABILITIES IN A DIGITAL STEAM ENVIRONMENT: THEORETICAL FOUNDATIONS AND A CRITICAL REVIEW. WORLD INTERNATIONAL CONFERENCE ON SCIENCE, TECHNOLOGY AND EDUCATION, 1(7), 21-34. https://doi.org/10.5281/zenodo.21689104

Abstract

This article provides a theoretical analysis of how the methodology for developing secondary school students' creative abilities in a digital STEAM environment can be improved. The aim of the study is to assess the reliability of the existing empirical evidence and, on that basis, to develop a methodological model. Following the methodology of a systematic literature review, 68 sources published between 2018 and 2026 were analysed, each double-coded for reported effect magnitude and for methodological reliability. The analysis shows that the high effectiveness estimates reported in meta-analyses (in some cases d > 3.0) rest on methodologically weak primary studies characterised by small samples, absent control groups, short intervention periods and self-report measurement instruments. The author therefore refrains from an unconditional positive assessment of the effect of STEAM environments on creativity and proposes interpreting it as a design-dependent effect. The scientific novelty of the work lies in a four-stage methodological model incorporating a mandatory iteration cycle, in which the digital tool is treated not as an end in itself but as an instrument for producing a creative artefact.

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