We all understand that Education is an Art and Science of delivering learning which is a pervasive, enduring and constant process. STEAM is an academic approach that involves the arts in t h e common STEM model, which includes Science, Technology, Engineering and Mathematics. STEAM education further adds Art in the visual or performing arts such as photography, design, dance, and writing.
STEAM is a complex and contested concept that builds upon the economic drivers and the GDP of a developed country. The term "art" or "arts" refers to realms of knowledge, like the human ties and social science disciplines. Arts means analyzing or applying different ways of knowing and experiencing the world empowered by specific art practices, forms, or even pedagogies. Examples of imbibing Arts into the current education sector points to sustainability agendas, social inclusion and community participation. It’s imperative to study the outcome of applying STEAM as a multilayered account of the advantages, restrictions, and potential of relational understandings of STEAM education.
The focus has always been on STEM fields in the Education Industry which has led to decreased emphasis on other subjects in the arts and humanities. This has further caused fewer arts-related options and thus arose the need of Integrating art, design, and science into the already existing STEM Mode.
STEAM has been encouraged to increase the happiness and well being of students. It has eventually resulted in better problem-solving skills, higher critical reasoning, enhanced creativity, and Innovate on. The Integration of arts into STEM education has also motivated the participation of more women in the already existing male-dominated areas. STEAM nurtures creativity rather than stifling it and is a promising pedagogical approach that may bring promises for innovation and societal empowerment.