How can Edtech and Edutainment for STEAM Subjects form Part of a Well-rounded Education?

The game-based learning market is anticipated to reach over $50 billion USD by 2028.
Young learners like to be entertained.

STEAM education focuses on the fields of science, technology, engineering, the arts, and mathematics, and stresses their usefulness in the workplace and their significance for the development of transferrable skills. STEAM education gives students the best chance of securing successful employment with average annual wages of $86,980 compared to $39,810 for all occupations, according to the US Bureau of Labor Statistics. Technology in today's society permeates every aspect of our lives, enables whole businesses, and keeps us linked.

Unfortunately, until now, most STEAM teaching in primary and secondary schools has emphasised theory more than application and hands-on learning. However, it seems that more and more teachers and academics are seeing the potential benefits of adopting educational technology to enhance STEAM learning outcomes.

Let’s examine further how Edtech and Edutainment can improve STEAM students' education at the K–12 level.

Edtech and its Influence on Learning Curves
Edtech is the combined use of digital learning tools that children can interact and engage with, forcing them to use creativity to solve problems, develop content, and customize their own learning experiences. According to research, both students and instructors value technology-based techniques that stimulate imagination across the school curriculum.

Although technology cannot improve education on its own, it can encourage cooperation and aid with logistical challenges associated with managing a large student body. For the perfect mix, instructors should build their classes on a learning strategy that includes technology, collaboration, and inspiring teachers. Blended learning in the classroom improved student performance by 8%, according to recent research by RAND and the Department of Education.

Online interactive learning tools like Gsuite or Dropbox enable students to exchange helpful knowledge and glean important concepts from fresh material.

Now, intellectual risk-taking, trial-and-error problem-solving, and intrinsic motivation are all a vital part of STEAM education, so these subjects call for far more collaborative tools and interactive technologies. Fit is essential for problem-based and student-centered learning in that teachers collaborate with students during the learning process, which is made possible by these interactive technologies.

Edutainment's Vital Role in STEAM
Edutainment aims to both entertain and educate. Modern(ish) examples of edutainment on television include ‘Sesame Street,’ ‘Schoolhouse Rock!’ and ‘Mr Rogers' Neighborhood’ – it’s hardly a brand-new idea. More recent series like ‘Mythbusters’ and ‘Brain Games’ also pushed the edutainment genre to new levels of popularity.

However, passive viewing is not enough. New interactive tools and programming have been produced due to growing interest in employing educational technology to improve teaching and learning. Using digital resources in the classroom "helps pupils grasp tools they'll need both personally and professionally to survive in a tech-based environment," states research from Tech Advocate.

The popularity of educational podcasts has also recently skyrocketed, offering youngsters engaging and easily consumable information. For example, an entire class could listen and learn together, before having conversations about the content. Splitting up into smaller groups, the students could then discuss what they learned.

According to a Global Market Insights Inc. survey, the game-based learning market is anticipated to reach over $50 billion USD by 2028. The market statistics are increasing because of the growing demand for courses that utilise eye-catching designs, visuals, and infographics to improve information memory.

Students can collaborate with one another while using technology to work toward a common objective. Students may select the activities they wish to participate in based on their learning preferences and areas of interest while communicating with their classmates, whether it's quizzes, games, podcasts, or movies.

Students nowadays are fundamentally different from those in the past because they have grown up with – and are immersed in – technology. Consequently, students have different learning goals, requiring varied teaching methods. In an age where information and knowledge are readily shared, effective use of technology in the classroom is crucial. This is why incorporating edtech and edutainment should be a top priority for modern schools.