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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Methodology for Teachers' Digital Competence Developing through the Use of the STEAM-oriented Learning Environment</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Institute of Information Technologies and Learning Tools of NAES of Ukraine</institution>
          ,
          <addr-line>Kyiv</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
      </contrib-group>
      <fpage>0000</fpage>
      <lpage>0002</lpage>
      <abstract>
        <p>The article focuses on analyzing the experience in using information and communication technologies for professional communication, collaboration and the teachers' digital competence development. The article defines a content, forms, methods and tools as parts of the methodology of using the STEAMoriented learning environment for the teachers' digital competence development. The teachers' digital competence development is one of the important factors for the establishment and support the STEAM-oriented learning environment in schools. The specialized course “Creation and use of the STEAM-oriented learning environment for the teachers' digital competence development” may contribute to implementing STEAM education in schools. The suggested course on STEAM education for teachers will provide a content, forms, methods and tools as parts of the methodologies of using the STEAM- oriented learning environment for the teachers' digital competence development. Such methodical support of the teachers' training course as instructions and guidance notes on how to use and create e-Learning resources. The specialized course “Creation and use of the STEAM-oriented learning environment for the teachers' digital competence development” is supposed to contribute to the teachers' digital competence development by their acquiring knowledge on implementing STEAM education into the school learning environment.</p>
      </abstract>
      <kwd-group>
        <kwd>Teachers' Digital Competence Development</kwd>
        <kwd>STEAM-oriented Learning Environment</kwd>
        <kwd>STEAM Education</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>The so-called “Inquiry-based science education” (IBSE) is of particular importance for
the information society development. One approach to developing inquiry-based
science education is the STEAM-approach, based on a project-based teaching method,
focused on the development of skills to solve problems creatively, critically and
systematically, by using scientific knowledge within STEAM (Science, Technology,
Engineering, Arts, and Mathematics). The main issue is the creation of conditions for
the teachers’ professional competences development in STEAM education fields,
which should influence on the improvement of quality and modernization of education
following world trends in science and education. We can state the particular importance
Copyright © 2020 for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).
of the teachers’ digital competence development and the design of the STEAM-oriented
learning environment, which can contribute to continuing teachers’ professional
competence development. At the same time, it is important to select the necessary
Methodology for the teachers’ digital competence development.</p>
      <p>The article’s goal is to define a content, forms, methods and tools as parts of the
methodology of using the STEAM-oriented learning environment for the teachers’
digital competence development.</p>
    </sec>
    <sec id="sec-2">
      <title>Methods of research</title>
      <p>To achieve the goal of the study, we used methods of systematic and comparative
analysis of pedagogical, philosophical, sociological works, methodological and
specialized literature to clarify the problem of creating the STEAM-oriented learning
environment, to identify the main ways of using open e-learning resources for
STEAMeducation support; analysis experience of using the STEAM-oriented learning
environment in schools; synthesis and generalization of research literature to clarify the
concept of STEAM-oriented learning environment, interpretation of research results
within the topic of the article; method of analysis of teachers’ questionnaire results.</p>
    </sec>
    <sec id="sec-3">
      <title>The Theoretical Backgrounds</title>
      <p>1.1</p>
      <sec id="sec-3-1">
        <title>The teachers’ digital competence</title>
        <p>According to the European Framework for the Digital Competence of Educators
(Christine Redecker, 2017) [1], six Digital Competences’ areas that focus on different
aspects of teachers' professional work: using information and communication
technologies (ICTs) for professional communication, collaboration and development;
searching, creating and sharing e-learning resources; teaching, managing and
organizing the use of ICTs in teaching and learning; assessing the use of ICTs and
strategies to improve them; increasing students’ opportunities through the use of ICTs,
encouraging their learning through research work; promoting students’ digital
competence, in particular, by enabling students to use ICTs creatively and responsibly,
to find information, communicate, create a content and solve problems.</p>
        <p>It is important to note, that “educators’ digital competence is expressed in their
ability to use digital technologies not only to enhance teaching but also for their
professional interactions with colleagues, learners, parents and other interested parties,
for their individual professional development and the collective good and continuing
innovation in the organization and the teaching profession”.</p>
        <p>The personality’s digital competence is the confident, critical and creative use of
ICT to achieve goals related to work, employability, learning, leisure, inclusion and
participation in society (Anusca Ferrari, 2012) [2].</p>
        <p>Taking into account the above mentioned, in our opinion, the digital competence of
teachers is their readiness, ability and skills to use information and communication
technologies autonomously and responsibly in their professional activities for solving
individual problems and learning throughout their life.</p>
        <p>At the same time, it is important to ensure the continued development of teachers’
digital competence, which can be supported by ICT and the creation of specialized
environments such as, for example, the STEAM-oriented learning environment.
1.2</p>
      </sec>
      <sec id="sec-3-2">
        <title>The STEAM-oriented Learning Environment</title>
        <p>The STEAM-oriented learning environment is one of the main trends in the world
education, which is defined by the scientists as follows:
 an environment that should provide its users with tools for research in STEM fields
involving, where appropriate, the arts, such as music, dance, the visual arts,
literature, theatrical arts, humour, or any activity related to the use of art, including
visiting museums, listening to lectures, observing various processes, scientific
problems or reading scientific literature (Mark E. Rabalais, 2014) [3];
 an environment that should cover such components as object templates according to
the learning requests and the students' educational research in STEM fields;
software, platforms and other ICTs to provide visualization of educational and
scientific materials; training laboratories; study contract – an interactive tool for
maintaining a social network that allows students to execute study contracts and
connect with other students’ communities for logical purposes; training based on the
use of blogs by teachers, scholars, students; a system of on-line monitoring and
assessment of teachers' professional competencies and students’ STEAM
competencies (Maïté Debry and Dr. Agueda Gras-Velazquez, 2016) [4];
 an environment that should provide strategies for improving the engineering and
technological education of students (Connor, A.M., Karmokar, S. &amp; Whittington,
C., 2015 [5]; Dr. Agueda Gras-Velazquez, 2016 [6]);
 an environment that should encompass online teacher communication services with
students and colleagues to address learning problems; applications for exchanging
information on STEAM training activities and for the ICT participants’ hands-on
activities; platforms for providing on-line learning and teaching; tools for creating
questionnaires and tests; open online libraries and more (Jacina Leong, 2017 [7];
Vimala Judy Kamalodeen, Sandra Figaro-Henry, Nalini Ramsawak-Jodha and
Zhanna Dedovets, 2017 [8]); Elaine Perignat &amp; Jennifer Katz-Buonincontro, 2018
[9]).</p>
        <p>O. V. Barna, N. R. Balyk (2017) offered the following interpretation of STEAM
education: STEAM education provides the study of Science and Technology through
the application of technical creativity and Engineering, based on Mathematics,
modelling and integrating the use of various tools of other sciences (All) [10].
Analyzing the situation in Ukraine within 2017, the scientists note that the
implementation of this approach is very slow, generally in the framework of non-formal
learning through meetings with experts, browsing educational scientific channels, sites,
developments, participation in competitions, festivals, workshops, picnics, days of
science, etc.
1.3</p>
      </sec>
      <sec id="sec-3-3">
        <title>The Results and Discussion</title>
        <p>The STEAM-oriented learning environment, in our opinion, should be such an
environment that performs the functions of a computer-oriented, mobile-oriented,
cloud-oriented, open learning environment through practically-oriented,
interdisciplinary and project-based approaches in the study of natural and mathematical
cycle disciplines by students; it should develop student’s creative thinking through the
use of different branches of the arts in the educational process and promote the
development of teachers’ digital competence for students to acquire key competencies
and to get them motivated to study these disciplines, to explore various problems in
science and be effective in integrating the subjects of primary and secondary education
at the national and international levels.</p>
        <p>The teachers’ digital competence development is one of the main goals for the
creation and using the STEAM-oriented learning environment in schools.</p>
        <p>We conducted a survey to study their need to use ICT for the STEAM training in the
school curriculum.</p>
        <p>We suggested that, by using the service Word Cloud
(https://www.mentimeter.com/), teachers choose five important tools that can help
them develop their creativity and use the STEAM-oriented learning environment in
schools (2019). A total of 1542 respondents answered the question “What information
and communication technologies are needed to introduce STEAM education into the
learning process in schools?” (Fig. 1).</p>
        <p>The obtained answers show that 3% of the respondents have chosen Padlet, 1% of them
have chosen Kahoot ! and YouTube Scratch; all other tools have been repeated not
more than twice, namely: TinyTap, Quizizz, Socrative, Quizlet, Europeana, Tuva Lab,
Google Apps for Education, MindMeister, Freemind, Bubble, MindMup, Tinybop,
Google Earth, Enercities, BlueBot, Root Coding, Robo Code, Robot Factory by
Tinybop, Cyber Robotics Coding Competition, KQED Education, HighAdventure
Science, Education Closet, ArtsEdge, NOVA Labs, GoLab, GeoGebra, PhET
Interactive Simulations project, Interactive PhysicsTM and others.</p>
        <p>
          The same question was also put to the teachers who took part in the webinar
“Information and communication technologies for the STEAM-oriented learning
environment in schools” (2019). One hundred and twenty-seven respondents reported
on which information and communication technologies (tools) they would prefer for
the creation and using the STEAM-oriented learning environment in schools. The
participants evaluated the proposed ICT by using a five Likert scale ranging from very
undesirable (
          <xref ref-type="bibr" rid="ref1">1</xref>
          ) to very desirable (5).
        </p>
        <sec id="sec-3-3-1">
          <title>The most important skills for creating and supporting the</title>
          <p>STEAM-oriented learning environment are acquired through:
online tools to create and manage training projects
online tools for conducting seminar, forums and others
opening educational resources
programming languages
online security tools
online games
online tools for creating tests and quizzes
Total (N= 127)
Table 2 demonstrates that teachers should develop such skills as using online tools to
create and manage training projects; opening educational resources; online tools for
conducting the seminar, forums and more; online security tools; online tools for
creating tests and quizzes; online games.</p>
          <p>
            The teachers’ answers to the question “What information and communication
technologies are needed to introduce STEAM education into the school learning
process?” show that it is becoming highly important to use the following ICTs: online
tools to create and manage training projects (
            <xref ref-type="bibr" rid="ref4">4,9</xref>
            ); opening educational resources (
            <xref ref-type="bibr" rid="ref4">4,9</xref>
            );
online tools for conducting seminar, forums and others (
            <xref ref-type="bibr" rid="ref4">4,9</xref>
            ); online tools for creating
tests and quizzes (
            <xref ref-type="bibr" rid="ref4">4,5</xref>
            ); online security tools (
            <xref ref-type="bibr" rid="ref3">3,7</xref>
            ); online games (
            <xref ref-type="bibr" rid="ref3">3,5</xref>
            ).
          </p>
          <p>According to the results of the questionnaire, we have identified the current problems
and issues regarding teachers’ using ICTs to improve the quality of their school
STEAM-projects and creation and using the STEAM-oriented learning environment
schools. For the first time, we have defined the content, forms, methods and tools as
constituents of the methodology for using the STEAM-oriented learning environment
for the development of teachers’ digital competence.</p>
          <p>The content as a component of the methodology for using the STEAM-oriented
learning environment for the teachers’ digital competence development includes the
following modules “Creation and use the STEAM-oriented learning environment for
the teachers’ digital competence development”:
 Module 1 “The STEAM-oriented learning environment in schools” consisting of the
following topics: theoretical principles of creation and use of the STEAM-oriented
learning environment in schools; creation and use of strategies for the
STEAMoriented learning environment in schools;
 Module 2 “The use of information and communication technologies to organize and
support the STEAM approach in schools” consisting of the following topics:
eLearning resources as the means of teacher's digital competency development to
support the STEAM-oriented learning environment in schools; electronic Platform
for organizing the STEAM-oriented learning environment in schools;
 Module 3 “Electronic learning resources on self-assessment and evaluation of
teachers’ digital competence to support the STEAM-oriented learning environment
in schools” comprising such topics as requirements for assessing a teacher's digital
competence for creation and support the STEAM-oriented learning environment;
self-assessment of digital competence and its importance for teachers’ professional
development and support the STEAM-oriented learning environment in schools;
planning training activities (lesson plans, learning projects, etc.) to support the
STEAM-oriented learning environment in schools. The purpose of the course
“Creation and use of the STEAM-oriented learning environment for the teachers’
digital competence development” is to develop teachers’ digital competence, to
create, use and support the STEAM-oriented learning environment.</p>
          <p>The main tasks of learning are as follows: organizing practical and theoretical activity
of the participants of the educational process, which is conditioned by the regularities
and peculiarities of the content for pedagogical activity in the conditions of the
STEAM-oriented learning environment in schools; introducing theoretical and
organizational basics of the STEAM-oriented learning environment in schools to
students; enabling students to acquire the necessary skills to create and use the
STEAMoriented learning environment in schools through the planning and organization of
educational activities (lessons, educational projects, weeks on certain sectors for
STEAM, etc.) using ICTs; raising the level for teachers’ digital competence.</p>
          <p>According to The Law of Ukraine on Education (2017) [11] the forms for the
organization of the suggested course and training participants may be different:
institutional (internal, correspondence, remote, network); individual (external, family,
pedagogical patronage, on workplace (on production); dual, that involves the
combination of training of persons in educational institutions with on-the-job training
at enterprises, institutions and organizations for the acquisition or upgrading of certain
qualifications, usually on a contractual basis.</p>
          <p>The basic types of classes in the course can be offered in the following ways:
workshops, practical seminars, webinars, trainings, computer practical lessons and
consultations. At the same time, as for the teaching methods are concerned, we suggest:
discussions, exchange of experience, peer-to-peer (equal participation of all
participants of the educational process), problematic, story, conversation,
explanatoryillustrative, “case-method” (research by participants of the course of different situations
concerning the organization of the STEAM-oriented learning environment and
determining ways to solve them), demonstration, written survey (questioning), testing,
self-assessment, peer-to-peer assessing (mutual evaluation of participants in the
educational process of the end products of the course, such as lesson plans, study
projects, etc.).</p>
          <p>The training process in the course is accompanied by such tools as personal
computers, software, e-learning resources that include:
 general educational resources: Flash Cards and Quizzes Apps and Websites (for
example, TinyTap, Kahoot!, Quizizz, Socrative, Quizlet, Albert); electronic libraries
(for example, Europeana (https://www.europeana.eu/portal/en), Ukrainian Center
(http://www.ukrcenter.com), Tuva Lab (https://tuvalabs.com/); Web services for
teamwork (for example, Google Apps for Education, Microsoft Office 365 online,
Padlet); tools for creating mental maps (for example, MindMeister, Freemind,
Bubble, MindMup); search engines (for example, Google, Yahoo!, Baidu);
 resources for specific purposes of the STEAM-oriented learning environment: to
review and study various scientific concepts by using models and simulations (for
example, Tinybop is for students to work individually or in pairs, to study a particular
system as a human body, water cycle, Solar system, etc.; Google Earth VR is
designed to explore the Earth and its three-dimensional structures, topography,
important historical sites or geographical areas; Enercities is for pupils’ modeling of
cities, buildings, etc.), programs and websites of Robotics (for example, Blue-Bot,
Root Coding, Blockly for Dash &amp; Dot Robots, Robo Code, The Robot Factory by
Tinybop, Sphero Edu, Microsoft MakeCode (micro:bit, Circuit Playground Express,
Minecraft), Cyber Robotics Coding Competition), online resource centers (for
example, KQED Education (https://ww2.kqed.org/education/stem-resources/),
High-Adventure Science (https://has.concord.org/), Education Closet
(https://educationcloset.com), ArtsEdge
(https://artsedge.kennedycenter.org/educators.aspx); labs (for example, NOVA Labs, GoLab, GeoGebra);
simulators (for example, PhET Interactive Simulations project
(https://phet.colorado.edu/), Interactive PhysicsTM
(http://www.designsimulation.com/ip/), OnlineLabs.in (http://onlinelabs.in/physics). It is important to
note that course participants choose e-learning resources, depending on their
STEAM-project goals, the form of education chosen for this project (formal,
nonformal, informal) and the students’ level of education;
 Educational Electronic Platform (E-Platform) for the STEAM-oriented educational
environment, which should facilitate the implementation of practical-oriented,
interdisciplinary and project approaches in the study of natural-mathematical
disciplines and robotics, the formation of students’ creative thinking through the use
of various arts in the educational process.</p>
          <p>One of the requirements for the Educational E-Platform in school is, above all, the
selection of software that will meet the needs of teachers to deploy, use and create
electronic educational resources, cooperate with all participants in this process and
motivate them to teach students.</p>
          <p>Among them, Online Learning Platforms users distinguish ten most popular ones in
2019, which are presented on the site “g2.com”: Udemy, Infosec Flex, TalentLMS,
McGraw-Hill, WebAssign, MyLab, Cloud Guru, LearnWords, WebAssign, Skillshare.</p>
          <p>The Educational E-Platform in schools is “specifically known information and
telecommunication system work”, the goals of which include: technological support for
secondary education reform; providing participants with up-to-date educational
process, electronic educational resources and services; providing electronic textbooks
in open access for students, who completed secondary general education, and
competent pedagogical staff; providing and creating the environment for the
development of national e-learning resources, services and e-textbooks; development
of e-learning and formation of digital competence of participants in the educational
process in our country.</p>
          <p>The data show that the educational E-Platform for supporting the STEAM-oriented
educational environment should host:
 open electronic educational resources, which include resources for students and
teachers and can be distributed through e-textbooks, e-libraries, blogs for teachers
and teaching staff, Ministry of Education and Science websites, distance courses,
etc.;
 tools (ICTs) that provide communication and collaboration between students;
between teachers; between students and teachers; between professionals, employers,
students, teachers, etc., that can be implemented, for example, throughout open
forums, webinars, Internet conferences, etc.;
 online assessment and self-assessment, which can be conducted through contests,
competitions, quests, tests, projects, etc., that motivate students to study STEAM
and develop teachers’ digital competence, to ensure the modernization of education
in accordance with demands of the society;
 laboratories covering simulators, games, imitation models, etc.;
 individual profiles of participants of the STEAM-oriented educational environment,
where there can be placed the data about participants, their achievements in training,
participation in STEAM projects or various forums; certificates, electronic
educational resources, necessary for training and teaching.</p>
          <p>The course “Creation and use of the STEAM-oriented learning environment for the
teachers’ digital competence development” is focused on improving teachers’ digital
competence, which will enable them to create and support the STEAM-oriented
learning environment and STEAM-projects for implementing STEAM education in
schools.</p>
          <p>For example, we offer our project for evaluation of the course by the participants.
They should identify the positive aspects of the project and suggest how it can be
improved. We have created the Project “Robot and Human”, using Educational
EPlatform Graasp (https://graasp.eu/) (Fig. 2).
The Project “Robot and human” based on the STEAM approach and designed
according to the plan, which is described in the Table 3 “The plan of realization of the
educational project “Robot and human”.
“Robot and human” (the project is designed for students
of 5-8 grades)
The key question</p>
        </sec>
        <sec id="sec-3-3-2">
          <title>Will robots be able to exist</title>
          <p>without humans?
Problematic issues 1. How did a robot come about?
2. What are the basic functions of
a robot to support various human
activities?
3. What should a robot look like in
different environments, different
ecosystems?
Robots are gradually coming into our lives. The age of
accumulation of knowledge and theoretical science
(information society) is moving to a new stage - an era
when robots and mechanisms fill the world. According
to the latest data, there are now 1.8 million different
robots in the world today - industrial, domestic, toy
robots and more.</p>
          <p>Object of study: robotization.</p>
          <p>Subject Title: Support for human robot functions for
different activities.</p>
          <p>Task:
1. Find out how robots appeared.
2. To find out where robots are in human life and what
functions they should have.
3. To find out the basic requirements for the support of
robots in the conditions of different ecosystems.</p>
          <p>Economics, Language, History, Informatics,
Mathematics, Geography and so on.</p>
          <p>Assessment of students’ work in groups is performed
according to the criteria created during the discussion
over the project effectiveness with students.</p>
          <p>Self-assessment is done through tests and questionnaires.</p>
          <p>The Human Brain Project SP10- Neurorobotics.mp4
(https://www.youtube.com/watch?time_continue=11&amp;v=
rn5PmXQyrjU&amp;feature=emb_logo); The Robot Factory
by Tinybop.</p>
          <p>The training courses with such tasks as suggested in “Creation and use the
STEAMoriented learning environment for the teachers’ digital competence development”
(organization of practical and theoretical activity of the participants of the educational
process, which is conditioned by the regularities and peculiarities of the content for
pedagogical activity in the conditions of the STEAM-oriented learning environment in
schools; introducing theoretical and organizational basics of the STEAM-oriented
learning environment in schools to students; enabling students to acquire the necessary
skills to create and use the STEAM-oriented learning environment in schools through
the planning and organization of educational activities (lessons, educational projects,
weeks on certain sectors for STEAM, etc.) using ICTs; raising the level for teachers’
digital competence) will be highly significant in developing the digital competence of
teachers and the introduction of STEAM education in schools.</p>
        </sec>
      </sec>
      <sec id="sec-3-4">
        <title>Conclusions and prospects for further research</title>
        <p>The teachers’ digital competence development while implementing STEAM education
in schools is one of the important decisions in the process of creation and support of
the STEAM-oriented learning environment. Our specialized course “Creation and use
of the STEAM-oriented learning environment for the teachers’ digital competence
development” may facilitate this process due to providing the course participants with
the research materials on implementing STEAM education in schools. The course
participants will acquire knowledge of the content, forms, methods and tools as parts
of the methodology for using the STEAM-oriented learning environment. This process
is impossible without proper methodical support for the teachers’ training course which
provide instructions how to use and create e-Learning resources, video lectures, give
answers to common questions and the most interesting ones.</p>
        <p>The prospects for the further research are to analyze the effectiveness of the
methodology of using the STEAM-oriented learning environment for the teachers’
digital competence development, which can be evaluated through the course “Creation
and use of the STEAM-oriented learning environment for the teachers’ digital
competence development”.
http://www.stemalliance.eu/documents/99712/104016/STEM_A_and_MS_ICT_Tools_in_
Edu_paper_v06_Final.pdf/be27b1aa-c4a6-40c5-a750-2a11b9f896b6. Accessed 18 Feb
2020, last accessed 2020/02/21.
5. A.M. Connor, S. Karmokar and C. Whittington: From STEM to STEAM: Strategies for
Enhancing Engineering &amp; Technology Education,
https://online-journals.org/index.php/ijep/article/view/4458/3492, last accessed 2020/02/21.
6. Kudenko &amp; Gras-Velázquez: The future of Europe an stem workforce: what do secondary
school pupils of Europe think about STEM industry and careers (2016),
http://yakistosviti.com.ua/userfiles/file/web-stem-shkola/22serpnia/Buturlina/4_Buturlina.pdf, last accessed 2020/02/25.
7. Jacina Leong: ‘When You Can’t Envision, You Can’t Give Permission’: Learning and
Teaching Through A STEAM Network. Submitted in fulfillment of the requirement for the
degree of Master of Arts (Research). Creative Industries Faculty Queensland University of
Technology, (2017), 140.
8. Vimala Judy Kamalodeen, Sandra Figaro-Henry, Nalini Ramsawak-Jodha and Zhanna
Dedovets: The Development of Teacher ICT competence and confidence in using Web 2.0
tools in a STEM professional development initiative in Trinidad. Caribbean Teaching
Scholar Vol. 7 (April 2017), pp. 25–46.
9. Elaine Perignat &amp; Jennifer Katz-Buonincontro: From STEM to STEAM: Using
BrainCompatible Strategies to Integrate the Arts (2018), Arts Education Policy Review, 119:2,
pp. 107–110, DOI: 10.1080/10632913.2017.1300970.
10. O. V. Barna, N. R. Balyk: Implementation of STEM education in educational institutions:
stages and models, STEM in education: problems and prospects. STEM-education and ways
of its implementation in the educational process (Ternopil. 2017), pp. 3–8 (in Ukrainian).
11. The Law of Ukraine on Education. 5.09.2017 №2145-VIII,
https://zakon.rada.gov.ua/laws/show/2145-19, last accessed 2020/02/21 (in Ukrainian).</p>
      </sec>
    </sec>
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      <ref id="ref4">
        <mixed-citation>
          4.
          <string-name>
            <given-names>Maïté</given-names>
            <surname>Debry</surname>
          </string-name>
          and
          <string-name>
            <surname>Dr. Agueda</surname>
          </string-name>
          Gras-Velazquez:
          <article-title>ICT Tools for STEM teaching and learning</article-title>
          .
          <source>Transformation Framework</source>
          (
          <year>2016</year>
          ),
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>