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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Bolzano, Italy (online).
EMAIL: ycisem@tlu.ee
ORCID:</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Adopting creative pedagogy for STEAM education in technology enhanced environments</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Yagmur Cisem Yilmaz</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Tallinn University</institution>
          ,
          <addr-line>Narva Road 29, Tallinn, 10121</addr-line>
          ,
          <country country="EE">Estonia</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2020</year>
      </pub-date>
      <volume>000</volume>
      <fpage>0</fpage>
      <lpage>0001</lpage>
      <abstract>
        <p>Employing an arts-integrated Science, Technology, Engineering, and Mathematics (STEAM) approach to education benefits the students by triggering creativity and innovative thinking. By teaching through STEAM, the teachers can better make connections between subjects and students understand the interconnectedness of those fields. Introducing creativity through the arts when teaching complex topics aids students in becoming creators of their knowledge, as they can explore ways to make connections between disciplines and obtain specific information by taking initiatives, individually or collaboratively. The idea of bringing together the creative approaches of learning, and taking ownership of the learning process initially requires a creative pedagogical approach. This approach of teaching to be creative is claimed to be one of the most successful ways of learning [1]. However, integrating creative pedagogy into technology became a necessity as technological advancements have been transforming the teaching and learning experiences. Intersecting the creative pedagogy (the arts in STEAM) and technologyenhanced learning establishes new outlets of interdisciplinary teaching and learning. The recent global COVID-19 pandemic has caused an abrupt transition to distance education that required the integration of technology and digital platforms into everyday teaching because teaching and learning have started to happen in online environments. Such transitions have inspired educators to notice that they could adopt digital interventions in their classrooms. This educational design research aims to further understand and develop a set of digital design principles that aims to bring together interdisciplinary topics of STEAM by utilizing arts. To illustrate and demonstrate different levels of uses of these design principles, a multi-layered digital structure will be built. The design process is planned to be co-created by high school teachers with the consideration of how we could help and support students with diverse backgrounds and interests, and teachers with different technical and artistic competencies. The expected result is theorization and the utilization of the design principles in integrating interdisciplinary subjects through arts.</p>
      </abstract>
      <kwd-group>
        <kwd>1 Creative pedagogies</kwd>
        <kwd>technology-enhanced learning</kwd>
        <kwd>STEAM education</kwd>
        <kwd>distance education</kwd>
        <kwd>and interdisciplinary</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <sec id="sec-1-1">
        <title>STEAM (Science, Technology,</title>
        <p>
          Engineering, Arts, and Mathematics) is an
acceleratingly popular educational approach
that had been first idealized in the Americans
for the Arts-National Policy Roundtable in
2007 to incentivize students to obtain skills
linked to STEM (Science, Technology,
Engineering, and Mathematics) fields [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]. Arts
guide a larger number of students into
understanding interdisciplinary connections
through abstract ideas, and use those concepts
to solve real-life problems [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ]. Including arts in
the STEM curriculums help the students to
build necessary skills for their careers in the
21st century [
          <xref ref-type="bibr" rid="ref4 ref5">4, 5</xref>
          ]. As Colucci-Gray et al. [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ]
states: combining scientific practices with
design, innovation, and artistic expressions is
“integral to the process of thinking.” (p.2). Platz
[
          <xref ref-type="bibr" rid="ref7">7</xref>
          ] stresses that student who practice In an
artsdomain perform better in their STEM courses
because they feel interested and motivated
about the new information. However, literature
shows that STEAM practices vary vastly, with
no coherent description or methods to align
with the learning goals. In their extensive
literature review, Perignat and
KatzBuonincontro [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ] have found that STEAM has
been employed as a “pedagogical tool” to
integrate arts into STEM fields (p. 38).
Learning through arts is stressed to be easing
the long-term retention for students [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ]
motivating them to be creative and innovative,
and supporting their cognitive involvement by
guiding them to construct their knowledge.
What Kahu [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ] identified to be major agents of
student engagement are also linked to some
expected outcomes of learning through arts:
behavior, cognitive, affection. Behavior is
about positivity towards the subject and
initiation of learning such as researching,
asking questions during lessons, etc. The
cognitive aspect is about self-regulation where
students plan and execute their long-term
learning goals. The affection aspect is about
students’ emotions and interest in the task. This
research follows a similar approach towards
student engagement, however, it differentiates
by including a fourth agent about the instruction
and the environment, that corresponds to
Fredricks et al. 's [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ] conceptualization.
Although we can use these elements to identify
student engagement and use this awareness to
improve and shape the intervention
accordingly, it will remain to be a construct that
only aims to regulate learning in a way to
engage students.
        </p>
        <p>
          Engaging students does not necessarily
require the learning to occur, letting aside
achieving successful learning. However, when
an immediate change is due, like in the
COVID19 pandemic outbreak, retaining student
involvement and engagement to promote
learning becomes a challenge. Once schools all
around the globe have transformed to distance
education where all the teaching activities take
place online and where every participant joins
from another location, disputes have arisen
while transforming the teaching material and
the teaching approaches. To overcome these
issues, school administrations and the teachers
have tried multiple methods of online-friendly
transformations that include digitizing the
content (i.e. scanning worksheets, taking
photos of the visual teaching materials, etc.),
scheduling virtual classes on video
teleconferencing software (to replace
realclasses, by utilizing Zoom, Google Meets,
Skype, etc.) [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ], and facilitation of quizzes
through online platforms while asking the
students to keep their camera on to ensure they
do not cheat. Although they seem to be feasible
solutions, none of them are considered efficient
in the long-term adaptation [
          <xref ref-type="bibr" rid="ref10 ref11">10, 11</xref>
          ]. Regardless
of their sufficiency, distance education is
turning into a preferable method of instruction.
        </p>
        <p>
          With the rise in the use of distance learning,
students experience motivational problems [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ]
due to learning from a distance as it does not
involve as much interaction and requires much
self-regulation and independence. Motivational
correction is considered to be easier in
classroom settings as the teachers have the
opportunity to observe and intervene with the
students directly [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ], but the integrity of
student motivation and engagement becomes a
challenge in partially digital and innovative
teaching content. By this, the partially digital
teaching contents address the digitized versions
of blueprint teaching materials and classroom
approaches. In the pre-COVID-19 world,
education technologies were developing
swiftly, and much research had been
undertaken about implementing technological
solutions into educational problems such as
aiding student engagement, measuring and
tracking student participation, and
personalizing the learning outcomes.
Technology-enhanced environments and
learning strategies have supported and made
room for such innovation to happen, but lacked
practicality [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ] due to limited dissemination.
Technology-enhanced environments allow
teachers and students to integrate the course
format fully into online distance learning or
inclassroom according to their needs, and by
doing so, achieving an immersive learning
experience that promotes engagement and
motivation in students. Technology-enhanced
environments are settings that are used by the
instructors, facilitators, teachers, and learners
for helping students to obtain knowledge and
skills through the means of technological
resources, and tools [
          <xref ref-type="bibr" rid="ref13 ref14">13, 14</xref>
          ]. The term
technology-enhanced environments is used to
address both online distance learning platforms
and the actual classrooms that are equipped
with technology.
        </p>
        <p>
          The COVID-19-caused rapid transition to
online distance learning has illustrated where
and how technology-enhanced learning was
needed and could be adopted. However, such
awareness does not tell much about the
students’ side of the learning experience, that is,
the student's motivation, engagement, curiosity,
and learning. As it has been stated, students
struggle in remaining motivated during distance
learning [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ] which can potentially influence
their engagement and learning. However,
introducing an arts-related activity in lesson
plans can help improve students’ motivation
and engagement. Especially considering the
difficulty in keeping the students' focus and
engagement in STEM classes, it becomes vital
to integrate an artistic mediatory in the teaching
approach because artistic expressions can
support students in becoming interested in the
knowledge they acquire [
          <xref ref-type="bibr" rid="ref7 ref8">7, 8</xref>
          ]. Dewey [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ] has
suggested that arts education is one of the core
parts of the curriculum because arts help
“develop creativity, self-expression, and an
appreciation of the expression of others.” [17,
p.136]. Therefore, it is necessary to apply
STEAM approaches with an artistic focus on
technology-enhanced environments. However,
such applications do not function well in a
short-term intervention [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ] as it causes a
disrupted cognitive fulfillment for not allowing
enough time to build creativity and
solutionorientation. Instead, the students will focus on
logic-based explanations that explicitly aim to
describe the current state of a problem or
phenomena [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ]. Such an approach does not
support trial-error during learning which
negatively impacts the self-efficacy of students.
Therefore, the teachers need to be equipped
with tools and competencies that will enable
them to design and integrate artistic activities
on technology-enhanced environments.
        </p>
        <p>
          The challenge resides in transforming the
pedagogical approach, as solely shifting the
teaching materials is not sufficient and
sustainable action towards improving student
engagement. Therefore, we aim to adopt a
pedagogical approach that can stimulate student
interaction, creativity, willingness, and
engagement altogether to provide successful
learning. Bringing together all these desirable
attributes seems feasible with a creative
pedagogical direction. Although STEAM
suggests interdisciplinary learning, it seems
that arts are always used as a method to teach
STEM subjects and not as the target subject to
be taught, making it hard to place the arts
among the others as an equal field [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ].
Moreover, the diverse and clashing practices of
STEAM can hinder inclusion of creativity,
however, the lack of research in the approaches
of creative pedagogies can be a challenging step
in determining the benefit of teaching creativity
[
          <xref ref-type="bibr" rid="ref19 ref2">2, 19</xref>
          ]. To overcome this challenge and address
the “A” in STEAM education, this research will
refer to creative pedagogy. The term refers to a
sum of teaching through artistic methods in this
research. Lin [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ] addresses creative pedagogy
as an intersection of teaching for creativity,
learning creatively, and teaching creatively
which also integrates both the teachers’ and the
students’ role of learning creatively. Although
having the role of learner can initiate an
exhaustive philosophical discussion on learning
to learn and the role of the teacher and the
student in the classroom, Aleinikov [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ]
describes creative pedagogy in a more practical
sense; as a way to initiate life success by
introducing the learners to create their
knowledge, to think out-of-the-box (creativity
skills), and to be innovative.
        </p>
        <p>
          Creative pedagogies are an inherent
approach to teaching creatively to guide
students in taking ownership and responsibility
of their learning in all study fields. The teacher
fosters the role of the tutor who structures the
courses and supports students to build
selfefficacy to overcome real-life problems, and
scientific inquiries [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ]. By instrumentalizing
arts to teach STEM creatively, the teachers can
help their students to understand how
diverselooking disciplines interconnect. The creativity
aspect has been influenced by the introduction
of educational technologies into everyday
learning. The combination of both has
accelerated the process of involving
technologies in learning to keep the students
engaged and make their learning success. With
the current global pandemic, in-classroom
education has been transitioned to distance
education all around the world. This shift
caused many teachers to struggle with the new
structure of teaching and the needed
technological competencies, students faced
hardship on maintaining interest and remaining
engaged with course material. Therefore, we
need to instrumentalize more of the digital tools
or approaches that are inclusive of distance
education. To fulfill such potential, and
establish new aspects to the current pedagogical
approaches, it becomes a necessity to challenge
the traditional sense of creativity and education
by rethinking and redesigning STEAM
education scenarios that could be applied to
distance or contact education. In the
intersection of creative pedagogies and TEL,
incentives, and interventions relating to
technological creative teaching approaches
stand. However, the current tools and
interventions need some development to bring
these aspects together.
        </p>
        <p>This research accepts the constructivist
approach and integrates pragmatic reasoning to
it to develop a set of design principles to be
employed for teaching interdisciplinary
concepts through arts digitally, and to design an
intervention that demonstrates methods to
utilize those design principles.</p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>2. Methodology</title>
      <p>
        The aim of this research is to propose a
framework of design principles to integrate arts
and one or multiple STEM subjects by
demonstrating a set of digital activities on a
tobe-designed digital construct. This aim is
portrayed by the initial question of this
research: what attributes are effective and
sustainable in a digital design that aims to
educate upper secondary school students on
STEM subjects through arts? To address that
big question and to achieve the research
purpose, the following overarching questions
will be investigated:
1. How do teachers and students combine
information that originates in different
knowledge domains of STEAM?
2. What are the current awareness,
practices, and challenges of teaching
interdisciplinary STEAM subjects
digitally in upper secondary schools in
Estonia?
3. What are the characteristics of a
wellfunctioning and engaging digital
artistic intervention for the purpose of
integrating multidisciplinary learning
strategies?
4. What types of characteristics do the
digital artistic interventions should
constitute to stimulate students’
interest and engagement on a complex
interdisciplinary STEM topic?
To accommodate the layered structure of the
research questions, and to generate key
characteristics of interdisciplinary design
principles of STEAM, this research will adopt
a mixed-method design-based approach. There
are four major phases of the design research to
compose the final outcome of this project,
namely: (1) analysis, (2) development, (3)
evaluation and revision, and (4) dissemination.
Each phase constitutes iterative processes to
enable rebuilding, and amending the prototype
and the included design principles. The
research design is an altered combination of
McKenney and Reeves’ [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ], and Plomp’s [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]
educational design research models. The
interaction between phases and the cyclical
research model of this research is illustrated in
Figure 1.
      </p>
      <p>The preliminary analysis phase
consists of (1) a detailed literature review to
identify the current digital practices of STEAM
education, and those activities’ advantages and
drawbacks, (2) an analysis of the current
awareness, practice, competence, and approach
of upper secondary school teachers (of STEAM
fields) towards teaching STEM subjects
through arts (creative pedagogy) and on digital
platforms. Only one data collection is intended
for this stage to gather information on the 2nd
factor of this phase. The data will be collected
by the means of survey questionnaires with
close-ended questions, and semi-structured
interviews with teachers. The teachers will be
acknowledged about the further proceedings of
this research and asked to join for the other
phases. This direct invitation would be one of
the methods to employ participants. After
obtaining descriptive results from the first
phase, the development stage will commence in
accordance with the findings.</p>
      <p>The development and the evaluation
phases are strongly interconnected and are
planned to have at least three cycles to mature
the intervention and to achieve the intended
outcomes. The teachers will be employed
through the network of other PhD candidates
and colleagues working on
technologyenhanced learning and educational
technologies at Tallinn University. The
teachers will be partners in this research as they
will be responsible for participating in
cocreation workshops to brainstorm and develop
the intervention idea. Upon developing a
prototype, the teachers will try it in their
classroom, observe their students for
engagement and behavioral changes. They will
include their feedback and in-class activity
assessments to identify whether the tool had
been used with intended purposes and whether
it helped to teach interconnected STEAM
subjects. According to the evaluation reports
from the teachers, and data analysis, the
intervention will be revised accordingly.
During this process, it becomes vital to
understand the students’ perspective of
interacting with a digital tool aiming to teach
STEM subjects with the help of the arts. To gain
insight, the students will be asked to fill in a
pre-questionnaire about their expectations, and
their awareness of integrating arts with other
STEAM subjects. Then, they will be asked to
keep a record of their experience in an activity
log; so it will enable the teachers and the
researcher to classify whether there were any
unintended uses. The data obtained from the
teachers and the students will be analyzed
collectively for identifying mismatches
between the observation of the teacher and the
self-reports of the students.</p>
      <p>By utilizing the intervention and
gathering insightful data from both the teachers
and the students, this research can become
aware of what design principles are commonly
used to integrate interdisciplinary subjects.
Such design principles are necessary to
determine a framework for creating a digital
intervention for teaching STEAM
interdisciplinary by purposefully utilizing the
arts.</p>
      <p>The intended intervention is a digital
structure that resembles a bookcase that has
developmental archival storage. The main
objective is to combine the same set of design
principles in each level to illustrate the uses
among simplistic to complex interdisciplinary
design ideas. The first level will consist of ideas
where the teachers could select certain expected
outcomes or topics to integrate, it functions in a
way that the teachers will determine their needs
and request a ignite to pursue that idea. The
second layer will suggest the teachers
incorporate some additional tasks onto their
selection, and by doing so obtain extra learning
objectives as a result. These two layers will be
co-developed by the researcher and the
teachers. These two layers will list down certain
materials that are accessible through a
hyperlink. This way, the teachers could assign
students with certain tasks, and send them the
link to access the materials without needing to
hand in task maps, materials, etc.</p>
      <p>The third layer will introduce arts (fine arts,
music, plastic arts, literary arts) as parts of the
integration. For instance, students are given
Leonardo da Vinci’s drawings and paintings in
a class that aims to teach certain mathematical
phenomenon. The last layer builds upon the
third one by allowing users to download
activities, and upload their newly created
artistic expression projects that aim to teach
STEM subjects. New creations are an updated
version of the activities on the third level or
transformed versions of those tasks. Such a
complex construct will predicate on the same
design principles which will demonstrate the
convenience of adopting creative pedagogy on
digital tools. As the base principles remain the
same for each layer of the intervention, it is
intended to welcome and encourage teachers of
different competence levels.</p>
      <p>Although the ambitious goal is to integrate
all disciplines of STEAM (in different
combinations or altogether) in the digital
structure, such a plan becomes unrealistic and
unapproachable due to time and budget
constraints. Therefore, this project will
determine one of the non-arts STEAM fields
and focus on that field during this research.
However, that selection will be made upon
meeting with teachers and gathering more
insight through data. The intervention will aim
to:
•
•
•</p>
      <sec id="sec-2-1">
        <title>Demonstrate the design principles of how to bring together different STEAM disciplines by purposefully utilizing arts.</title>
        <p>Showcase how the design principles
could be successfully implemented in
different levels of digital structures
and designs.</p>
        <p>Support student engagement and
interest with creative interdisciplinary
•
•
tasks on the developed digital
structure.</p>
        <p>Overcome the technology-competence
barrier of the teachers, and encourage
them to take ownership and be creative
in their profession.</p>
        <p>Help the teachers to explore ways for
guiding their students through
complex interdisciplinary
relationships.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>2.1. Ethical consideration, limitations, and expected responsibility distribution</title>
      <sec id="sec-3-1">
        <title>Language barrier resides to be the</title>
        <p>primary limitation of this research. I do not
speak Estonian and need to work with students
who can communicate in English, or ask the
teachers to translate the conversations/data.
Alternatively, working with a MA Educational
Sciences student during data collection can help
me overcome this challenge.</p>
        <p>As I am a new-starter of coding, it may
be challenging to produce the intervention by
myself or with the sole support of the teachers,
and I may need to work side by side with a
programmer. However, as the intervention is
not going to be a mobile application that
requires more complexity, this limitation will
be overcome by using online platforms to
generate content that is to be utilized as a
demonstrative and functioning design.</p>
        <p>Teachers will be in direct contact with
the students, and as some students might feel
obliged to comply with the teacher’s requests or
instructions, this may arise power-related
problems. Another power issue could reside in
the relationship between the teacher and the
researcher. We can overcome the latter by
assigning the teachers to be action researchers
alongside being co-creators. The teachers will
be responsible for tracking their students’
progress, interest, and success. Alongside the
interventions’ influence on the students, the
teachers will be responsible to note any positive
(the intervention works in favor of students’
learning, and teachers’ ability to use it), and
negative (misuse of the intervention- if
possible, lacking function and purpose)
influence of the intervention. The teachers will
be asked to gather these observations, and notes
together to share their experience with the
researcher. We will ask students to provide us
with individual and group feedback to share
their opinion of the intervention, and if they
think this new tool works for them with the
reasoning behind them. Then, we will ask
students to tell us how we could improve this
intervention that they would prefer using it.</p>
        <p>The researcher is responsible for (1)
categorizing and analyzing all data including
the student feedback, (2) co-creating the
intervention with the teacher, (3) noticing the
patterns in the design that may be challenging,
and (4) identifying design principles in the
process of development. The teachers will be
responsible for (1) co-creating the design, (2)
working as action researchers who are willing
to improve their professional skills, (3)
collecting data from the students, and (4) taking
observation notes and writing feedback during
their classes.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>2.2. Expected outcome and significance</title>
      <p>This research starts with a goal to
identify the characteristics of the effective
implementation of arts subjects into STEM
subjects on digital environments and platforms
by producing a curated medium through
analyzing the existing approaches and practices
alongside this research. It is expected to
establish a set of digital design principles for
integrating arts into teaching, and a reliable tool
that helps teachers to teach STEM subjects
through arts while creating a basis to encourage
further research adopting the design principles.</p>
      <p>The intervention can be employed by
higher education institutions in the future,
especially for teaching engineering students to
foster creativity, innovative thinking, and
communication in their professional life. The
intermediary digital structure is planned to be a
demonstration of how such design principles
could be utilized and employed. By doing so, I
aim to provide an explanatory and prescriptive
theory that can guide other research in a similar
field, especially investigating the
interconnections of STEAM subjects, and the
methods of teaching and learning these subjects
in alignment with their interconnectivity. The
tool and the design principles behind it will be
used to elaborate and clarify some of the
fuzziness in the practice and theory about
TELempowered STEAM education.</p>
      <p>The arts in STEAM are used solely for
the purpose to be a way to teaching STEM
subjects, making the arts-related studies
considered insignificant for both the learner and
the teacher. However, it has been evident that
art studies alongside or through STEM subjects
provide ground for growth by integrating
21stcentury skills and inclusivity. Therefore, this
research will focus on developing a framework
of design principles for TEL-empowered
STEAM subjects, minding the value the arts
acquire in the teaching and learning practices.</p>
      <p>Each phase of this research will
contribute to the development of these design
principles. First, the analysis stage will help to
elaborate on what digital practices of STEAM
have functioned effectively, and in what ways
those aspects can be integrated into a design
together. Then, the key principles of
multidisciplinary integrations are understood
better and are merged in the initial
development. Although certain practices and
activities might have worked in the future, it
does not ensure a functioning design when they
are put together. The development and
prototyping phase will help explore which
combinations of design principles work well
together, in the sense of engaging students by
integrating two or more disciplines. The
practical aspect of this research will
demonstrate the methods of incorporating and
utilizing the core design principles for
multidisciplinary education in classrooms and
distance education.
2.3.</p>
    </sec>
    <sec id="sec-5">
      <title>Timeline</title>
      <p>This research will be undertaken in the
nominal period of a doctoral degree in Estonia
which is 4 years. To cover all aspects that are
considered necessary in this research plan, each
year of the doctoral study will have an overall
theme of research. Although Figure 2 illustrates
the timeline as a linear and progressive chart,
the development phase consists of multiple
cyclical studies that aims to clarify and advance
the set of design principles to utilize in
integrating numerous topics into an
interdisciplinary learning context and outcome.</p>
      <p>The first year focuses on analysis of the
current knowledge and practices of STEAM in
Estonian upper secondary schools (excluding
vocational schools), and the exploration of the
common attributes of digital tools of an
effective and sustainable integration of arts into
STEAM education. The second and third years
will focus on development cycles that involve
designing an intervention based on the design
principles, testing it with teachers and students,
and revising the design according to the
feedback received from the users and the
evaluation of whether the intervention enables
other interdisciplinary work.</p>
    </sec>
    <sec id="sec-6">
      <title>3. Acknowledgements</title>
      <sec id="sec-6-1">
        <title>First and foremost, I’d like to take this</title>
        <p>opportunity to thank my supervisors Dr. Terje
Väljataga and Prof. Dr. Tobias Ley for helping
me in finding my way around towards tangible
directions. Additionally, I appreciate all my
colleagues at Tallinn University for their
support and discussions that help me elevate
this research.</p>
      </sec>
    </sec>
    <sec id="sec-7">
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