ABSTRACT VIEW
BRIDGING NON-STEAM SUBJECTS WITH STEAM EDUCATION: 3D MODELING AND CODING AS CATALYSTS FOR INTERDISCIPLINARY LEARNING
S. Psycharis1, G. Bellis2
1 ASPETE (GREECE)
2 ASPETE-University of Thessaly (GREECE)
This study investigates the potential of 3D modeling and coding to bridge non-STEAM subjects—such as history, geography, geometry, arts, and architecture—with STEAM (Science, Technology, Engineering, Arts, and Mathematics) education. By leveraging Tinkercad Codeblocks, the research explores how computational thinking and digital fabrication can connect traditional humanities and social sciences with STEAM principles, fostering a holistic, interdisciplinary learning experience.

Following a design-based research methodology, the study developed ten interactive learning objects inspired by human-made structures and cultural landmarks (e.g., the Leaning Tower of Pisa, the Acropolis, DNA structures, and the Pyramids of Egypt). These digital artifacts were embedded within teaching scenarios, demonstrating how 3D modeling and programming can transform conventional learning into an engaging, hands-on process. By integrating computational tools into subjects that traditionally lack technology-driven approaches, the study showcases how student engagement and conceptual understanding can be enhanced through non-traditional instructional methods.

To assess the educational impact of these interventions, qualitative and quantitative feedback was gathered from students and educators in classroom settings. Findings reveal that students displayed greater curiosity, improved spatial reasoning, and stronger interdisciplinary connections between STEAM and non-STEAM domains. Additionally, the research identifies pedagogical and technical challenges while proposing strategies for seamless integration of 3D modeling and coding into diverse curricula.

This study contributes to the evolving discourse on digital learning technologies in education by illustrating how STEAM methodologies can revitalize traditionally non-technical subjects. Future research could expand these interdisciplinary applications to a wider range of educational levels, further refining adaptive learning experiences through 3D modeling and computational thinking.

Keywords: STEAM, 3D modeling, Tinkercad, Codeblocks, interdisciplinary education, digital learning, humanities and STEAM integration.

Event: EDULEARN25
Session: Coding at Schools
Session time: Monday, 30th of June from 12:30 to 13:45
Session type: ORAL