STEAM+X in Mathematics Education: A Systematic Literature Review

This study analyses how the STEAM+X framework has been implemented in mathematics education. The “X” component represents additional disciplines beyond the traditional STEAM fields, such as culture, history, and architecture. The systematic literature review (SLR) follows the PRISMA protocol. The initial search returned 350,190 documents, but only one article met the rigorous inclusion criteria focused explicitly on STEAM+X in mathematics education. This finding underscores the topic’s novelty and the need for further research. The selected study highlights the integration of geometry, digital and physical technologies (e.g., GeoGebra, AR/VR, 3D printing), and educational levels, including high school and teacher education. The analysis reveals limited implementation across countries and a lack of diversity in content areas. These results call for expanded investigations into STEAM+X practices incorporating broader mathematical domains, varied cultural contexts, and more inclusive educational levels.

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Publication Details

Journal
Journal of Mathematics Instruction Social Research and Opinion
Published
2025-06-18
DOI
https://doi.org/10.58421/misro.v4i2.451
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

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article

STEAM+X in Mathematics Education: A Systematic Literature Review

Naif Mastoor Alsulami, Muhamad Galang Isnawan, Marcel David Pochulu, Javier García‐García et al.
Journal of Mathematics Instruction Social Research and Opinion
Educational Games and Gamification
article

STEAM+X in Mathematics Education: A Systematic Literature Review

Naif Mastoor Alsulami, Muhamad Galang Isnawan, Marcel David Pochulu, Javier García‐García, Sudirman Sudirman
article en

Abstract

This study analyses how the STEAM+X framework has been implemented in mathematics education. The “X” component represents additional disciplines beyond the traditional STEAM fields, such as culture, history, and architecture. The systematic literature review (SLR) follows the PRISMA protocol. The initial search returned 350,190 documents, but only one article met the rigorous inclusion criteria focused explicitly on STEAM+X in mathematics education. This finding underscores the topic’s novelty and the need for further research. The selected study highlights the integration of geometry, digital and physical technologies (e.g., GeoGebra, AR/VR, 3D printing), and educational levels, including high school and teacher education. The analysis reveals limited implementation across countries and a lack of diversity in content areas. These results call for expanded investigations into STEAM+X practices incorporating broader mathematical domains, varied cultural contexts, and more inclusive educational levels.

Journal of Mathematics Instruction Social Research and OpinionVol. 4(2)
Indonesia Open University (ID), Universidad Autónoma de Guerrero (MX), National University of Villa María (AR), University of Jeddah (SA), Universitas Nahdlatul Wathan Mataram (ID), Villa Maria School (US)
University of Jeddah
Quality Education
Openalex Percentile: Top 86%
Educational Games and Gamification
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