SCIENTIFIC AND METHODOLOGICAL FOUNDATIONS OF APPLYING DIGITAL TECHNOLOGIES AND THE STEAM APPROACH IN FINE ARTS EDUCATION

This scientific article examines the scientific and methodological foundations of integrating digital technologies and the STEAM educational approach into fine arts lessons in general secondary schools. It analyzes the mechanisms of organizing art education based on interdisciplinary synthesis (Science, Technology, Engineering, Art, Mathematics), specifically linking the principles of geometry, optics, and spatial modeling with practical artistic activities. The pedagogical conditions for fostering students' visual literacy, spatial thinking, and creative engagement through digital platforms (Canva, Padlet, Google Arts & Culture) and graphic applications (SketchBook, 3D modeling) are systematized. Furthermore, methodological recommendations and practical proposals aimed at enhancing the efficiency of the educational process are developed.

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Publication Details

Journal
HSR (London)
Published
2026-11-07
Primary Topic
Art Education and Development
Type
article
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article

SCIENTIFIC AND METHODOLOGICAL FOUNDATIONS OF APPLYING DIGITAL TECHNOLOGIES AND THE STEAM APPROACH IN FINE ARTS EDUCATION

Sunnat Aslanovich Shovdirov
HSR (London)
Art Education and Development
article

SCIENTIFIC AND METHODOLOGICAL FOUNDATIONS OF APPLYING DIGITAL TECHNOLOGIES AND THE STEAM APPROACH IN FINE ARTS EDUCATION

Sunnat Aslanovich Shovdirov
article en

Abstract

This scientific article examines the scientific and methodological foundations of integrating digital technologies and the STEAM educational approach into fine arts lessons in general secondary schools. It analyzes the mechanisms of organizing art education based on interdisciplinary synthesis (Science, Technology, Engineering, Art, Mathematics), specifically linking the principles of geometry, optics, and spatial modeling with practical artistic activities. The pedagogical conditions for fostering students' visual literacy, spatial thinking, and creative engagement through digital platforms (Canva, Padlet, Google Arts & Culture) and graphic applications (SketchBook, 3D modeling) are systematized. Furthermore, methodological recommendations and practical proposals aimed at enhancing the efficiency of the educational process are developed.

HSR (London)
Openalex Percentile: Top 3%
Art Education and Development
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