A Framework for STEAM-ESD Instructional Design Integrating Design Thinking and Project-Based Learning

In the 21st century, integrating STEAM education with Education for Sustainable Development (ESD) is a key orientation to realize the United Nations Sustainable Development Goal 4 (SDG 4). However, a pedagogical framework is still missing in the educational practice, cohesive and linking the problem-solving process of Design Thinking with the workflows of Project-Based Learning (PBL) to address complex environmental and social challenges. The study develops an integrated STEAM-ESD instructional design framework through three iterative phases of Design Based Research (DBR) and systematic literature review of international publications from 2016 to 2026. The results show three main structural axes. The Pedagogical Axis, which is composed of the 5 stages of Design Thinking in PBL projects. The Sustainability Axis that links the learning activities with the Sustainable Development Goals (SDGs). The Competency Axis, which is focused on the assessment of critical thinking, systems thinking and design creativity. Based on this, the study proposes an iterative 5-stage instructional design workflow: (1) Empathize and Contextualize, (2) Define Challenge and Objectives, (3) Ideate and Project Planning, (4) Prototype and EdTech/VR Integration and (5) Test, Reflect and Social Impact. The discussion highlights the pedagogical relevance of the framework in terms of balancing divergent and convergent thinking while pointing to major implementation challenges, such as technical bias, high teacher workload, and data ethics risks. The study suggests the adoption of interdisciplinary cooperative teaching models and the creation of ethical codes of conduct for the application of educational technologies to overcome these limitations. The conclusion suggests that the instructional design framework may be used as a practical instrument for teaching delivery and educational management and as theoretical foundation for future large-scale empirical validation studies. The findings provide a practical pedagogical orientation for secondary school educators and teacher training institutions, contributing to the advancement of Education for Sustainable Development in schools.

Authors

Institutions

Publication Details

Journal
European Journal of Arts Humanities and Social Sciences
Published
2026-11-09
DOI
https://doi.org/10.59324/ejahss.2026.3(6).04
Primary Topic
STEM Education
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
NOV
article

A Framework for STEAM-ESD Instructional Design Integrating Design Thinking and Project-Based Learning

Nguyen Minh Giam
European Journal of Arts Humanities and Social Sciences
STEM Education
article

A Framework for STEAM-ESD Instructional Design Integrating Design Thinking and Project-Based Learning

Nguyen Minh Giam
article en

Abstract

In the 21st century, integrating STEAM education with Education for Sustainable Development (ESD) is a key orientation to realize the United Nations Sustainable Development Goal 4 (SDG 4). However, a pedagogical framework is still missing in the educational practice, cohesive and linking the problem-solving process of Design Thinking with the workflows of Project-Based Learning (PBL) to address complex environmental and social challenges. The study develops an integrated STEAM-ESD instructional design framework through three iterative phases of Design Based Research (DBR) and systematic literature review of international publications from 2016 to 2026. The results show three main structural axes. The Pedagogical Axis, which is composed of the 5 stages of Design Thinking in PBL projects. The Sustainability Axis that links the learning activities with the Sustainable Development Goals (SDGs). The Competency Axis, which is focused on the assessment of critical thinking, systems thinking and design creativity. Based on this, the study proposes an iterative 5-stage instructional design workflow: (1) Empathize and Contextualize, (2) Define Challenge and Objectives, (3) Ideate and Project Planning, (4) Prototype and EdTech/VR Integration and (5) Test, Reflect and Social Impact. The discussion highlights the pedagogical relevance of the framework in terms of balancing divergent and convergent thinking while pointing to major implementation challenges, such as technical bias, high teacher workload, and data ethics risks. The study suggests the adoption of interdisciplinary cooperative teaching models and the creation of ethical codes of conduct for the application of educational technologies to overcome these limitations. The conclusion suggests that the instructional design framework may be used as a practical instrument for teaching delivery and educational management and as theoretical foundation for future large-scale empirical validation studies. The findings provide a practical pedagogical orientation for secondary school educators and teacher training institutions, contributing to the advancement of Education for Sustainable Development in schools.

European Journal of Arts Humanities and Social SciencesVol. 3(6)
Thu Dau Mot University (VN)
STEM Education
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

Laika access coming soon