A METHODOLOGY FOR DEVELOPING UNIVERSITY STUDENTS' CREATIVE ABILITIES BASED ON STEAM TECHNOLOGIES IN A DIGITAL LEARNING ENVIRONMENT
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Keywords

digital learning environment, student creativity, STEAM technologies, andragogy, Four-C model, design thinking, Consensual Assessment Technique, K-DOCS, higher education.

How to Cite

Abdullayev Doston. (2026). A METHODOLOGY FOR DEVELOPING UNIVERSITY STUDENTS’ CREATIVE ABILITIES BASED ON STEAM TECHNOLOGIES IN A DIGITAL LEARNING ENVIRONMENT. Zamonaviy ta’lim Va Tilshunoslik Rivoji, 1(4), 68-80. https://doi.org/10.5281/zenodo.21794737

Abstract

This article examines, theoretically and empirically, a methodology for developing university students' creative abilities based on STEAM technologies in a digital learning environment. The aim of the study is to identify and test the didactic mechanisms specific to an adult (university) audience. The work follows a mixed-methods design: the theoretical component critically analyses sources published between 2019 and 2026, while the empirical component reports a quasi-experiment with a control group (86 students). Creativity was measured with three independent instruments: the Torrance Tests of Creative Thinking, the Consensual Assessment Technique and the K-DOCS self-report scale. The analysis shows that the evidence in the literature regarding the effect of STEAM on creativity is contradictory, and that in meta-analyses the true effect size falls from about 0.53 to 0.29–0.32 once corrected for publication bias. The author refrains from treating STEAM technologies as a guaranteed means of developing student creativity and argues that effectiveness lies not in the technology itself but in andragogically grounded project design. The novelty of the work is expressed in a five-component methodological model oriented towards the little-c to Pro-c transition of the Four-C model.

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