GENERAL SECONDARY EDUCATION
1’2025

Nataliia Soroko
https://orcid.org/0000-0002-9189-6564
Oleksandr Shymon
https://orcid.org/0000-0001-7009-2682

TEACHERS’ READINESS TO USE DIGITAL TOOLS IN A STEAM-ORIENTED EDUCATIONAL ENVIRONMENT

Full text (pdf)
Language: Ukrainian
Abstract. The readiness of teachers to use digital tools is a key factor in the successful integration of modern technologies into STEAM education. In the context of the digital transformation of education, this ensures pupils’ preparation for the challenges of the modern world and the development of critical thinking, creativity, and teamwork skills. The article examines the readiness of teachers to utilize digital tools in a STEAM-oriented educational environment. The study aims to determine the overall level of teachers’ readiness to use digital tools in STEAM-oriented education and provide recommendations to enhance their preparedness for integrating new digital tools in STEAM education. The analysis focuses on key indicators of teachers’ readiness to integrate modern technologies into the learning process, including digital literacy, methodological preparation, innovation, adaptability, and communication skills. The article explores the specific applications of VR/AR tools in STEAM projects, such as Unity, Google Expeditions, ARCore/ARKit, Metaverse Studio, and others. Barriers to implementing digital technologies are identified, including financial constraints, the technical complexity of platforms, and insufficient teacher training. The necessity of improving teachers’ digital competence through professional training, workshops, and the development of methodological materials is emphasized. The study provides recommendations for overcoming challenges in adopting VR/AR technologies, focusing on fostering innovation and enhancing the efficiency of STEAM education. The findings highlight the high potential of digital technologies to improve the educational process while underscoring the need for systematic support and adaptation in educational environments.
Keywords: teacher professional development, lifelong learning, digital technologies, STEAM-oriented educational environment, STEAM project, secondary education institution.
https://doi.org/10.32987/2617-8532-2025-1-28-42

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