Creative Learning, Student Leadership, Basic Education, STEAM.
Creative Learning, Student Protagonism, Basic Education, STEAM
Brazilian education faces significant challenges in student engagement, especially in the face of a traditional teaching model that still prioritizes the passive transmission of knowledge. Recent data from PISA (2022) and SAERS (2023) show the low performance of Brazilian students in Mathematics, Sciences, and Reading, pointing to the urgent need for innovative methodologies that favor meaningful learning. In this context, the STEAM (Science, Technology, Engineering, Arts, and Mathematics) approach emerges as an alternative for the integration of different areas of knowledge, and together with creative learning, it has the potential to awaken in students the motivation to learn, protagonism, critical thinking, creativity and innovation, communication, and teamwork to solve real problems.This study aims to investigate how the STEAM approach, integrated with creative learning, can motivate high school students to take the lead in their learning process, developing essential skills for the 21st century. The research adopts a qualitative and exploratory approach, using the Design Science Research (DSR) method. The research will be conducted with a first-year high school class from a public school in Esteio, RS, and will be based on the assumptions of the legislation that underpins Brazilian Basic Education, where students will identify problems in the school environment and develop prototypes to solve them, applying the principles of STEAM and creative learning. The data will be collected through questionnaires administered before and after the implementation of the activities, allowing us to assess the impact of the methodology on student motivation and learning. The analysis of the results will be carried out based on the categorization of the responses. To date, the literature review indicates that there is a gap in research on STEAM and creative learning regarding student protagonism in identifying and solving real problems in the school environment. As a result of the research, a teaching sequence aimed at high school teachers will be developed, structured based on the principles of STEAM and creative learning, aligned with the Base Nacional Curricular Comum (BNCC). It is expected that this proposal will contribute to the creation of a school culture that values innovation and student leadership, promoting more active and meaningful learning.