STEAM learning through playful experiences to develop mathematical thinking during early childhood

Main Article Content

Yent Olga Saltos Véliz
Eva Janet Peña Quiroga
Evangelina Silvania Flor Aranda

Abstract

Mathematical thinking is a fundamental capacity that begins to develop during early childhood through experiences involving exploration, comparison, classification, pattern recognition, quantities, shapes, and the solution of everyday problems. This article aimed to analyze the contribution of STEAM learning mediated by playful experiences to the development of mathematical thinking during the early years of education. 
A qualitative, descriptive, and interpretive documentary study was conducted through the documentary analysis and comparison of sixteen academic publications, mainly located through Google Scholar and published between 2022 and 2026. The analysis was organized into five categories: STEAM integration, playful learning, mathematical thinking, problem solving, and teacher mediation.The findings show convergence among the studies regarding the value of construction, experimentation, project-based activities, robotics, classification, measurement, and artistic creation for supporting numeracy, visual-spatial reasoning, sequencing, creativity, and problem-solving skills. 
Challenges related to teacher preparation, interdisciplinary planning, and resource availability were also identified. It is concluded that the articulation between STEAM and playful learning provides a relevant educational alternative for strengthening young children's mathematical thinking when experiences have clear pedagogical intentionality, are developmentally appropriate, and assess both reasoning processes and the products generated by children.
Keywords: STEAM learning, Mathematical thinking, Early childhood, Playful learning, Early childhood education.


Sumário
O pensamento matemático constitui uma capacidade fundamental que começa a se estruturar durante a primeira infância por meio de experiências de exploração, comparação, classificação, reconhecimento de padrões, quantidades, formas e resolução de problemas cotidianos. O objetivo deste artigo foi analisar a contribuição da aprendizagem STEAM mediada por experiências lúdicas para o desenvolvimento do pensamento matemático nos primeiros anos de educação. 
Desenvolveu-se uma pesquisa qualitativa, descritiva e interpretativa, de caráter documental, mediante a análise documental e comparação de dezesseis publicações acadêmicas localizadas principalmente no Google Acadêmico e publicadas entre 2022 e 2026. A análise foi organizada em cinco categorias: integração STEAM, aprendizagem lúdica, pensamento matemático, resolução de problemas e mediação docente. Os resultados mostram convergência entre os estudos quanto ao valor de atividades de construção, experimentação, projetos, robótica, classificação, medição e criação artística para favorecer numeracia, raciocínio visuoespacial, sequenciação, criatividade e resolução de problemas. 
Também foram identificados desafios relacionados à formação docente, ao planejamento interdisciplinar e à disponibilidade de recursos. Conclui-se que a articulação entre STEAM e aprendizagem lúdica constitui uma alternativa pertinente para fortalecer o pensamento matemático infantil quando as experiências apresentam intencionalidade pedagógica, são adequadas ao desenvolvimento das crianças e avaliam tanto os processos de raciocínio quanto os produtos obtidos.

Downloads

Download data is not yet available.

Article Details

Section

Artículos

Author Biographies

Yent Olga Saltos Véliz

Ingeniera Comercial, graduada de la Universidad Laica Vicente Rocafuerte de Guayaquil (Ecuador). Licenciada en Pedagogía Alternativa Sub Area: Educación Física graduada Universidad Politécnica Territorial del Estado Merida Kleber Ramírez (Venezuela). Magister en Tecnología e Innovación Educativa, graduada de la Universidad Tecnológica ECOTEC (Ecuador)

Eva Janet Peña Quiroga

Licenciada en Ciencias de la Educación mención Lengua Inglesa graduada de la Universidad de Guayaquil (Ecuador). Magíster en Educación mención en Inclusión Educativa y Atención a la Diversidad, graduada de la Universidad Católica Santiago de Guayaquil (Ecuador).

How to Cite

Saltos Véliz, Y. O., Peña Quiroga, E. J., & Flor Aranda, E. S. (2026). STEAM learning through playful experiences to develop mathematical thinking during early childhood. Revista Científica Nexus, 2(5), 1-26. https://doi.org/10.525254/

References

Cadena Ojeda, E. A., Rodríguez Pabón, A. Y., & Padilla Rincón, M. (2026). Experiencia de aprendizaje en matemáticas a través del juego y el enfoque STEAM en educación infantil. Voces Y Silencios. Revista Latinoamaericana De Educación, 196-213.

Fauziyah, C., & Rakhmawati, N. I. (2023). Pengaruh Game Numerasi (Ganu) Menggunakan Pendekatan Steam Terhadap Kemampuan Numerasi Anak Usia 5-6 Tahun. JP2M (Jurnal Pendidikan Dan Pembelajaran Matematika), 231-238.

Hasanah, U., Pradana, P. H., & Sugiarto, M. A. (2024). Project-Based STEAM model learning to improve creative thinking in early childhood. Al Hikmah Indonesian Journal of Early Childhood Islamic Education, 206-16.

Mercan, Z., & Kandır, A. (2024). The effect of the Early STEAM Education Program on the visual-spatial reasoning skills of children: research from Turkey. Education 3-13, 123-153.

Ng, A., Kewalramani, S., & Kidman, G. (2022). Integrating and navigating STEAM (inSTEAM) in early childhood education: An integrative review and inSTEAM conceptual framework. Eurasia Journal of Mathematics, Science and Technology Education.

Novitasari, N., & Zaida, N. A. (2022). Pembelajaran STEAM pada anak usia dini. Al-Hikmah: Indonesian Journal of Early Childhood Islamic Education, 69-82.

Oña Cuichan, M. S. (2026). Guía didáctica basada en el enfoque steam para potenciar el pensamiento matemático en niños de tres a cuatro años.

Parrales, E. P., & Guano, P. L. (2025). La funcionalidad de la metodología STEAM en el aprendizaje de las matemáticas en niños de 4 a 5 años. Revista Social Fronteriza.

Pertuz, J. M., & Carmona, R. J. (2024). STEAM para el desarrollo del pensamiento matemático: una revisión documental. Praxis, 2.

Putri, S. U., & Pitria, P. (2022). Identifikasi Kemampuan Fluency Anak Usia Dini pada Pembelajaran STEAM Project Based Learning. Aulad: Journal on Early Childhood, 147-155.

Skaraki, E. (2023). Creating a watermill through STEAM activities for preschool children in the schoolyard. Advances in Mobile Learning Educational Research, 748-753.

Sopiah, N. S., Mulyadi, S., & Loita, A. (2023). Implementasi Pembelajaran Steam Melalui Permainan Coding Robotik dalam Melatih Problem-Solving Anak Usia Dini. NANAEKE: Indonesian Journal of Early Childhood Education, 113-134.

Su, J., Yim, I. H., Wegerif, R., & Wah Chu, S. K. (2025). STEAM in early childhood education: a scoping review. Research in Science & Technological Education, 495-511.

Sung, J., Lee, J. Y., & Chun, H. Y. (2023). Sung, J., Lee, J. Y., & Chun, H. Y. (2023). Short-term effects of a classroom-based STEAM program using robotic kits on children in South Korea. International Journal of STEM education, 26.

Temiz, Z., & Çevik, M. (2024). STEAM education with young learners: Five different design processes. Early Years, 918-933.

Wade, C. B., Koc, M., Searcy, A., Coogle, C., & Walter, H. (2023). STEAM activities in the inclusive classroom: Intentional planning and practice. Education Sciences, 1161.