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Developing Pre-service Primary Teachers’ Creative Pedagogical Behaviours through STEAM Design-Based Learning in Viet Nam

This study demonstrates that a 15-week STEAM design-based learning course significantly enhances pre-service primary teachers' creative pedagogical behaviors in Vietnam by fostering a disciplined process of adapting STEAM ideas to local curriculum and classroom constraints, despite challenges in micro-teaching enactment and limited critical use of GenAI for reflection.

Original authors: Tuan Minh Dang

Published 2026-06-28
📖 6 min read🧠 Deep dive

Original authors: Tuan Minh Dang

Original paper licensed under CC BY 4.0 (https://creativecommons.org/licenses/by/4.0/). This is an AI-generated explanation of the paper below. It is not written or endorsed by the authors. For technical accuracy, refer to the original paper. Read full disclaimer

The Big Picture: From "Cool Idea" to "Teachable Lesson"

Imagine you are a chef. You have a brilliant, fancy idea for a new dish: a "Galactic Spaghetti" that changes color when you eat it. It sounds amazing and creative, right? But if you try to serve this to a group of 7-year-olds in a school cafeteria, it might be a disaster. The sauce might be too spicy, the color-changing ingredient could be toxic, or the kids might just be too distracted by the color to actually eat their lunch.

This study is about training future primary school teachers (the chefs) to stop just dreaming up "Galactic Spaghetti" and start figuring out how to actually serve a delicious, safe, and educational meal to real children.

The researchers in Vietnam wanted to see if a 15-week course could help these future teachers turn creative ideas into creative teaching. They focused on STEAM (Science, Technology, Engineering, Arts, and Math) and used a new tool called Generative AI (like ChatGPT) to help them brainstorm.

The Experiment: A 15-Week "Design Gym"

The study took place at a university in Hanoi, Vietnam. They put 63 future teachers through a "design gym" for 15 weeks. Instead of just sitting in lectures, these students had to:

  1. Brainstorm a STEAM project (like building a water filter or a smart trash bin).
  2. Build a prototype of it.
  3. Teach a short version of the lesson to their peers (called "microteaching").
  4. Get feedback and redesign the lesson.
  5. Use AI to help them come up with ideas along the way.

What They Found: The "Aha!" Moments

The researchers looked at the students' work, their lesson plans, and interviewed them to see how their "creative teaching muscles" grew. Here are the main takeaways, explained simply:

1. Creativity isn't just "Newness"; it's "Fit"

Before the course, the students thought creativity meant coming up with the wildest, most unique idea possible. By the end, they realized that true creative teaching is about adaptation.

  • The Analogy: It's like having a giant, heavy oak tree (a great idea) and realizing you need to fit it into a small, sunny window box (a primary classroom). The creativity isn't in the tree; it's in the skill of pruning the branches, changing the soil, and making sure the tree actually survives in that specific window.
  • The Result: The students got much better at "pruning" their ideas. They learned to simplify complex science concepts so a 6-year-old could understand them and to use materials that are actually available in Vietnamese schools.

2. The "Stress Test" (Microteaching)

The most important growth happened when the students tried to teach their lesson, even if just for a few minutes to their classmates.

  • The Analogy: Writing a lesson plan is like drawing a map of a treasure hunt. Microteaching is actually walking the path. You might think the path is clear on paper, but when you walk it, you realize there's a giant rock blocking the way or the map is confusing.
  • The Result: The students learned that their "maps" (lesson plans) often had holes in them. They realized they needed to change their timing, clarify their instructions, and make sure the "treasure" (the science lesson) was actually found by the "explorers" (the students). This ability to look at their own work, spot the problems, and fix them is called Reflective Pedagogical Agency. This was the area where they improved the most.

3. The AI Assistant vs. The Human Captain

The students used AI (Generative AI) heavily, but not in the way you might expect.

  • The Analogy: Think of AI as a very fast, very knowledgeable travel agent. It can instantly suggest 50 different vacation spots and write a perfect itinerary. However, if you let the travel agent drive the car, you might end up in a swamp because they don't know the road conditions.
  • The Result: The students used AI mostly at the beginning to brainstorm ideas and list materials. But they rarely used it to critique their own work or check if the lesson was actually safe and age-appropriate. They learned that they had to be the Captain. They used the AI's suggestions as raw ingredients, but they had to cook the meal themselves, tasting it to make sure it wasn't too salty or too spicy for the kids.
  • Key Finding: The more students relied on AI to do the thinking for them, the less their own creative teaching skills grew. The magic happened when they used AI to expand their options, then used their own human judgment to pick and refine the best one.

4. The "Product" vs. The "Process"

  • The Result: The final projects (the water filters, the bridges) were actually quite good and feasible for real classrooms. However, the students were still a bit shaky on how to teach the lesson around the product. They were great at building the "toy," but sometimes forgot to explain the "science" behind it clearly.
  • The Lesson: A cool science project is only useful if the teacher can guide the students to ask "Why does this work?" rather than just "Look at this cool thing."

The Bottom Line

This study tells us that teaching future teachers to be creative isn't about telling them to "be more imaginative." It's about giving them a disciplined process:

  1. Have an idea.
  2. Try to teach it.
  3. Realize where it fails.
  4. Fix it based on the reality of the classroom.

It also warns us that while AI is a fantastic tool for generating ideas, it cannot replace the teacher's brain. The teacher must be the one to decide if an idea is safe, fair, and actually educational for a specific group of children.

In short: The future teachers learned that being a "creative teacher" doesn't mean having the flashiest idea; it means having the skill to take a good idea and mold it until it fits perfectly into the messy, real world of a primary school classroom.

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