Welcome to Innovative Pedagogy: The vehicle of learning process, a digital space dedicated to reimagining the landscape of Nepalese education. As a STEAM student, an engineer and an educator, I believe that while Science, Technology, Engineering, Arts, and Mathematics provide the knowledge and tools to build our future, Innovative Pedagogy is an ever evolving educational process that is the key vehicle for the actual learning.
Innovative Pedagogy is a learner-centered approach that moves beyond traditional rote memorization toward a constructivist framework, where students actively "build" knowledge through inquiry, exploration, and hands-on creation. It breaks down disciplinary silos by integrating STEAM fields, using arts and technology not as ornaments, but as cognitive tools that engage the Head, Heart, and Hand.
In the Nepalese context, this shift from traditional educational process to innovative pedagogy is vital for several reasons:
Solving "Wicked Problems": Issues like urban waste management, water scarcity, and climate change in the Himalayas cannot be solved by textbook formulas alone; they require the creative problem-solving and empathy inherent in innovative teaching.
Modernizing the Workforce: As Nepal transitions toward a more digital and service-oriented economy, students need "21st-century skills"—critical thinking, creative confidence, and technological literacy—rather than the ability to simply repeat facts.
Cultural Relevance: By using exploratory and inquiry-based methods, teachers can connect abstract global concepts (like Science and Math) to local indigenous knowledge and community-specific challenges, making education deeply meaningful for Nepalese learners. It is also required to develop necessary empathy to learners towards the environment and society which will also help in reducing abroad travel for job.
Here, I share the insights gained from my journey through the STEAM Master’s program, exploring how we can move beyond rote learning to foster a classroom environment that values observation, takes risks, and finds balance. By blending our own context with modern knowledge using innovative pedagogical mindset like Humanism and Design Thinking, we aim to empower a new generation of Nepalese learners who are not just technicians, but visionary creators capable of shaping a more vibrant and sustainable world.
Some of the materials are taken from proprietary Kathmandu University School of Education Class Notes, and accessible only with KU accounts.
We can define it through four distinct lenses:
Traditional pedagogy is transmissive (teacher -> student). Innovative pedagogy is constructivist. It treats students as "knowledge creators." This is where building models and painting come in—not as hobbies, but as ways to physically construct an understanding of abstract Math or Science.
Innovation in STEAM isn't just teaching Science and then teaching Art. It is transdisciplinary. It’s the belief that real-world problems don't come labeled as "Physics" or "Economics." Innovative pedagogy creates a learning environment where different disciplines are integrated to solve a single human-centered challenge.
In a traditional class, the "Innovation" is the final project. In innovative pedagogy, the Inquiry Process is the goal.
Traditional: "Learn these 5 facts about gravity."
Innovative: "Here are different objects; explore how they fall, record your data, and propose a rule for why they fall that way" (The 5Es).
As usually discussed as Design Thinking, innovative pedagogy intentionally balances:
The Head (Cognitive): Critical thinking and inquiry.
The Heart (Affective): Empathy for the user or the environment.
The Hand (Psychomotor): The technical skill of building, coding, or painting.
If the curriculum (the content) is the destination, then innovative pedagogy is the engine and chassis that actually moves the learner from point A to point B.
In a traditional classroom, learning is often static—like a student sitting at a bus stop waiting for the "knowledge bus" (the teacher) to arrive. In innovative pedagogy, the student is the driver. Through Inquiry-based learning, the student steers the vehicle by asking questions and exploring, while the teacher acts as the Navigator/GPS, providing the 5E framework to keep the journey on track.
Traditional teaching often struggles with "Wicked Problems" because it stays on the "paved road" of textbooks. Innovative pedagogy is an all-terrain vehicle. By integrating Art and Technology, it allows learners to go "off-road" to explore complex, real-world issues in Nepal that don't have clear-cut paths, using models and creative prototypes to navigate the terrain.
A vehicle needs a fuel system, an engine, and wheels to function. In learning courses:
The Heart (Empathy/Affective) is the fuel that motivates the journey.
The Head (Inquiry/Cognitive) is the engine that processes information and makes decisions.
The Hand (Psychomotor/Making) is the wheels that turn abstract ideas into tangible movement (prototypes/models).
Learners explore how their needs are facilitated using Constructivist learning theory. The "vehicle" of innovative pedagogy is what makes that theory move. Without the 5Es or arts-integration, constructivism is just a parked car; with them, it becomes a journey of discovery.
A. INQUIRY APPROACH
STEAM Education/Pedagogy/Innovative Pedagogy
Inquiry-based teaching and learning
5Es: Engage, Explore, Explain, Elaborate and Evaluate
Art and technology integration in inquiry-based teaching learning
Constructivism theory
Based on the paper by Duran and Duran, the 5E Instructional Model is a learning cycle approach rooted in constructivist principles. It is designed to facilitate inquiry-based teaching by allowing students to build on prior knowledge and engage in hands-on exploration before formal explanations are provided. Duran and Duran emphasize that this model is non-linear and iterative. It forces a shift from "teaching as telling" to "teaching as facilitating,"
Here is a summary of the five phases as detailed in the paper:
Purpose: To pique student interest and uncover prior knowledge.
Action: The teacher provides a "Mystery Object" or a provocative question. Students make observations and inferences without being given the answer or the scientific name of the object immediately. This stage creates a "need to know."
Purpose: To provide students with a common base of experiences.
Action: Students work in teams to design and conduct their own experiments. In Duran's example, students investigate variables affecting the hatching of "Mystery Objects" (brine shrimp eggs). They record data and identify patterns through direct experience.
Purpose: To connect student experiences to formal scientific definitions and concepts.
Action: This is teacher-facilitated. After students have explored, the teacher leads a discussion to help students "explain" their findings using scientific terms. The focus is on using student-generated evidence to back up conclusions.
Purpose: To apply learned concepts to new and related situations.
Action: Students use their new understanding to solve a different problem or design a new experiment. This reinforces the concept and helps students see its broader application (e.g., exploring a different variable in the shrimp experiment).
Purpose: To assess student understanding and the effectiveness of the learning process.
Action: Evaluation is both formal and informal. It occurs throughout the cycle via checklists and rubrics, but culminates in students sharing their findings (e.g., through a newsletter or presentation) to demonstrate what they have constructed.
My Activities:
1. My response to KWL in Innovative Pedagogy:
Q1. What do you know about Innovative Pedagogy?
Ans: It is learning focused strategy for education
Q2. What do you want to know about IP?
Response: What are various techniques for IP and identifying correct way for specific scenario.
2. How can I use inquiry-based teaching in my class? An example of inquiry based teaching I use in my classroom:
Confirmatory Inquiry is often used while discussing the fundamental concepts in any topics. For example, asking them, how to prepare M20 strength concrete, and students determine mix ratio of cement, sand and aggregate based in procedure learnt in the chapter..
Then, moving forward into the chapter, we gradually use structured, and guided inquiry. For example, I will ask students that, keeping the cement, sand, aggregate ration constant, vary the water content to determine relationship of strength and water.
Then, for few topics in a course, we give project work. Some are guided, while some are open. For example, I ask them to see the building they live in, and discuss, how the structure framework works, and how load transfers from one element to other?
3. How and where can we use arts and technology in our 5E lesson plan?
Arts: Arts can be included in each E’s in a constructive way. For example, Engagement can be started with representative arts (storey, image, etc) and same for all. Even in evaluation, reflection may be in the form of arts.
Technology: Similarly, technology can also be integrated in all aspects of a 5E lesson plan. Various technologies, including camera-phone or simulations, or a simple powerpoint can help each aspect. Hence, it is just a matter of appropriate integration.
Arts and technology integration can be taken side by side. In modern day, most of the arts (though not all) are created, and displayed using technology, may it be graphics, or animation, or even drama script. Some examples are:
Engage: Show the arts (graphics of earthquake damage) with technology (projector), and ask what they observe?
Explore: Provide simulation tool (building type, building size, earthquake size variation), which is both an art as well as technology (using computer)
Explain: Teacher use powerpoint slides with animation (art and tech) (Why earthquake occur, and how it affect the structure using concept of science)
Elaborate: Use real-life examples, and elaborate concepts using photographs, or life experiences. (Relate the recent earthquakes, present facts, and support the theory)
Evaluation can be done by asking to Create sketch; Create video; prepare some model, etc. (Ask students to prepare a resilient building model, or a PowerPoint slides)
4. Example Lesson Plan [Click here to read the document]
5. Example Application of Innovative Pedagogy (Project Based Learning) [Click here to read the document]
6. Elaboration on a Innovative Pedagogy (Design Thinking) [Click here to view the document]
7. Reflection on Field Implementation of 5E lesson plan. [Field Overview Slides] [Reflection Doc]
In a constructivist classroom, we move away from the "transmission" model where a teacher simply gives facts. Instead, we treat the learner as an active builder of their own understanding. This aligns perfectly with our "vehicle" metaphor: the theory provides the framework (the chassis), while the pedagogy is the movement system (the engine).
Applying this theory to innovative pedagogy involves three main shifts:
From Passive to Active: Students don't just "receive" the 5E model; they live it. By starting with Engagement and Exploration, we force the brain to grapple with a problem before being given a formal "Explanation."
Social Meaning-Making: As we explored in our group projects for Construction Management, students learn best when they negotiate ideas with peers. This is Social Constructivism, where the "Heart" (collaboration) helps the "Head" (logic).
Real-World Application: Using arts and technology to solve "Wicked Problems" (like house safety) ensures that the knowledge constructed is not just academic, but useful.
The Construction Site Project: By identifying tasks and sketching equipment, students weren't just memorizing a list. They were constructing a mental model of a working site.
The Building Design Project: Measuring a real house forced students to reconcile their theoretical math with physical reality. This is Cognitive Constructivism—adjusting their internal "schema" to fit the real world.
B. Design Thinking
Design thinking
Learning through latest technology
Hands-on activity
Social Constructivism
Design Thinking is a human-centered, iterative process used to solve "wicked problems" by balancing what is socially desirable, technologically feasible, and economically viable. It moves away from traditional linear thinking by encouraging a cycle of empathy, ideation, and rapid prototyping, where failure is viewed as a necessary step for refinement. In the context of Social Constructivism, it acts as a collaborative framework where students work with peers and modern tools—like 3D pens and VR—to turn abstract ideas into tangible products that address real-world classroom needs. The 5-step model of Design Thinking is as follows:
Empathize: Understanding problems by "being in another person's shoes" through observation, interviews, and immersion.
Define: Making sense of gathered information to frame an actionable problem.
Ideate: Generating many ideas using techniques like "Six Thinking Hats," brainstorming, sketching, and modeling.
Prototype: Bringing ideas to life using low-cost materials to create tangible or intangible products that can be easily modified.
Test: Refining and improving the prototype to see if it actually solves the defined problem
The article "Transforming Constructivist Learning into Action: Design Thinking in Education" by Scheer, Noweski, and Meinel (2012) explores how Design Thinking (DT) acts as the "missing link" between constructivist theory and classroom practice.
Design Thinking (DT) is deeply rooted in the philosophy of John Dewey, especially his ideas on "learning by doing" and "inquiry." While they are separated by many decades, the DNA of Dewey’s educational theory is what powers the modern Design Thinking "vehicle."
Here is a summary:
The authors argue that the 21st century needs students with "meta-competences," not just facts. We know that Constructivism is the best way to learn, but teachers find it hard to use. Often, project-based learning feels chaotic or uncertain. Teachers want to be innovative, but they lack a clear process to follow.
The paper claims that Design Thinking solves this problem. It provides a structured process that turns abstract constructivist ideas into real classroom actions. It helps move education from "fragmented subjects" to "holistic, interdisciplinary learning."
The authors link Design Thinking to several important educational ideas:
Active Learning: Students are the "designers" of their own knowledge.
Collaboration: DT requires social interaction, which supports Vygotsky's Social Constructivism.
Creative Confidence: By prototyping and failing early, students learn that mistakes are part of the process. This builds a "growth mindset."
The article highlights specific features that make DT effective for schools:
Human-Centered: It starts with empathy for the user (like a student or a teacher).
Iterative: It uses a "fail forward" approach. You build, test, and then redesign.
All-Terrain Tool: It works for designing a curriculum, a physical product, or a social solution.
Just like our experience at Nirvana Academy, this paper says the teacher must change. The teacher is no longer the "source of knowledge." Instead, the teacher becomes a coach or a facilitator. Design Thinking provides the "scaffolding" that both teachers and students need to navigate complex, real-world problems.
The learner and his environment (Andrea Acheer 2011)
6. Linkage with Dewey
We can say that Design Thinking is the modern, high-tech version of Dewey’s pragmatism. Scheer et al. (2012) argue that DT actually helps teachers finally do what Dewey wanted 100 years ago. Dewey gave us the why (we must learn by doing), but Design Thinking gives us the how (the 5 or 7 steps to follow). DT provides the "scaffolding" or the clear path that Dewey’s open-ended inquiry sometimes lacked in a busy classroom.
Dewey’s pragmatism is an educational philosophy that views knowledge not as a collection of static facts, but as a tool for problem-solving and growth. He argued that ideas are only valuable if they can be applied to solve real-world "felt difficulties," a concept known as instrumentalism. For Dewey, the classroom should be a miniature society where students learn through experience and inquiry, constantly testing their ideas through action and reflecting on the results. This "learning by doing" approach ensures that education is not just a preparation for future life, but is a meaningful part of life itself, driven by the learner's natural curiosity and social interaction.
Thus, we can say that DT is built on Dewey. It is like taking Dewey’s old, reliable engine and putting it into a 3D-printed, high-speed sports car. The engine (learning through experience) is the same, but the vehicle (the DT process) is much more refined for today's world.
Reflection in Module 2:
My reflection: Design thinking module helped us to integrate design thinking in solving classroom problems. Social constructivism blended in design thinking helped to bind necessary empathy, and linkage of real-life problems with educational process.
C. Remixing Education
In Module 3: Remixing Pedagogy, we reach the "synthesis" stage of our journey. If Module 1 was the engine (Inquiry) and Module 2 was the workshop (Design Thinking), Module 3 is where we become the DJ of our own classroom.
"Remixing" means you don't just follow one model. Instead, we copy, adapt, and merge different techniques—like 5E, Design Thinking, and Storytelling—to create a "new track" that fits our specific students (Meidi, 2011). The following approaches can be the key techniques for remixing.
1. The Three Domains of Learning: Head, Heart, and Hand
2. Storytelling as Pedagogy
3. Game-Based Pedagogy
4. Soft Skills and Professional Transformation
To truly "remix" pedagogy, we must understand the three "gears" that drive student growth. These are the Cognitive, Affective, and Psychomotor domains. In STEAM education, we often refer to these as the Head, the Heart, and the Hand.
This domain focuses on mental skills and the acquisition of knowledge. Following Bloom’s Taxonomy, it moves from simple recall to complex creation. In, say a construction projects example, students calculate the volume of a room or analyze which heavy machinery is needed for a specific soil type.
Key levels: Remembering, Understanding, Applying, Analyzing, Evaluating, and Creating.
Goal: To develop intellectual capability and critical thinking.
This is the most overlooked domain but the most important for "Innovative Pedagogy." It deals with feelings, values, appreciation, and motivations. In, say "Bidding War" game, the excitement, the teamwork, and the ethical responsibility of building a safe hospital fall into this category.
Key levels: Receiving (listening), Responding (participating), Valuing (finding worth in the lesson), Organizing, and Internalizing values.
Goal: To shift the student's attitude and increase their emotional engagement with the subject.
This domain involves physical movement, coordination, and use of the motor-skill areas. In, say a building measurement lesson, the physical act of using a measuring tape accurately, or using a 3D pen to build a prototype, is the psychomotor domain in action.
Key levels: Perception, Set (readiness), Guided Response (imitation), Mechanism (habit), and Complex Overt Response (expert movement).
Goal: To develop technical precision and manual dexterity.
A successful lesson must touch all three. If we only teach the Cognitive, students get bored. If we only do Psychomotor, they might be active but they don't know why they are doing it. By "Remixing", we can say use Storytelling to trigger the Heart, Design Thinking to engage the Hand, and Inquiry to challenge the Head.
D. Participatory Pedagogy
In Module 4: Participatory Pedagogy, we move to the final stage of our journey: shifting the power from the teacher to the learner. Participatory Pedagogy is a teaching approach where students are not just participants, but co-designers of their own education. It values the unique "Funds of Knowledge" each student brings, including their Indigenous Knowledge and personal life experiences. Instead of a fixed curriculum, students collaborate with instructors to reinvent classroom instruction, helping to determine the flow and organization of their modules. This process is deeply tied to Transformative Learning Theory, which uses critical reflection to challenge our long-held assumptions and beliefs. By integrating perspectives like gender and local traditions, participatory pedagogy transforms the classroom into a space for identity building and collaborative knowledge creation, ensuring that learning is a process of personal and social change rather than just a final product. Here we explore:
Individualized Learning Paths: Students are encouraged to explore their own needs and interests. Students analyze and evaluate their own progress to create a learning journey that is unique to them.
Indigenous Knowledge and Gender: This module emphasizes that local wisdom and diverse gender perspectives are not "extras"—they are essential parts of the educational process.
Critical Reflection: There are three types of reflection: Content (what we learn), Process (how we learn), and Premise (why we believe what we do). Premise reflection is the deepest, leading to a "Transformation" of our teaching mindset.
Identity Building: Through this participatory process, we don't just learn new facts; we build a new Core Identity, say as a STEAM educator, who values collaborative and inclusive learning.
My Previous knowledge/attitude/practice of teaching:
Previously, I was more focused on delivery of content, and teacher dominated class.
Transformation in my knowledge/attitude/practice
I realized that learning process is more important for internalization of learnt knowledge or content. So now, I make my class more engaging and participation of students. Providing too many content is not as effective as making students realize why the piece of lesson is important that help them to explore them to wider context.
Providing open-ended questions help them explore content in interesting and active way.