Keyword: «experimenting with living and inanimate nature»
This article highlights the algorithm for the effective implementation of STEAM technologies in the educational process, the implementation of an interdisciplinary approach when using all the components of STEAM education. The article reveals the relevance of the introduction of STEAM technologies in the education of children, provides a decoding of the abbreviation STEAM, presents a variety of options for organizing a modern subject-spatial and information environment for effective integration and motivation for educational activities, and suggests modern forms of interaction with the families of pupils.