In a challenging and increasingly technological world, it is important to promote critical thinking, multidisciplinary problem solving, and collaboration through STEAM education; however, there are important economic, administrative, and especially pedagogical management limitations for its implementation at the secondary level. Therefore, this paper presents systematic recommendations for an effective and sustainable implementation of STEAM education in educational institutions through the Gradual Multidisciplinary Model (GMM), which allows the identification and specific adaptation of STEAM knowledge through the topic of logic gates related to the representations of disjunction and conjunction in Boolean algebra (university content) to its physical representation in Minecraft (high school content). The quasi-experimental method allows to evaluate the results through the application of a pre-test designed to measure logical-mathematical thinking and a post-test designed to measure the level of understanding of practical skills and the students' perception of the learning experience. The results obtained by t-student show that there is a significantly high difference between the means and suggest that the educational intervention orchestrated by the GMM had a significant impact on the performance and skills of the participants, since different levels of understanding (gradualness) and perception of the concepts related to logic gates could be identified; while the qualitative assessment shows the group's willingness and enthusiasm to work with a practical and meaningful activity using Minecraft, which allows them to specifically apply their skills in science, technology, engineering, art and mathematics.