Page 134 - AC-3-3
P. 134

Arts & Communication





                                        ARTICLE
                                        Fostering community belonging through STEAM

                                        education: Board game design in a university art
                                        appreciation course



                                             1
                                        Dan Li *  and Sheng Kuan Chung 2
                                        1 Department of Art, University of Central Oklahoma, Edmond, Oklahoma, United States of America
                                        2 Department of Curriculum and Instruction, College of Education, University of Houston, Houston,
                                        Texas, United States of America




                                        Abstract

                                        Science,  Technology, Engineering, Arts, and Mathematics (STEAM) education
                                        integrates diverse disciplines through a transdisciplinary approach, emphasizing
                                        design thinking and inquiry-based learning to develop technical skills and social
                                        connection. This study explores a STEAM-focused project implemented in an Art
                                        Appreciation course for non-art majors at a university in Nacogdoches, Texas,
                                        where 27 students designed board games to strengthen their sense of belonging
                                        to the university and local community. Using the principles of design thinking—
            *Corresponding author:
            Dan Li                      empathy, ideation, prototyping, and testing—students combined technological
            (dli4@uco.edu)              skills and collaborative practices to create engaging and meaningful outcomes
            Citation: Li D, Chung SK.   that reflected their understanding of community identity. The study addresses
            Fostering community belonging   two key research questions: (1) How do students design board games using the
            through STEAM education: Board   framework of design thinking to express community identity and belonging? (2)
            game design in a university art
            appreciation course.        How do their reflections and creative processes contribute to fostering a sense of
            Arts & Communication.       belonging to the university and community? Drawing on Strayhorn’s framework
            2025;3(3):4437.             of academic belonging, findings demonstrate that the integration of creative
            doi: 10.36922/ac.4437
                                        production with community storytelling strengthened students’ connections
            Received: August 5, 2024    to place, peers, and institution.  Through inquiry-based learning, students
            Revised: January 30, 2025   developed both technical proficiency and deeper community engagement, while
                                        their board games served as cultural artifacts that encoded shared experiences
            Accepted: March 26, 2025
                                        and values. This research advances our understanding of how STEAM education
            Published online: April 11, 2025  can simultaneously promote technical innovation and strengthen community
            Copyright: © 2025 Author(s).   belonging. It contributes to the broader understanding of STEAM’s role in
            This is an Open-Access article   general education curricula, suggesting new approaches for combining practical
            distributed under the terms   skill development with meaningful community connection. In addition, it offers
            of the Creative Commons
            AttributionNoncommercial License,   implications for curriculum design and pedagogical practices in higher education,
            permitting all non-commercial use,   particularly in fostering student engagement through creative, community-
            distribution, and reproduction in any   centered projects.
            medium, provided the original work
            is properly cited.
            Publisher’s Note: AccScience   Keywords: STEAM education; Design thinking; Inquiry-based learning; Maker
            Publishing remains neutral with   movement; Transdisciplinary curriculum; Community engagement; Sense of belonging;
            regard to jurisdictional claims in
            published maps and institutional   Student identity
            affiliations.





            Volume 3 Issue 3 (2025)                         1                                doi: 10.36922/ac.4437
   129   130   131   132   133   134   135   136   137   138   139