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Arts & Communication                                            Fostering belonging through STEAM education



              A more specific pedagogical approach within        Thus, transdisciplinary art education integrates
            transdisciplinary art education is the creative inquiry   principles of inquiry-based learning, design thinking, and
            process supported by Costantino.  This process involves   PBL to create a holistic educational experience. By blurring
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            identifying a problem, employing multiple-model inquiries,   the boundaries between disciplines, this approach fosters
            refining the problem, and conducting in-process critiques.   creativity, critical thinking, and collaboration, preparing
            After iterating through this cycle multiple times, the team   students  to address complex  challenges  in innovative
            refines the problem, culminating in a final exhibition or   ways. The integration of transdisciplinary methodologies
            presentation. This method emphasizes the iterative nature   in STEAM education not only enhances academic
            of creative inquiry and the importance of reflection and   achievement but also cultivates a lifelong love of learning
            critique in the development of student projects.   and exploration.
              Highlighting the benefits of this approach, applying a   2.3. The integration of maker culture in STEAM
            transdisciplinary approach in STEAM education broadens   education
            students’ knowledge and perspectives, thereby enhancing   STEAM education extends beyond conventional teaching
            their  academic  achievement.  This  approach  encourages   methods  focused on inquiry-based  learning  and artistic
            students to make connections across disciplines, fostering   practices; it also emphasizes the value of expressing
            a more holistic understanding of complex issues and   ideas visibly and producing tangible outcomes in the
            promoting critical thinking and problem-solving skills. 16
                                                               real world. Makerspaces play a pivotal role in STEAM
              Design thinking, a prevalent pedagogy in STEAM   education by blending knowledge from various STEAM
            education,  complements  these   transdisciplinary  disciplines. Consequently, maker culture has gradually
            approaches. Its stages – empathize, define, ideate,   permeated educational settings. The DIY philosophy has
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            prototype, and test – aim to improve or influence lives.  In   garnered substantial support through initiatives, such as
            the context of inquiry-based learning, STEAM education   the annual White House Maker Faire and National Day
            trains both artists and scientists, highlighting their shared   of Making, which aim to advocate for maker-centered
            characteristics such as creativity and innovation. This   teaching approaches that provide students with diverse
            approach employs a child-centered methodology, where   opportunities beyond traditional PBL and hands-on
            teachers support students through self-chosen activities   activities. 21
            by managing frustrations and uncertainties. Consequently,   Initially embraced by hobbyists at home and in
            camp teachers integrated two aspects from the eight studio   informal learning environments, such as maker studios,
            habits of mind: Envision and stretch and explore. A guided   the maker movement has now made its way into formal
            sketch journal was designed to facilitate questioning and   education, emphasizing learning that stems from personal
            reflection, prompting students to make predictions before   interests and exploratory experiences. This shift involves
            activities, record their processes during activities, and   students using tools such as 3D printers, laser cutters,
            reflect afterward. 18                              and microcontrollers to craft objects that hold personal
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              Further  supporting  this  integrated  approach,  PBL   significance.   The  strong connection  between STEAM
            involves students collaboratively addressing real-life   education and maker culture is evidenced by how these
            problems and creating tangible products. This process   tools facilitate the creation of physical products that mirror
            includes frequent feedback loops to refine and finalize the   students’ learning journeys and accomplishments.
            product. PBL allows students to engage deeply with the   Maker culture encourages a hands-on and collaborative
            subject matter, apply their knowledge in practical ways,   approach to education, urging students to engage in
            and develop skills transferable to other contexts. 19  various activities with specific learning goals. This teaching
              Art educators have further diversified the principles   method aligns with constructivist principles that highlight
            of design thinking in STEAM education. For example,   learning  through  active  participation  and  interaction
            they utilized a modified design thinking approach in their   with materials and tools. In makerspaces, students dive
            interactive sculpture STEAM lesson, engaging students   into concepts, such as engineering, circuitry, design, and
            in brainstorming and making processes. This modified   programming, demonstrating their understanding by
            approach includes stages of planning, doing, refining, and   creating physical objects.
            presenting. By adapting design thinking to suit the needs   Many countries recognize the benefits of makerspaces
            of art education, educators can provide students with a   in enhancing modern education and have launched various
            structured yet  flexible  framework  for creative problem-  programs to cultivate innovative ideas, such as the belief
            solving. 20                                        that everyone can participate in making. Make Magazine,


            Volume 3 Issue 3 (2025)                         4                                doi: 10.36922/ac.4437
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