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Arts & Communication                                            Fostering belonging through STEAM education



            founded by Dale Dougherty in 2005, introduced a range   project-based activities, and creative problem-solving that
            of new tools to the market, such as Wiring and Arduino   centers students’ personal experiences. The interdisciplinary
            kits, electronics kits, 3D printers, and digital fabrication   nature of STEAM education provides unique opportunities
            devices. These tools have made the process of making more   for fostering belonging through shared creative experiences
            accessible by allowing individuals of all ages and skill levels   and collective meaning-making. By engaging in hands-on
            to engage in developing and sharing their projects.  projects that connect to community contexts, students
              Makerspaces can be established in diverse settings   develop stronger attachments to both their academic
            such as classrooms, libraries, studios, or homes. They   environment and their broader community.
            provide a flexible learning environment where students   The maker movement’s emphasis on collaborative
            can explore ideas through hands-on experimentation   creation and knowledge sharing aligns particularly well with
            while collaborating with others to foster innovation. The   fostering belonging in STEAM contexts. Makerspaces serve
            maker movement highlights the importance of sharing   as communities of practice where students develop shared
            knowledge and outcomes, creating a community of    vocabularies, collaborative relationships, and collective
            individuals who both contribute to and benefit from each   identities through their creative work. These spaces facilitate
            other’s experiences. This sense of unity within maker   both the technical skill development central to STEAM
            culture encourages the development of critical thinking,   education and the social connections that nurture belonging.
            problem-solving skills, and creativity. 23
                                                                 Board game design, as a STEAM activity, offers a
              Integrating maker culture into STEAM education   unique vehicle for exploring and strengthening belonging
            provides a strong basis for experiential learning.   through its inherently social and narrative-driven
            By combining theoretical knowledge with practical   nature. Games can serve as cultural artifacts that encode
            application, makerspaces empower students to take charge   shared experiences, values, and understanding of place.
            of  their  own  learning  journey,  acquire  new  abilities,   When students engage in designing games about their
            and  create  meaningful  projects.  This  approach  not  only   community, they actively construct and negotiate their
            enhances academic performance but also prepares students   relationship with that community, potentially deepening
            to effectively address complex challenges in today’s society.  their sense of connection and belonging.
            2.4. Conceptualizing sense of belonging in STEAM     This theoretical understanding of belonging informs
            education                                          both the pedagogical approach and assessment methods
                                                               in STEAM education. Rather than viewing belonging as
            The concept of belonging in educational contexts has   a static characteristic, it can be understood as a dynamic
            emerged as a critical factor in student success and   process  that  develops  through  meaningful  engagement
            engagement. Strayhorn defines the sense of belonging as   with peers, faculty, and community members. This
            students’ perceived social support on campus, feelings of   conceptualization  supports  the  use  of creative, PBL
            connectedness, and experience of mattering or feeling   experiences that allow students to explore and express
            cared about, accepted, respected, valued by, and important   their connections to their academic and local communities
            to the campus community. This framework positions   while developing technical and artistic skills.
            belonging as both a fundamental human need that
            drives motivation and a key factor influencing academic   The integration of belonging theory with STEAM
            behaviors and perceptions.                         education  suggests that learning  experiences should be
                                                               designed  to support  both technical  skill  development
              Research has demonstrated that a sense of belonging   and social connection. This can be achieved through
            correlates positively with academic achievement, retention,   collaborative projects that encourage student agency,
            and persistence in higher education.  Students who feel   creative expression, and community engagement. Such an
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            included and valued in their academic communities are   approach recognizes that academic success is influenced not
            more likely to engage meaningfully in learning activities and   only by technical competence but also by students’ sense of
            participate in community-building initiatives. A stronger   connection to their learning environment and community.
            sense of belonging contributes to greater academic
            motivation, improved performance, and increased self-  3. Methodology
            confidence. From a social identity perspective, belonging
            emerges when students see themselves as integral members   3.1. Guiding students in board game design using
            of their academic communities.                     the design thinking framework
              When  integrated  into  STEAM  education,  belonging   In the spring of 2024, one of the authors taught an Art
            manifests through collaborative learning experiences,   Appreciation class aimed at non-art majors. The goal was


            Volume 3 Issue 3 (2025)                         5                                doi: 10.36922/ac.4437
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