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Arts & Communication                                            Fostering belonging through STEAM education



            (1) Perceived inclusion, (2) connectedness to peers   The first step is to ensure that all participants are aligned
            and faculty, and (3) engagement with university and   with  this  goal,  emphasizing  the  importance  of  building
            community spaces. Responses were analyzed to identify   connections by sharing personal stories about their
            recurring themes in students’ descriptions of their evolving   experiences in university life or living in the town. Students
            relationships with campus traditions, their peers, and   then define the term “belonging.” What does it mean to
            their role within the academic environment. In addition,   them? Which board games have they played that made
            students’ board game content was cross-referenced to   them feel engaged?
            determine whether themes of belonging were creatively   Next,  in  groups,  students  sketch  out the  design of
            expressed through game mechanics, storytelling elements,   their board games, considering the rules of the game, the
            or visual design. By applying this structured analytical   storyline, the number of participants, and the elements
            approach, the study ensures that students’ reflections are   they wish to incorporate. This is the prototyping stage.
            systematically interpreted in alignment with broader   Moving into the testing phase, students demonstrate how
            belonging frameworks.                              to play their board games in class, allowing their peers

              Upon data collection, text-based data were categorized   to form teams and engage in gameplay. This interactive
            into distinct themes, while visual artifacts were evaluated   experience provides an opportunity for students to offer
            using a modified eight-studio habits of mind rubric. This   feedback to each group, enabling them to refine their
            rubric assessed aspects such as craft development and   final projects. This iterative process aligns with the design
            understanding of artworks.                         thinking framework, emphasizing both the iterative and
              To  specifically  analyze  shifts  in  students’  sense  of   reflective  processes  necessary  for  continually  improving
            belonging, responses were coded for indicators of   the final product.
            perceived inclusion, connectedness, and engagement   For this project, students were tasked with creating a
            with the university community. This included examining   complete board game to promote a sense of community
            how students described their evolving relationship with   and belonging within the university. Each game had to
            campus traditions, their peers, and their role within the   feature at least four distinct characters and include rules, as
            broader academic environment. In addition, we cross-  well as items designed to represent various aspects of the
            referenced these reflections with their board game   Nacogdoches community or university life, depending on
            content to determine whether the themes of belonging   the chosen theme. The design process involved using vector
            were expressed creatively through their game mechanics,   graphics in Adobe Illustrator to create detailed images
            storytelling elements, or visual design.           for the game board. Once the design was finalized, it was
              The theoretical framework for this project integrates key   produced using a laser cutter, enabling precise cutting and
            components of contemporary art education, including big   engraving of shapes and lines on the board. After cutting
            ideas, enduring understandings, and essential questions,   or engraving, students applied acrylic paint to enhance the
            alongside core elements of STEAM education: design thinking   board’s visual appeal and ensure it accurately reflected the
            and studio habits of mind. These components collectively   intended theme.
            guided the framework for the board game design project,   To maintain originality and avoid reliance on online
            serving as foundational elements for both the instructional   templates, students were required to submit both the 3D
            approach and the assessment of student outcomes.   object STL files and vector files (such as.ai files). This
                                                               requirement ensured that their designs were created from
            3.3. Creating a board game for community           scratch and tailored specifically to their project. Students
            engagement                                         primarily used Tinkercad, a browser-based 3D design tool,

            The community-based STEAM project began with a visit   to create the components for their board games. Tinkercad
            to the university’s makerspace, where students gained   facilitated the design of 3D objects, which were then
            hands-on experience with technologies such as 3D printing   integrated into the board games. The maker space later
            and laser cutting. This visit allowed them to familiarize   assisted students in sending the designs to the 3D printers
            themselves with the facilities and understand how these   for production.
            technologies could be applied to their board game designs.   In addition, students needed to provide a set of
            The project was guided by the design thinking framework,   instructions for playing their board games and complete
            which encompasses the stages of empathize, define, ideate,   an exhibition card. The exhibition card offered an overview
            prototype, and test.                               of  the  game,  its  objectives,  and  any  unique  features.
              The primary goal of this project is to foster a sense of   The project was planned to span 5  weeks, including
            belonging to both the university and the local community.   a week-long university Spring Break. This timeline


            Volume 3 Issue 3 (2025)                         7                                doi: 10.36922/ac.4437
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