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Arts & Communication                                            Fostering belonging through STEAM education



                                                               cards in both Mia’s tourist game and “Lumberjack Life”
                                                               (Figures  2 and  5) served as repositories of community
                                                               knowledge, requiring extensive research into university
                                                               history and local culture. This process of  researching,
                                                               selecting, and representing institutional elements helped
                                                               students position themselves within the university’s
                                                               broader narrative. As one faculty member observed during
                                                               the showcase, “I’ve gained more insight into our students’
                                                               view of this university in the past hour than in years of
                                                               teaching.” This unexpected outcome suggested the games’
                                                               potential as tools for preserving oral history and fostering
                                                               intergenerational connections within the university
                                                               community.
                                                                 The  physical  artifacts  themselves  (Figures  1-5)
                                                               demonstrate how students integrated technical skills with
            Figure 5. Board game question cards related to campus life and university
            traditions and history, created by a group of undergraduate students in an   community understanding. The precision of laser-cut game
            Art Appreciation Course, 2024.                     boards, the detail of 3D-printed pieces, and the professional
                                                               quality of the question cards all suggest high levels of
            Researching and designing the game gave me a whole new   engagement with both the technical and social aspects of
            appreciation for where I study.”                   the project. This integration of technical expertise with
                                                               community representation aligns with Strayhorn’s model
              The “Campus Life” game (Figure  3) particularly   of belonging as emerging through meaningful engagement
            exemplified Strayhorn’s concept of belonging as feeling   with one’s academic community.
            “at home” in one’s academic environment. The designer’s
            explanation captured this perfectly: “We wanted to capture   These  findings  demonstrate  how creative,  PBL  can
            that moment when you first walk through the pine grove   foster belonging through multiple pathways. The board
            and just know you’re home.” This sentiment resonated   game design process provided opportunities for students to
            deeply with many in the audience, ourselves included.   strengthen their connections to place, peers, and institution
            The meticulous attention to campus architectural details   simultaneously. By engaging in the collaborative creation
            and the symbolic use of pine tree tokens demonstrated   of cultural artifacts that represented their community,
            how physical spaces contribute to students’ sense of   students developed a deeper understanding of and
            institutional belonging. The game board’s layout created   connection to their academic environment. The resulting
            a miniature campus world that players could navigate,   games stand as tangible evidence of how STEAM education
                                                               can foster both technical skills and social connection,
            reinforcing their mental map of the university space and   supporting Strayhorn’s framework of belonging as a
            their place within it.
                                                               dynamic process that develops through active engagement
              The social dimension of belonging emerged strongly   with one’s academic community.
            through the collaborative design process and was reflected   This project has opened up intriguing avenues for
            in the games’ mechanics. “Lumberjack Life” (Figure  4)   future research. The student-designed games have not only
            incorporated social interactions and shared experiences into   demonstrated the creative application of course concepts
            its core gameplay, requiring players to engage with various   but have also provided a novel tool for understanding our
            aspects of student life. Students consistently reported that   campus community. How might we utilize game design as a
            group work fostered deeper peer connections, with one   methodology for understanding and documenting student
            noting, “Working in a group made me feel more connected   experiences? Could such games be employed effectively in
            to my classmates. We all brought different perspectives,   orientation programs or alumni events? These questions
            and I think that strengthened our game design.” These   warrant further exploration and could potentially lead to
            collaborative experiences, combined with the storytelling   innovative approaches in higher education pedagogy and
            that emerged during playtesting sessions, demonstrated   community engagement.
            how the games facilitated what Strayhorn describes as
            collective meaning-making in academic communities.  5. Discussion

              The games became powerful tools for preserving   STEAM education integrates design thinking, inquiry-
            and transmitting institutional knowledge. The question   based learning, problem-based learning (PBL), and issues-


            Volume 3 Issue 3 (2025)                         10                               doi: 10.36922/ac.4437
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