Page 145 - AC-3-3
P. 145

Arts & Communication                                            Fostering belonging through STEAM education



            given the comprehensive process of design, prototyping,   partnerships with other university facilities and local
            assembly,  and  presentation.  Overall,  witnessing  the   organizations. A notable example of such integration exists
            development and growth of students throughout the project   at the Shift Retail Lab within Virginia Commonwealth
            underscores  the  value  of  STEAM  education  in  fostering   University’s da Vinci Center, where students create
            creativity, problem-solving, and  community  engagement   products and receive public feedback, bridging the gap
            through meaningful, hands-on learning experiences.  between academic projects and practical applications.
            6. Implications                                      Looking forward, this study suggests several directions
                                                               for developing STEAM education’s potential to foster
            This study’s successful integration of STEAM education,   belonging and entrepreneurship: First, institutions
            community engagement, and belonging through board   should consider expanding access to technical resources
            game design has several important implications for   and expertise across disciplines. The success of students
            higher education pedagogy and practice. Most directly,   using 3D printing and laser cutting in an art appreciation
            it  demonstrates  how  art  appreciation  courses  can  be   context demonstrates how technical tools can enhance
            reimagined to foster deeper connections between students,   creative expression and community engagement. Second,
            their university, and the broader community while   universities should develop more structured pathways
            developing practical skills.                       for commercializing student projects. While this study’s
              In the realm of art education, this approach aligns with   board games effectively built community connections,
            the emerging concept of an “artpreneur” – a blend of artist   there  is  potential  to  further  develop  these projects  for
            and entrepreneur who actively promotes the value of their   commercial purposes, creating additional opportunities
            art. By forming artist communities, organizing exhibitions,   for student entrepreneurship. Finally, institutions should
            and exploring markets, these artpreneurs redefine success   strengthen partnerships between academic departments,
            in the field.                                      technical facilities,  and  community  organizations.
                     25
                                                               Such collaborations can provide students with richer
              The community board game initiative serves as a
            model for how core art appreciation courses can integrate   opportunities to develop both creative and entrepreneurial
                                                               skills while strengthening their connections to the broader
            entrepreneurial thinking with artistic practice. Students   community. By building on these implications, higher
            not only learn art fundamentals and design principles but
            also develop practical skills through hands-on engagement   education institutions can create learning environments
            with real-world challenges. This integration is particularly   that simultaneously foster belonging, creativity, and
            valuable because it helps students see themselves as active   entrepreneurial capability. This approach aligns with
            contributors to their community’s cultural landscape,   broader institutional objectives of preparing students for
            reinforcing their sense of belonging while building   meaningful participation in both  cultural and economic
            professional capabilities.                         aspects of society while maintaining strong connections to
                                                               their communities.
              The project’s success in fostering belonging through
            creative production suggests broader implications for   7. Limitations
            curriculum design in higher education. By providing   This study is a qualitative exploratory investigation,
            students with opportunities to showcase their work   which inherently involves limitations. First, the data were
            publicly  and  receive  community  feedback,  institutions   collected within a classroom setting, which may influence
            can create meaningful connections between academic   participants’ responses due to the formal learning
            work and local engagement. This approach transforms   environment. Second, the participants were students
            traditional assessment methods into opportunities for   enrolled in the course, which may limit the generalizability
            community building and professional development. For   of the findings to broader populations. In addition, the
            example, students in this study not only demonstrated   study was conducted over a single semester, providing
            their understanding of art concepts but also developed
            entrepreneurial skills through the process of designing,   only a snapshot of the learning experiences and outcomes
            refining, and presenting their board games. The    rather than a longitudinal perspective. Future research
            interdisciplinary nature of the project offers important   could address these limitations by incorporating diverse
            lessons for institutional support of student learning. The   settings, longer study durations, and varied participant
            successful collaboration between the art department   demographics.
            and university makerspace demonstrates how technical   While the board game design project offers a valuable
            resources and expertise can be leveraged to enhance   example of issue-based STEAM education, makerspace
            creative projects. This model could be expanded through   utilization, and entrepreneurship, it primarily addresses a


            Volume 3 Issue 3 (2025)                         12                               doi: 10.36922/ac.4437
   140   141   142   143   144   145   146   147   148   149   150