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Arts & Communication                                            Fostering belonging through STEAM education



            range of technological skills, particularly in 3D printing.   Funding
            However, the project does not focus on advancing
            students’ coding skills for 3D printing. Instead, students   None.
            used the visual coding platform Tinkercad, which served   Conflict of interest
            as  an  accessible  tool  for  building  3D  objects.  For  future
            3D projects, educators might consider incorporating more   Sheng Kuan Chung is an Editorial Board Member of this
            advanced software, such as Blender, which provides greater   journal but was not in any way involved in the editorial
            control and functionality in managing the 3D printing   and peer-review process conducted for this paper, directly
            process. In addition, to extend the impact of this project,   or indirectly. Separately, other authors declared that they
            organizing a community game night could be a valuable   have no known competing financial interests or personal
            opportunity to engage the broader community and further   relationships that could have influenced the work reported
            foster a sense of belonging.                       in this paper.

            8. Conclusion                                      Author contributions
                                                               Conceptualization: All authors
            This research advances our understanding of how STEAM
            education can transform traditional art appreciation   Investigation: All authors
            courses into dynamic spaces for community engagement   Methodology: All authors
            and technical innovation. Across the lens of board game
            design, we have demonstrated that when creative projects   Writing – original draft: All authors
            are anchored in community narratives and supported by   Writing – review & editing: All authors
            technical resources, they can simultaneously strengthen
            students’ sense of belonging and develop crucial   Ethics approval and consent to participate
            interdisciplinary skills. The success of this project suggests   Not applicable.
            a promising model for integrating maker culture into
            general education curricula while fostering meaningful   Consent for publication
            connections between academic institutions and their   Not applicable.
            communities.
              The study’s findings point to several emerging   Availability of data
            directions for STEAM education research and practice.   Not applicable.
            Future investigations should explore how similar projects
            might be scaled across different institutional contexts   Further disclosure
            and how they might be adapted to serve diverse student   All student names are pseudonyms to ensure anonymity.
            populations.  In  addition,  researchers  should  examine   The authors appreciate the technical and material support
            the long-term impact of such projects on students’   provided by the university Makerspace, which made this
            professional development and community engagement   project feasible.
            after graduation. Most importantly, this work challenges
            us to reimagine how universities can serve as catalysts for   The STEAM board game project was featured in
            community connection while preparing students for the   The Daily Sentinel, a local newspaper in Nacogdoches
            technical and creative demands of contemporary society.  County, with the article titled “Art Appreciation
                                                               Students Use Technology to Design Board Games with
              By demonstrating the viability of combining technical   Nacogdoches Landmarks” on May 7, 2024. The media
            skill  development  with  community  storytelling,  this   report  can  be  accessed  here:  https://www.sfasu.edu/
            research contributes to an emerging framework for   about-sfa/newsroom/2024/art-appreciation-students-use-
            STEAM education that prioritizes both social connection   technology-design-board-games-nacogdoches.
            and practical innovation. As institutions continue to evolve
            their approaches to general education, the insights from   References
            this study offer a valuable roadmap for creating learning   1.   Hetland L, Winner E, Veenema S, Sheridan KM.  Studio
            experiences that resonate beyond the classroom walls.  Thinking 2: The Real Benefits of Visual Arts Education.
                                                                  New York: Teachers College Press; 2007.
            Acknowledgments
                                                               2.   Bers MU. Blocks to Robots: Learning with Technology in the
            None.                                                 Early Childhood Classroom.  New  York: Teachers College


            Volume 3 Issue 3 (2025)                         13                               doi: 10.36922/ac.4437
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