STE(A)M+: Transforming Higher Education through Collaborative Play

I. Vranken, Dominique Troost, Raad Sharar, Pieter Hanssens, Simon Van Espen, Ronald Cruz Salamat, I. Nykytiuk, Hannes De Praitere, Inge Smeers, Totran Nguyen, Anne Snick
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Abstract

Our world is facing various wicked problems, such as climate change and extinction. These complex problems require an in-depth understanding. STEM disciplines in higher education play a crucial role in preparing students to solve such problems in their career. Yet it can be questioned whether STEM in higher education offers all the elements required to prepare students for a sustainable future. Additionally, a sole focus on STEM fields may not contribute to finding solutions to these problems. With STE(A)M in higher education, we explore what the missing element in higher education is and how higher education can be improved. We addressed this question within the Honours Programme Transdisciplinary Insights of the Institute for the Future at KU Leuven. Within this programme, a team of students, PhD researchers and coaches from various disciplines examined the educational system and explored how students can be better prepared to co-create a more sustainable future. This learning path was supported by reading books about systems thinking, watching documentaries, following co-creative workshops, and engaging in team discussions. In this process, we found that the following four key elements could be given a greater emphasis in education: transdisciplinarity, systems thinking, co-creation, and critical thinking. To promote this, we created a board game that aims to make learning about the importance of these elements engaging. While playing this game, we learned that we can bring students from different dis ciplines together and foster critical thinking and reflec tions. These insights illustrate how creative tools (e.g. board games) can be used in higher education to foster important skills that can prepare students for a sustainable future. Since this game, developed by students for students, is entirely learner-driven, it departs from the current educational system in which knowledge is mainly transferred by professors. An important advantage of such initiatives is that they foster co-creation and learning between students. Our findings have been summarised in a small video.
STE(A)M+:通过协作游戏转变高等教育
我们的世界正面临着各种各样的邪恶问题,比如气候变化和物种灭绝。这些复杂的问题需要深入了解。高等教育中的STEM学科在帮助学生在职业生涯中解决这些问题方面发挥着至关重要的作用。然而,高等教育中的STEM是否提供了让学生为可持续发展的未来做好准备所需的所有要素,这一点值得质疑。此外,只关注STEM领域可能无助于找到这些问题的解决方案。通过高等教育中的STE(A)M,我们探讨了高等教育中缺失的元素是什么,以及如何改进高等教育。我们在鲁汶大学未来研究所的荣誉课程跨学科见解中解决了这个问题。在这个项目中,一个由来自不同学科的学生、博士研究人员和教练组成的团队研究了教育系统,并探讨了学生如何更好地为共同创造一个更可持续的未来做好准备。这个学习路径是通过阅读关于系统思考的书籍、观看纪录片、参加共同创造的研讨会以及参与团队讨论来支持的。在这个过程中,我们发现以下四个关键要素可以在教育中得到更大的重视:跨学科、系统思维、共同创造和批判性思维。为了推广这一点,我们创造了一款桌面游戏,旨在让玩家了解这些元素的重要性。通过玩这个游戏,我们了解到我们可以把不同学科的学生聚集在一起,培养批判性思维和反思。这些见解说明了如何在高等教育中使用创造性工具(如棋盘游戏)来培养重要技能,为学生的可持续未来做好准备。由于这款游戏是由学生为学生开发的,完全是学习者驱动的,因此它脱离了目前主要由教授传授知识的教育体系。这种举措的一个重要优势是,它们促进了学生之间的共同创造和学习。我们的发现已在一个小视频中进行了总结。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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