TY - JOUR
T1 - Equipping Youth Leaders with Sustainability Mindfulness through STEAM and Design Thinking Approach
AU - Lee, Yin Fah Elliot
AU - Wang, Tzu Hua
AU - Foo, Ming Tay
AU - Lam, Kee Fui Turner
AU - Ortiz-Esparza, Miguel Angel
AU - Villalba-Condori, Klinge Orlando
N1 - Publisher Copyright:
© 2023 Copyright for this paper by its authors.
PY - 2023
Y1 - 2023
N2 - Background: The problem statement, with regards to instilling SDG to our youths, is ‘how might we elevate our youth’s capability to deliver SDG?’ This paper explores the use of STEAM (Yakman, 2008) and Design Thinking (IDEO) as an approach towards enabling youths on sustainability and acts as a baseline to designing key competencies for the study. The present study highlights a STEAM-DT workshop for Grade 11/12 students, which took place over 4-day. Results: With the STEAM-DT approach in the instructional design, it had provided the facilitators with a clear and structured frame in sowing the trans-disciplinary STEAM-DT to the learning. And at the same time, within the 4-day workshop, the students have attained accelerated learning and performance. Conclusion: STEAM education should be approached beyond a subject/disciplinary standpoint, and instead viewed as a means to develop life skills in learners. By integrating STEAM into the learning curriculum, learners are encouraged to think critically, comprehend complex issues, and create solutions.
AB - Background: The problem statement, with regards to instilling SDG to our youths, is ‘how might we elevate our youth’s capability to deliver SDG?’ This paper explores the use of STEAM (Yakman, 2008) and Design Thinking (IDEO) as an approach towards enabling youths on sustainability and acts as a baseline to designing key competencies for the study. The present study highlights a STEAM-DT workshop for Grade 11/12 students, which took place over 4-day. Results: With the STEAM-DT approach in the instructional design, it had provided the facilitators with a clear and structured frame in sowing the trans-disciplinary STEAM-DT to the learning. And at the same time, within the 4-day workshop, the students have attained accelerated learning and performance. Conclusion: STEAM education should be approached beyond a subject/disciplinary standpoint, and instead viewed as a means to develop life skills in learners. By integrating STEAM into the learning curriculum, learners are encouraged to think critically, comprehend complex issues, and create solutions.
KW - Competencies
KW - Design Thinking
KW - Interdisciplinary
KW - STEAM
KW - Sustainability
UR - http://www.scopus.com/inward/record.url?scp=85195419801&partnerID=8YFLogxK
M3 - Conference article
AN - SCOPUS:85195419801
SN - 1613-0073
VL - 3693
SP - 103
EP - 113
JO - CEUR Workshop Proceedings
JF - CEUR Workshop Proceedings
T2 - 2023 International Conference on Systems Engineering, JINIS 2023
Y2 - 3 October 2023 through 5 October 2023
ER -