2018
DOI: 10.5703/1288284316847
|View full text |Cite
|
Sign up to set email alerts
|

Integration of Art Pedagogy in Engineering Graduate Education

Abstract: The integration of STEM with the Arts, commonly referred to as STEAM, recognizes the need for human skill, creativity, and imagination in technological innovations and solutions of realworld technical problems. The STEAM paradigm changes the dominant "chalk and talk" lecture and "closed-ended" problem-solving orientation of traditional engineering pedagogy to a handson, studio-based, and open-ended creative learning approach, typical in art education. A growing body of literature has provided evidence of the f… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1

Citation Types

0
1
0

Year Published

2021
2021
2021
2021

Publication Types

Select...
1

Relationship

0
1

Authors

Journals

citations
Cited by 1 publication
(1 citation statement)
references
References 10 publications
(10 reference statements)
0
1
0
Order By: Relevance
“…These also include laboratory design maker spaces and, in some cases, activities working with industry or small and medium enterprise to help find new solutions to challenges. There are many methods and approaches for teaching creativity and innovation that have arisen in the last few decades, including community of practice learning, [3] interdisciplinary cooperation teaching, [4] learning-by-doing, [5] process intensification, [6] outcomebased learning, [7,8] problem-based learning, [9] project-based learning, [10] product-based learning, [11] concept-knowledge theory, [12] research-based learning, [13] design thinking, [14] gamification and game storming, [15,16] Conceive-Design-Implement-Operate (CDIO) approaches, [17][18][19] and entrepreneurial thinking. [20,21] These are all excellent approaches for teaching core engineering material with integrated experiential learning non-technical skills (e.g., team work and creativity) but they still lack in-depth promotion and deliberate inclusion of innovation in their approaches.…”
Section: Introductionmentioning
confidence: 99%
“…These also include laboratory design maker spaces and, in some cases, activities working with industry or small and medium enterprise to help find new solutions to challenges. There are many methods and approaches for teaching creativity and innovation that have arisen in the last few decades, including community of practice learning, [3] interdisciplinary cooperation teaching, [4] learning-by-doing, [5] process intensification, [6] outcomebased learning, [7,8] problem-based learning, [9] project-based learning, [10] product-based learning, [11] concept-knowledge theory, [12] research-based learning, [13] design thinking, [14] gamification and game storming, [15,16] Conceive-Design-Implement-Operate (CDIO) approaches, [17][18][19] and entrepreneurial thinking. [20,21] These are all excellent approaches for teaching core engineering material with integrated experiential learning non-technical skills (e.g., team work and creativity) but they still lack in-depth promotion and deliberate inclusion of innovation in their approaches.…”
Section: Introductionmentioning
confidence: 99%