Abstract
Situated learning could benefit STEAM education because both aim to develop skills that can deal with complex real-life situations. Although ample research has been conducted into situated learning within higher vocational education in general, there exists little research on the implementation of the educational approach in STEAM education specifically. To gain insight into what is needed for this implementation, a case study of a situational simulation was conducted within a STEAM education context, in which we observed students in simulating media design studios. We observed the setup, working and evaluation phases of the simulation and analyze the data this yielded - setup surveys, studio agreements, feedback forms, individual reflections and concluding surveys - based on three core features of situated learning: community of practice, participation and authentic context. Based on this analysis, we conclude that our study confirms the potential of situated learning for STEAM education. Our case study also suggests four guidelines for, as well as one challenge in, the implementation of situated learning in STEAM education. These guidelines and challenge are 1.) to actively facilitate quality feedback between students within a situational simulation; 2.) to promote taking various professional roles within the simulation, 3.) to provide situational-specific scaffolding based on the determination of which skills and information should be offered by tutors and which skills and information students already possess or are best left to develop and find by themselves; and 4.) to gain insight into individual learning goals for the benefit of the cognitive realism of the simulation; while 5.) the absence of real financial or commercial consequences compromises the authenticity of a situational simulation and, consequently, challenges the implementation of situated learning in STEAM education.
Highlights
Situated learning has been advocated as a valuable educational approach for STEM education (Asunda, 2014)
Similar to educational approaches like constructivism (Kafai, 2006), connectivism (Griffiths and Guile, 2003), problem-based learning (Barrett, 2010) and authentic learning (Roach, 2018), situated learning is focused on providing learning experiences that occur through the social interaction and kinesthetic activity of reallife activities in the context of a prospective practice or related tasks (Northern Illinois University Center for Innovative Teaching and Learning, 2012)
We will first briefly discuss how the principles of situated learning relate to STEAM education, before we present our case study in more detail
Summary
Situated learning has been advocated as a valuable educational approach for STEM education (Asunda, 2014). Since researchers have become aware of the limitations of traditional classroom instructions, educational approaches which promote learning that connects to real-life experiences have gained more and more attention Situated learning is such an approach and is based on the view that “meaningful learning will only take place if it is embedded in the social and physical context within which it will be used” To learn the patterns of behavior within a community of design practitioners, learners require access to real-world practices within design studios This access requires that the school invests in building a network of partners in the field, to ensure a strong connection with the practice (Wesselink et al, 2010)
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