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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>MaryKay. (2019). Applications of Systems
Thinking in STEM Education. Journal of Chemical Education. 96.
10.1021/acs.jchemed.9b00261.I. Editor (Ed.)</journal-title>
      </journal-title-group>
      <issn pub-type="ppub">0010-0277</issn>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Equipping Youth Leaders with Sustainability Mindfulness through STEAM and Design Thinking Approach</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Yin-Fah Elliot Lee</string-name>
          <email>elliot.lee@lofconsultants.com.sg</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Tzu-Hua Wang</string-name>
          <email>tzuhuawang@mx.nthu.edu.tw</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ming-Tay Foo</string-name>
          <email>foomingtay@gmail.com</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Kee-Fui Turner Lam</string-name>
          <email>turner@edu-aequitas.com</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Miguel Angel Ortiz-Esparza</string-name>
          <email>miguel.ortiz@cimat.mx</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Klinge Orlando Villalba-Condori</string-name>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Center for Research in Mathematics</institution>
          ,
          <addr-line>Quantum Knowledge City, Zacatecas</addr-line>
          ,
          <country country="MX">Mexico</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Goshen Consilium Pte. Ltd</institution>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>National Tsing Hua University</institution>
          ,
          <country country="TW">Taiwan</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Universidad Catolica de Santa Maria</institution>
          ,
          <addr-line>San Jose S/N, Arequipa</addr-line>
          ,
          <country country="PE">Perú</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2023</year>
      </pub-date>
      <volume>229</volume>
      <issue>30</issue>
      <fpage>0000</fpage>
      <lpage>0003</lpage>
      <abstract>
        <p>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.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Sustainability</kwd>
        <kwd>STEAM</kwd>
        <kwd>Design Thinking</kwd>
        <kwd>Interdisciplinary</kwd>
        <kwd>Competencies 1</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>Education plays a crucial role in shaping the future of our society, and as such, it is essential to
explore how education can be effectively designed to prepare the youth for the challenges of the
21st century. It is widely acknowledged that education is not just about acquiring knowledge, but
also about instilling values (Weyringer, Patry and Weinberger 2012) in the youth. There are many
reasons why this is important. Firstly, values are an essential part of who we are as human beings.
They help us make decisions and guide our actions. Secondly, values help us live happy and
fulfilling lives. When we have strong values, we are more likely to make choices that lead to
positive outcomes for ourselves and others. Finally, values play a crucial role in creating a just
and peaceful world (UNESCO, Mobilising Youth Through Global Citizenship and Sustainable
Development Education: An impact story from Senegal"). When people have shared values, they
are more likely to cooperate with each other and work towards common goals.</p>
      <p>
        With the intention to accelerate the impact of the students learning, the instructional design
for the curriculum employs project-based learning
        <xref ref-type="bibr" rid="ref7">(Brassler and Dettmars 2017)</xref>
        , STEAM
education (Lam, Wang, Vun and Ku 2019), and design thinking (IDEO) approaches. In the learning
journey, besides the lectures provided by CGS, facilitation (Center and Basilan 2017) and
coaching (Green, Grant, Rynaardt 2020) techniques were employed to ensure students get the
maximum learning impact (Degtjarjova, Irina &amp; Lapiņa, Inga and Freidenfelds, Davis 2018).
      </p>
      <p>This paper will then discuss the how to create a transdisciplinary of STEAM and DT. Finally,
this paper will conclude with a discussion of the implications of the research findings for
education policy and practice.</p>
      <sec id="sec-1-1">
        <title>1.1. Theoretical Background: STEM to STEAM education</title>
        <p>STEM education stands for Science, Technology, Engineering, and Mathematics. It focuses on
teaching students in these four fields, which are crucial for modern-day innovation and
advancement. Since the start of the 4th industrial revolution, educators are faced to better equip
the youth for future of work (Bernard 2020). In preparing the future workforce, STEAM is gaining
popularity over STEM education (Kang and Nam-Hwa 2019). STEAM education includes the arts,
making it Science, Technology, Engineering, Arts, and Mathematics. The goal of STEAM education
is to add the creative (Kuafman 2018) and critical thinking skills of the arts to the technical
knowledge of STEM.</p>
        <p>The idea of STEAM education originated from the realization that STEM education alone is not
sufficient to prepare students for the demands of the modern workforce. Today's businesses and
industries require employees who can think creatively, work collaboratively, and innovate
(Hauser et al. 2006) to solve problems.</p>
        <p>
          Integrating the arts into STEM education can help students develop these skills. The arts can
enhance STEM learning by providing students with opportunities to explore the creative and
design aspects of technology and engineering. Leonardo Da Vinci once said: “Study the science of
art. Study the art of science.”
          <xref ref-type="bibr" rid="ref3">(Pasipoularides 2019)</xref>
          . The ‘Art’ (A) enables critical thinking
(Brookfield 2013), inquiring (Biggs 1998, p127–138), and dialogue (Rapanta and Felton 2022).
Additionally, the arts can help students understand the cultural and social implications of
scientific advancements.
        </p>
        <p>In addressing the global challenges, it is important that the youth resonate with the SDGs and
activate the necessary competencies. Understanding people responses of societal transformation
(Hertwig and Ellerbrock 2022) such as their cognition, behaviors, values would likely enable the
development of the right solutions for our world. In the 21st century competency (Allen 2013), it
is desirable to induct the youth in applying the design thinking (Li and Zhan 2022) principles and
methodology.</p>
        <p>In summary, STEAM education builds on the foundation of STEM education by integrating arts
and design thinking into the curriculum. It aims to produce a new generation of thinkers who can
use both their technical and creative skills to solve real-world problems.</p>
      </sec>
      <sec id="sec-1-2">
        <title>1.2. Defining integrated STEAM education</title>
        <p>Typically, people look at STEAM from an academic subject. By adopting a broad and
interdisciplinary approach, this study aims to uncover the ways in which these disciplines can
work together to drive progress and create positive social change. This implied that STEAM was
purposefully incorporated into the design thinking process.</p>
        <sec id="sec-1-2-1">
          <title>Science Science is the pursuit and application of knowledge and understanding of the</title>
          <p>natural and social world following a systematic methodology based on evidence
(International Association of Engineers 2021). In other words, science is a
systematic organization of body of knowledge (The Science Council 2020).</p>
        </sec>
        <sec id="sec-1-2-2">
          <title>Technology The word technology comes from two Greek words: techne, meaning "art"</title>
          <p>or "craft", and logos, meaning "logic" or "reason. In other words, technology is
an ascendancy of knowledge, skills, processes, and methodology (Cambridge</p>
        </sec>
        <sec id="sec-1-2-3">
          <title>Dictionary).</title>
        </sec>
        <sec id="sec-1-2-4">
          <title>Engineering Art</title>
        </sec>
        <sec id="sec-1-2-5">
          <title>Mathematics</title>
        </sec>
        <sec id="sec-1-2-6">
          <title>The term engineering is derived from the Latin ingenium, meaning</title>
          <p>"cleverness" and ingeniare, meaning "to contrive, devise" (International</p>
        </sec>
        <sec id="sec-1-2-7">
          <title>Association of Engineers 2021). In other words, it is the use of scientific</title>
          <p>principles to design and build solutions (Wikimedia 2021).</p>
        </sec>
        <sec id="sec-1-2-8">
          <title>The first meaning of the word art is " way of doing " (Collins English</title>
        </sec>
        <sec id="sec-1-2-9">
          <title>Dictionary). The arts are also referred to as bringing together all creative and</title>
          <p>imaginative activities, without including science (Wikimedia 2021). In other
words, it is an ability to reach out to diverse cultures and experiences.</p>
        </sec>
        <sec id="sec-1-2-10">
          <title>The word mathematics comes from Ancient Greek máthēma (μάθημα), meaning "that which is learnt", "what one gets to know", hence also "study" and "science" (Wikimedia 2021). In other words, it is a systematic treatment of magnitude on relationships between figures and algebra.</title>
          <p>By broadening our understanding of STEAM beyond the traditional academic subjects, we can
begin to see the ways in which these disciplines intersect and work together to shape our world.</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>2. Methods</title>
      <sec id="sec-2-1">
        <title>2.1. Curriculum Designers</title>
      </sec>
      <sec id="sec-2-2">
        <title>2.1.1. Competencies that drive STEAM education</title>
        <p>Curriculum designers met to re-examine of the abovementioned STEAM definitions and its
purposes, a deeper extraction of what are the competencies needed to deliver STEAM. Reviewing
of publish journals and authors books have enabled the identification and defining the
competency descriptors. The identified competencies include metacognition, inquiry thinking,
computational thinking, design thinking, creative communication, and systems thinking, are all
critical for effective STEAM education and leadership.</p>
        <p>Metacognition refers to the ability to think about one's own thinking and learning processes,
which is essential for students to reflect on their progress, identify areas of weakness, and
develop strategies for improvement.</p>
        <p>Inquiry thinking involves asking questions, investigating, and exploring topics in a systematic
and critical way, which is necessary for scientific and technological advancement.</p>
        <p>Computational thinking involves breaking down complex problems into smaller, more
manageable parts, and using logical and algorithmic thinking to find solutions. This is becoming
increasingly important as technology plays an ever-larger role in society.</p>
        <p>Design thinking involves a human-centered approach to problem-solving, emphasizing
empathy, creativity, and collaboration. It is essential for developing innovative solutions that
meet the needs of diverse groups of people.</p>
        <p>Creative communication involves using a variety of mediums, including visual arts, music, and
language, to express ideas and concepts in engaging and meaningful ways. This is important for
conveying complex scientific and technological concepts to non-experts.</p>
        <p>Systems thinking involves understanding how different components of a system are
interconnected and how changes in one part of the system can have far-reaching effects. This is
crucial for addressing complex, real-world problems that require interdisciplinary solutions.</p>
        <p>With the use of trans-disciplinary STEAM-DT approach (Figure 1), students attained the SDG
knowledge, identified the SDGs that resonated with them, develop problem statement and
solution within the 4-day workshop.</p>
      </sec>
      <sec id="sec-2-3">
        <title>2.1.2. Sustainable Development Goals (SDGs)</title>
        <p>The United Nations' 2030 Sustainable Development Goals (SDGs) are a set of 17 goals (TOHO
Gas online) (Figure 2) that aim to promote sustainable development and create a better future
for all. The SDGs are a comprehensive framework that addresses social, economic, and
environmental factors, and emphasizes the importance of partnerships to achieve sustainable
living.</p>
        <p>The negative impacts of climate change and unsustainable development have been felt across
the globe, and the urgency to act on the SDG agenda has become increasingly clear. Countries and
corporations are taking steps to act on this agenda, but more needs to be done. The SDGs are
critical for creating a sustainable future for our planet and its inhabitants. The SDGs cover a wide
range of issues, including poverty, hunger, health, education, gender equality, clean water and
sanitation, renewable energy, and climate action.</p>
        <p>SDG mindfulness refers to the awareness and understanding of the SDGs and their impact on
our lives and the world around us. It is essential to promote SDG mindfulness among individuals,
organizations, and communities to achieve the SDGs' objectives. SDG mindfulness can lead to a
shift in behaviour towards more sustainable practices and a more significant commitment to
achieving the SDGs. Education plays a critical role in promoting SDG mindfulness and creating a
generation of socially responsible and environmentally conscious citizens who will actively work
towards achieving the SDGs.</p>
      </sec>
      <sec id="sec-2-4">
        <title>2.1.3. Design Thinking</title>
        <p>Many of the problems we face today are dynamic, multifaceted, and inherently human, and as
such, cannot be solved by simply addressing each issue one at a time. Instead, we need to look at
the bigger picture and find ways to address multiple issues simultaneously while considering the
human element.</p>
        <p>Design thinking (DT) is a problem-solving approach that can help us achieve this goal by
placing the human experience at the centre of the process. DT emphasizes empathy,
collaboration, experimentation, and iteration, all of which can help us better understand and
address complex problems.</p>
        <p>
          The Real-Win-Worth It (R-W-W)
          <xref ref-type="bibr" rid="ref13">(George 2008)</xref>
          framework is a useful tool that can be used
within the DT process to screen for opportunities and test the viability of new ideas. The R-W-W
framework (Figure 3) considers three key factors: Is it real, meaning is there a genuine need for
the product or service? Is it a win, meaning can it be profitable or sustainable? And, is it worth it,
meaning does it align with the values and goals of the organisation or community?
        </p>
        <p>By using the R-W-W framework, we can ensure that our ideas are not only innovative but also
viable and aligned with our overall goals and values. This can help us create solutions that are
more effective, sustainable, and impactful.</p>
        <p>Empathy is a crucial aspect of the Design Thinking (DT) process (Figure 4). By understanding
and sharing the feelings and experiences of the user, designers can develop a deeper
understanding of their needs, motivations, and pain points. This, in turn, enables them to create
products or services that meet the users' needs effectively.</p>
        <p>
          As mentioned, there are various approaches to conducting empathy research
          <xref ref-type="bibr" rid="ref12">(Cuff et al. 2016)</xref>
          .
Immersing oneself in the user's experience involves experiencing the environment, challenges,
and opportunities that the user faces. This can be done through methods such as shadowing or
ethnographic research.
        </p>
        <p>Observing the user in their natural context involves watching them interact with their
environment and the products or services they use. This approach can provide insights into how
the user interacts with their surroundings, the challenges they face, and the solutions they use to
overcome them.</p>
        <p>Engaging with the user involves interacting with them directly through interviews, surveys,
and other forms of communication. This approach can provide insights into the user's thoughts,
feelings, and motivations, which can help designers understand their needs and preferences
better.</p>
        <p>Overall, empathy research is a crucial component of the DT process, and designers must
employ multiple approaches to gain a comprehensive understanding of the user.</p>
      </sec>
      <sec id="sec-2-5">
        <title>2.1.4. Conceptual framework integrating STEAM and DT</title>
        <p>This is the first-time the program instructional design had incorporated STEAM and DT as an
approach for Grade 11/12 students; an intended competencies were explicitly used to enable
students’ learning and performance over a 4-day workshop. Figure 1 has showed the STEAM
competencies used in enabling students’ application of STEAM model in conjunction with DT
approaches. In Figure 5, it shows the hypothesis of applying the STEAM and DT competencies in
the instructional design.</p>
        <p>For example, when exploring the "Empathize" stage of the DT process, participants may have
been encouraged to consider the scientific and technological aspects of their users' needs and
experiences. When ideating potential solutions during the "Ideate" stage, participants may have
been challenged to think creatively and use artistic skills to visualize their ideas. During the
"Prototype" and "Test" stages, participants may have applied engineering and mathematics
concepts to refine and improve their solutions.</p>
        <p>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.</p>
        <p>The use of a rubric (summative and formative assessments) can help to ensure that
assessments are consistent and fair, and can also provide clear guidelines for students or
participants to follow.</p>
        <p>The Bloom's Taxonomy, which was first published in 1956 by Benjamin Bloom and his
colleagues, is a framework for categorizing different levels of learning. It is often used as a basis
for creating assessment rubrics, with different levels of understanding and skill being mapped
onto specific categories within the taxonomy.</p>
        <p>
          Assessment for learning refers to assessments that are designed to provide feedback to
students or participants, with the goal of helping them to improve their understanding or skills.
Assessment of learning
          <xref ref-type="bibr" rid="ref6">(Bloom, B. et al. 1971)</xref>
          , on the other hand, refers to assessments that are
used to measure or evaluate what students or participants have learned.
        </p>
        <p>By using a standardized rubric that is based on Bloom's Taxonomy, you can help to ensure that
both assessment for learning and assessment of learning are aligned with the goals of the
workshop and the level of understanding or skill that is being targeted. Figure 6 shows the
assessment rubric and Figure 7 shows the Industry Expert comments on the student’s project
presentations.</p>
      </sec>
      <sec id="sec-2-6">
        <title>2.2. Treatment and control classroom</title>
      </sec>
      <sec id="sec-2-7">
        <title>2.2.1. Implementing the integrated STEAM and DT practices</title>
        <p>The present study highlights a Design Thinking workshop for Grade 11/12 students, which
took place over half-day Friday, three full Saturdays, and a half-day Tuesday, from 19th February
2021 to 9th March 2021. The workshop comprised 19 specially chosen participants from an
international school, who attended lectures at a renowned university in Singapore. The lectures
were delivered by professors from the Centre for Governance of Sustainability (CGS), who
expounded on the why, what, and impact of SDGs on our lives. Dialogue sessions, held in English
and Mandarin, were incorporated after each lecture, aimed at fostering a deeper understanding,
particularly for the Mandarin speaking students.</p>
        <p>Following the initial lectures, the subsequent three Saturdays were dedicated to the DT
journey, utilizing a dynamic learning approach (Huang et al. 2020) supported by schoolteachers
(Figure 8).</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Results</title>
      <p>
        As mentioned earlier, the study also incorporated a standardized evaluation rubric, designed to
evaluate student performance week-to-week and project performance at the conclusion of the
workshop (Figure 9). Furthermore, the student's work was assessed by three external industry
experts, who provided qualitative comments
        <xref ref-type="bibr" rid="ref8">(Busetto et al. 2020)</xref>
        on the study's outcomes.
      </p>
      <p>Overall, the study presents a well-structured and planned approach to examining the impact
of Design Thinking on Grade 11/12 students. The incorporation of industry experts and the use
of a standardized evaluation rubric enhances the validity of the findings. The present study
contributes to the existing literature on Design Thinking, providing valuable insights into its
application in a Grade 11/12 educational context.</p>
    </sec>
    <sec id="sec-4">
      <title>4. Discussion</title>
      <p>At the end of a 4-day workshop, students were able to accelerate their learning and apply their
knowledge effectively during the four-day workshop. The integration of STEAM competencies
and DT can indeed bring about accelerated learning and impact to students' learning, as it
provides a holistic approach to problem-solving and encourages creativity and innovation.</p>
      <p>However, it is also important to consider the instructional design and delivery approach in the
class to ensure that all students can benefit from the workshop. It is understandable that some
students may find the process overwhelming, and adjustments may be needed to ensure that the
learning environment is conducive to all learners.</p>
      <sec id="sec-4-1">
        <title>4.1. Limitation of integrated STEAM and DT practices</title>
        <p>Integrated STEAM and DT practices have become increasingly popular in education and
industry in recent years. However, there are some limitations to these practices that should be
considered:
• Implementation Challenges: Integrating STEAM and DT practices requires significant
collaboration and coordination among educators, administrators, and industry partners. This
can be challenging to achieve, particularly in schools or organizations with limited resources
and support.
• Lack of Teacher Training: Many educators lack the necessary training and experience to
effectively integrate STEAM and DT practices into their curricula. This can result in ineffective
or incomplete implementation of these practices.
• Standardization: The increasing emphasis on standardized testing and assessment can make
it difficult to integrate STEAM and DT practices into existing curricula. This can limit
opportunities for interdisciplinary learning and creative problem-solving.
• Equity: The implementation of STEAM and DT practices may also be limited by issues of
equity, particularly in terms of access to resources and opportunities. For example, schools in
low-income areas may have less access to the technology and materials necessary to
implement these practices effectively.
• Assessment: The assessment of STEAM and DT practices can be challenging, particularly
given their interdisciplinary nature. Traditional forms of assessment may not be well-suited
to evaluating the complex skills and knowledge developed through these practices.</p>
        <p>Overall, while integrated STEAM and DT practices offer many benefits, their implementation
can be challenging and may require significant investment in resources and training. In addition,
it is important to recognize and address potential limitations in order to ensure that these
practices are accessible and effective for all learners.</p>
        <p>As for the limitations of the research paper, it is true that the number of students was limited,
and the scaffolding of the competencies used may differ from another trainer. Further studies can
explore the design and use of STEAM competencies and its relationship to each of the DT
processes in more detail, and on a larger scale to provide more comprehensive insights.</p>
        <p>Finally, the dynamics of the learning and impact may indeed change if the workshop is
conducted for a longer period or extended beyond the four-day duration. This may be worth
exploring in future studies to provide a more comprehensive understanding of the impact of the
workshop on students' learning outcomes.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Conclusion</title>
      <p>In 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. Additionally, coupling STEAM with Design Thinking has shown potential in
preparing learners for the volatile, uncertain, complex, and ambiguous environment of the future.</p>
      <p>Ultimately, the goal of education should be to create sustainable development in learners, and
STEAM education is an important tool to achieve this. As the saying goes, "If you give a man a fish,
you feed him for a day. If you teach a man to fish, you feed him for a lifetime." By teaching learners
the skills and competencies necessary to create solutions to real-world problems, we empower
them to be agents of change in their communities and beyond.</p>
      <sec id="sec-5-1">
        <title>5.1. Availability of data and materials</title>
        <p>The data sets are available from the corresponding author upon reasonable request.</p>
      </sec>
      <sec id="sec-5-2">
        <title>5.2. Abbreviations</title>
        <p>CGS:
DT:
MIT:
R-W-W:
SDG:</p>
      </sec>
      <sec id="sec-5-3">
        <title>STEAM:</title>
      </sec>
      <sec id="sec-5-4">
        <title>UNESCO:</title>
        <p>Centre for Governance and Sustainability
Design Thinking
Massachusetts Institute of Technology
Real-Win-Worth It
Sustainable Development Goals
Science Technology Engineering Art Mathematics</p>
        <p>United Nations Educational, Scientific, and Cultural Organization
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