Driving innovation through project based learning: A pre-university STEAM for Social Good initiative
Gayathri Manikutty, Sreejith Sasidharan, Bhavani Rao

TL;DR
This paper describes a 3.5-month project-based learning program for pre-university students in India, focusing on social innovation using STEAM skills to address social problems aligned with UN SDGs, despite pandemic constraints.
Contribution
It introduces a university-school partnership model for teaching social innovation through project-based STEAM education, emphasizing design thinking and digital fabrication for social good.
Findings
Students developed creative solutions for social issues.
The program enhanced students' problem-solving and design skills.
Positive student perceptions of social innovation learning.
Abstract
The Covid pandemic is a clarion call for increased sensitivity to the interconnected nature of social problems facing our world today. A future-oriented education on critical issues, such as those outlined in the United Nations Sustainable Development Goals (UN SDGs) and designing potential solutions for such problems is an imperative skill that must be imparted to children to help them navigate their future in today's unpredictable world. Towards this goal, we have been conducting 3.5 month-long mentoring programs for pre-university students in India to participate in a STEAM for Social Good innovation challenge conducted annually by the Government of India. Using digital and physical computing skills, we helped children explore creative solutions for social problems through a constructionist approach to learning, wherein they ideated and reflected upon the problems in their…
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Taxonomy
TopicsEducational Innovations and Technology · Biomedical and Engineering Education · Teaching and Learning Programming
