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GETTING AHEAD OF S.T.E.A.M
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GETTING AHEAD OF S.T.E.A.M
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GETTING AHEAD OF S.T.E.A.M
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GETTING AHEAD OF S.T.E.A.M
Journal Article

GETTING AHEAD OF S.T.E.A.M

2016
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Overview
Calls for STEAM (STEM + Art) education are anchored in two main arguments. First, art will increase the creativity of STEM students, which in turn will lead to greater economic growth and international competitiveness. Second, art can serve as an on-ramp to STEM, particularly for students from underrepresented groups. Yet when a team of engineering and art educators implemented and investigated an interdisciplinary design studio that enrolled students from engineering, art education, and landscape architecture, they found these goals of STEAM education to be both limited and limiting. Surpassing limited notions of adding creativity to engineering design, students and faculty alike were compelled by this experience to think more deeply and come to a profoundly different appreciation of the contributions that all of our disciplines can make to addressing society's socio-technical challenges.