This research explores the design, implementation, and evaluation of a course aimed at reinforcing soft skills within the applied STEM field. The “STEMM Games” course, conducted at Collegio R. Einaudi and Collegio CAMPLUS, engaged students in diverse STEM disciplines through a series of meticulously designed games. The multifaceted evaluation approach, within two cohorts, integrated quantitative data from the Soft Skills Self-evaluation Questionnaire, game data analysis, and qualitative insights from post-course questionnaires and focus groups. The quantitative analysis of 3SQ data unveiled a diverse range of self-perceived soft skills among participants, emphasizing the course’s success in fostering nuanced perceptions of individual strengths and weaknesses. Game data analysis provided insights into the impact of gamification on soft skills development, highlighting improvements in engagement, teamwork, and problem-solving skills. Qualitative inputs enriched the understanding of students’ experiences, revealing unexpected expectations in the second edition related to the course’s name, “STEMM Games.” The results and subsequent discussion emphasized the course’s success in enhancing self-awareness, collaboration, and student engagement in the applied STEM context. The study provides valuable insights for refining future editions, addressing specific feedback for continuous improvement. The iterative nature of the study allows for adaptability, ensuring relevance in evolving educational landscapes within the STEM domain. Overall, this research contributes to the growing body of literature on innovative pedagogies in STEM education and provides practical insights for educators seeking to nurture well rounded STEM professionals equipped with essential soft skills.

Enhancing Soft Skills in Applied STEM Fields Through Games / Ballatore, MARIA GIULIA; Tabacco, Anita. - ELETTRONICO. - (2024). (Intervento presentato al convegno IEEE EDUCON 2024 tenutosi a Kos, Greece nel 8-11/05/2024).

Enhancing Soft Skills in Applied STEM Fields Through Games

Maria Giulia Ballatore;Anita Tabacco
2024

Abstract

This research explores the design, implementation, and evaluation of a course aimed at reinforcing soft skills within the applied STEM field. The “STEMM Games” course, conducted at Collegio R. Einaudi and Collegio CAMPLUS, engaged students in diverse STEM disciplines through a series of meticulously designed games. The multifaceted evaluation approach, within two cohorts, integrated quantitative data from the Soft Skills Self-evaluation Questionnaire, game data analysis, and qualitative insights from post-course questionnaires and focus groups. The quantitative analysis of 3SQ data unveiled a diverse range of self-perceived soft skills among participants, emphasizing the course’s success in fostering nuanced perceptions of individual strengths and weaknesses. Game data analysis provided insights into the impact of gamification on soft skills development, highlighting improvements in engagement, teamwork, and problem-solving skills. Qualitative inputs enriched the understanding of students’ experiences, revealing unexpected expectations in the second edition related to the course’s name, “STEMM Games.” The results and subsequent discussion emphasized the course’s success in enhancing self-awareness, collaboration, and student engagement in the applied STEM context. The study provides valuable insights for refining future editions, addressing specific feedback for continuous improvement. The iterative nature of the study allows for adaptability, ensuring relevance in evolving educational landscapes within the STEM domain. Overall, this research contributes to the growing body of literature on innovative pedagogies in STEM education and provides practical insights for educators seeking to nurture well rounded STEM professionals equipped with essential soft skills.
2024
979-8-3503-9402-3
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11583/2988778