Design, Development and Testing Of a Science, Technology, Engineering, Art and Mathematics Education Localised Cycle Car Model: A Case in Kwame Nkrumah University of Science and Technology
Steam in Ghanaian higher education
Keywords:
STEAM, Biomorphism, Interdisciplinary, Perceived Ease of Use, Perceived UseAbstract
This study explores the integration of traditional craftsmanship, technology, and sustainable practices in STEAM education, focusing on the design, development, and testing of a cycle car at Kwame Nkrumah University of Science and Technology (KNUST). It addresses the gap in effective modelling of STEAM competencies in Ghanaian education. Through a mixed methods approach, the study assesses students' perceived usefulness and ease of use of the cycle car, highlighting the importance of a comprehensive education in preparing students for engineering tasks. The qualitative phase involves observations and interviews, while the quantitative phase uses surveys to measure the project's impact on innovation, problem-solving, and teamwork using the Technology Acceptance Model. Findings reveal a significant link between educational experiences and practical abilities, demonstrating the effectiveness of integrating art with science and math in STEAM education. Over 90% of respondents expressed high satisfaction with the cycle car, underscoring its potential as a viable alternative to traditional mobility methods. The study validates the knowledge and skills acquired by students, emphasising the practical application of these talents in real-world projects.
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