Many educational institutions in countries around the world including the USA are pursuing mastery of STEM, which is an acronym for Science, Technology, Engineering, and Mathematics. These organizations believe that mastery of STEM is a prerequisite for gaining sustainable competitive advantage in this age of globalization. Institutions in Sierra Leone are increasingly being involved in bringing STEM especially to women and in particular, young girls from age 3.
For all the rhetoric and inspiration regarding STEM, there is little public guidance on how STEM can be effectively deployed especially to kids from age 3. Consequently, disparate approaches and tools are used for delivering STEM so that learning about the effectiveness and efficiency of STEM programs is not widely shared. The risk is that STEM can easily become a fad and subsequently, fade into obscurity.
This presentation introduces the visual and holistic tool of the "STEM Gamification Cycle." Building on the classic learning cycle of Plan-Do-Review (PDR), the STEM Gamification Cycle adds a block of "Problem" before the "Plan" Phase. Thus, the STEM Gamification Cycle deals with four phases or blocks: Problem-Plan-Do-Review (PPDR), which are respectively visualized as suits (stacks) like in a deck of playing cards: Problem (Heart); Plan (Spade); Do (Club); Review (Diamond).
By associating phases of the STEM Gamification Cycle with the suits in a deck of playing cards, fun and modularization are deliberately introduced in the framework of the STEM Gamification Cycle. STEM subjects can then be more easily gamified to increase participants' motivation and involvement as well as skills of creativity, problem solving, and innovation. In every project on the planet, the STEM Gamification Cycle is at play with varying levels of effectiveness and efficiency. The STEM Gamification Cycle can be expressed in various visual formats such as a chain (linear), tree (hierarchical), and diamond (network).
The mission of facilitators of the STEM Gamification Cycle is to "Create Genius Innovators & Polymaths (GIPs) in Every Corner of the Planet." A key goal of the STEM Gamification Cycle is to help people especially kids from age 3 to rapidly acquire skills in Scientific Problem Solving & Project Management (SPSPM). Using the STEM Gamification Cycle, someone could separately as well as collaboratively discover and solve problems in STEM: Science; Technology; Engineering; Mathematics. The best of luck in your journey as you rapidly go through the STEM Gamification Cycle while solving problems not only in STEM but also in CELL (Culture; Entertainment; Language; Literature) projects.
Coming to think of it, the overarching framework of the STEM Gamification Cycle is the "STEMCELL Gamification Diamond." The spatial structure of the Problem-Plan-Do-Review is a diamond (tetrahedron) rather than a cycle of links. Happy adventure ... especially in successfully getting done risky projects.