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Jue-Qi Guan; Xiao-Feng Wang; Wen-Zhuo Wang; Jiong Zhu; Gwo-Jen Hwang – Journal of Computer Assisted Learning, 2024
Background: Painting is the foundational expression across all art forms and is one of the key creative practices for fostering students' aesthetic ability and creativity within fine arts courses. Collaborative painting in the form of socially shared regulation of learning (SSRL) can be recognized as an effective strategy for enhancing creativity…
Descriptors: Foreign Countries, Grade 5, Painting (Visual Arts), Cooperative Learning
Mohamed Oubibi; Katsiaryna Hryshayeva – Education and Information Technologies, 2024
Background: In primary school art education, it is crucial to foster innovative thinking, encourage hands-on creativity, and nurture an awareness of fundamental artistic aesthetics. Thus, the curriculum should emphasize art literacy development, and it should be supplemented with practical activities and promote humanistic values. Objectives: This…
Descriptors: Art Education, Computer Simulation, Educational Technology, Technology Uses in Education
Özeren, Seçil; Top, Ercan – Malaysian Online Journal of Educational Technology, 2023
This research aims to reveal the effects of using augmented reality applications on seventh-grade secondary school students' academic achievement and motivation and to identify students' views on augmented reality applications. For this purpose, the augmented reality application called "CellAR" has been developed for the "Cell and…
Descriptors: Computer Simulation, Academic Achievement, Student Motivation, Secondary School Students
Chang, Yu-Shan; Chou, Chia-Hui; Chuang, Meng-Jung; Li, Wen-Hung; Tsai, I.-Fan – Interactive Learning Environments, 2023
This study investigated the effects of teaching via virtual reality (VR) on creative design performance and creative experiential learning processes by using a pretest--post-test nonequivalent group design to sample 138 seventh graders from a junior high school in Taipei City. The main conclusions from this study are: (1) VR has significant…
Descriptors: Foreign Countries, Computer Simulation, Creativity, Design
Jue-Qi Guan; Wen-Zhuo Wang; Xiao-Feng Wang; Jiong Zhu; Gwo-Jen Hwang – Educational Technology Research and Development, 2024
Painting is the most fundamental kind of art, and is one important part of creative practice in art courses. In typical painting classes, students paint a picture independently with only a few theoretical explanations and may lack authentic experience of the painting topic. It would therefore be meaningful to construct a new painting form to…
Descriptors: Painting (Visual Arts), Art Education, Creativity, Computer Simulation
Mills, Kathy A.; Brown, Alinta – Learning, Media and Technology, 2022
The rapid evolution of virtual reality (VR) technologies and their adoption for learning opens up new possibilities for shifting semiotic content across modes, with underexplored scope for transmediating content in visual, haptic, and auditory ways in immersive media literacy practices. This research investigated users' creative digital designing…
Descriptors: Computer Simulation, Creativity, Painting (Visual Arts), Elementary School Students
Guan, Jue-Qi; Wang, Liang-Hui; Chen, Qu; Jin, Kai; Hwang, Gwo-Jen – Interactive Learning Environments, 2023
Pottery making in technology education aims to foster students' practical and creative ability. In a typical pottery making class, students receive the teacher's instruction on the fundamental techniques used in pottery making and have opportunities to practice. It is meaningful to construct an observation-doing-reflection process for students in…
Descriptors: Ceramics, Art Education, Educational Technology, Computer Simulation
Yeni Erita; Yalvema Miaz; Jupriani Jupriani; Silvi Hevria; Rosmadi Fauzi – Open Education Studies, 2024
Artificial intelligence (AI) and virtual reality (VR) are interconnected, integrated technologies that help to visualize AI systems and increase the fidelity and interactivity of VR in the educational field. Using VR and AI technology, teachers can promote thinking and knowledge in learning. This research aims to analyze and highlight several…
Descriptors: Computer Simulation, Artificial Intelligence, 21st Century Skills, Elementary School Students
Rochelle Yi Hsuan Yang – Educational Research and Development Journal, 2024
The integration of augmented reality (AR) into children's literature has transformed traditional reading experiences, creating immersive and interactive environments that engage young readers. This study examines the creative methods of comic language within AR children's books, positing that the combination of humor and visual storytelling can…
Descriptors: Humor, Creativity, Language Usage, Books
Dewi, Devana Afriani; Jonathan, J. Julia, Christian – Elementary School Forum (Mimbar Sekolah Dasar), 2022
The lack of student learning motivation and teacher difficulties in monitoring student learning progress is considered to be the main problems in distance learning, especially during the COVID-19 pandemic. This research employed action research methods by involving 20 teachers in several elementary schools in Semarang City spread across several…
Descriptors: Educational Technology, Distance Education, Elementary School Teachers, Online Courses
Teena L. Martin – ProQuest LLC, 2024
This study investigated the understudied area of virtual reality (VR) creation among elementary-aged youth, exploring their engagement in VR creation and the ways in which educators can facilitate this creative process. Using an embedded case study, the researcher examined how the youth visualize writing using the VR creation tool, CoSpaces. To…
Descriptors: Computer Simulation, Elementary School Students, Grade 3, Grade 4
Sun, Fu-Rong; Pan, Long-Fei; Wan, Rong-Gen; Li, Hui; Wu, Shu-Jing – Interactive Learning Environments, 2021
This research aims to explore the latent effect of elementary student engagement in a Spherical Video-based Virtual Reality (SVVR) environment for a school-based course on higher level competence development. Student engagement and higher level competence development were investigated using a valid sample of 324 students from five elementary…
Descriptors: Learner Engagement, Elementary School Students, Computer Simulation, Skill Development
Sariçam, Ugur; Yildirim, Mehtap – International Journal of Technology in Education and Science, 2021
This research is determined to investigate the effects of STEM activities practiced by using digital games in 6th-grade science classes on students' level of interest in STEM fields and their scientific creativity. As a digital game, Minecraft Education Edition was applied. As a data collecting tool for this survey, the STEM Career Interest Survey…
Descriptors: Instructional Effectiveness, STEM Education, Game Based Learning, Video Games
Yildirim, Bekir; Sahin-Topalcengiz, Emine; Arikan, Gokhan; Timur, Serkan – Journal of Education in Science, Environment and Health, 2020
The purpose of the study was to determine teachers' opinions about virtual reality (VR). Virtual Reality Interview Form (VRIF) administered to seven teachers after the implementation of VR practices. Teachers received three weeks of intensive training. Afterward, teachers applied VR for two months in their classrooms. Later, interviews held with…
Descriptors: Teacher Attitudes, Computer Simulation, Educational Technology, Technology Uses in Education
Song, Min Jeong – International Journal of Technology and Design Education, 2020
In recent 5 years, digital fabrication technologies have not only advanced rapidly but have also become more user-friendly and affordable, especially regarding their educational uses. Due to these technologies' capability to link virtual and physical making, educators have extensively discussed their potential impact on fostering a…
Descriptors: Design, Teaching Methods, Creativity, Textiles Instruction
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