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Alberto Giretti; Dilan Durmus; Massimo Vaccarini; Matteo Zambelli; Andrea Guidi; Franco Ripa di Meana – International Association for Development of the Information Society, 2023
This paper provides a possible strategy for integrating large language artificial intelligence models (LLMs) in supporting students' education in artistic or design activities. We outline the methodological foundations concerning the integration of CHATGPT LLM in the educational approach aimed at enhancing artistic conception and design ideation.…
Descriptors: Art Education, Design, Artificial Intelligence, Computer Software
Arts-Based Instructional and Curricular Strategies for Working with Virtual Educational Applications
Steele, Patricia; Johnston, Elizabeth; Lawlor, Andrew; Smith, Cassandra; Lamppa, Sonja – Journal of Educational Technology Systems, 2019
In the 21st century, easy access to visually rich, immersive, student-centered, virtual applications could augment or replace text-based learning. However, the new developments are offset by the lack of insight into pedagogies needed to guide educators through a visual learning environment. The purpose of this directed content analysis was to…
Descriptors: Computer Simulation, Teaching Methods, Visual Learning, Content Analysis
Smarkusky, Debra L.; Toman, Sharon A. – Information Systems Education Journal, 2016
Interdisciplinary teaching and interpretation of technology for various applications provides a challenging and engaging environment for students to enhance their creativity, critical thinking and problem-solving skills. This paper presents results of a joint effort between faculty in the Department of Information Sciences and Technology and the…
Descriptors: Interdisciplinary Approach, Music Education, Information Science, Teaching Methods
Klopfer, Eric; Scheintaub, Hal; Huang, Wendy; Wendel, Daniel; Roque, Ricarose – E-Learning, 2009
StarLogo The Next Generation (TNG) enables secondary school students and teachers to model decentralized systems through agent-based programming. TNG's inclusion of a three-dimensional graphical environment provides the capacity to create games and simulation models with a first-person perspective. The authors theorize that student learning of…
Descriptors: Curriculum Development, Creative Thinking, Secondary School Students, Pilot Projects
Krohn, Steven – Association of Small Computer Users in Education (ASCUE), 2005
This article describes how research in both educational theory and cognitive psychology tells us that visual learning is one of the best methods for teaching students of all ages how to think and how to learn. With this basic understanding, it is only natural that we teach and let students experience the power of visualization. Visualization can…
Descriptors: Visualization, Motion, Visual Learning, Learning Strategies
Kristensson, Per; Norlander, Torsten – Journal of Creative Behavior, 2003
The effects of information technology on the creative performance in small groups were examined. An experimental 3 x 2 design was used in order to assess the effects of Group Communication Support System (GCSS) and perceived usefulness on the creative product and the creative process. A chat, a video conference and a face-to-face group were…
Descriptors: Foreign Countries, Creativity, Statistical Analysis, Computer Mediated Communication