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Jing Li – Interactive Learning Environments, 2024
The development of new approaches to digital art is based on improving a variety of technologies. The main goal of this paper is to identify the gamification of digital art through the promotion of speculative design and interactive experiences. To achieve this goal, theoretical and practical methods were used in the research. A survey determined…
Descriptors: Art, Gamification, Computer Use, Technology
Nuti, Gianni – Research on Education and Media, 2019
The study discusses the ability to develop metacognitive skills through experiences of contact with cinematic works that produce complex, multifaceted, emotional impacts understood by the body before they are understood by the mind. We investigate the relationship between music and images by identifying morphological profiles and the multimodal…
Descriptors: Metacognition, Skill Development, Films, Music
Pantaleo, Sylvia – Journal of Early Childhood Literacy, 2016
One of the purposes of the classroom-based research featured in this article was to explore how the ongoing development of young children's understanding of elements of visual art and design would affect their comprehension, interpretation and analysis of the artwork in a selection of picturebooks. Social semiotics, multimodality, sociocultural…
Descriptors: Foreign Countries, Public Schools, Elementary School Students, Primary Education
Halliday, Christina – Canadian Review of Art Education: Research and Issues, 2009
An art and design university is a particular kind of "semiotic landscape," comprised of teachers and students heavily invested in the difference that non-linguistic modes of expression make to meaning and human experience. Here both experienced and emerging creative practitioners experiment with the signifying possibilities of, for example, wood,…
Descriptors: Art Education, Writing Instruction, College Curriculum, Literacy Education