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Showing 1 to 15 of 68 results Save | Export
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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
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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
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Kerry Chappell; Lindsay Hetherington – Cultural Studies of Science Education, 2024
This paper delves deeply into the creative pedagogies which support cutting edge digital STEAM practice across primary and secondary school settings. It contextualises the research within current STEAM agendas including transdisciplinarity, and STEAM and technology and goes on to offer insight from the novel context of ocean learning to develop…
Descriptors: STEM Education, Art Education, Elementary Secondary Education, Oceanography
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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
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Wahid Yunianto; Adi Nur Cahyono; Theodosia Prodromou; Shereen El-Bedewy; Zsolt Lavicza – Science Activities: Projects and Curriculum Ideas in STEM Classrooms, 2025
Creativity and problem-solving are 21st-century skills that we need to develop in our students. Research on computational thinking (CT) integration in school subjects and STEAM activities has shown a positive effect on students' problem-solving skills and creativity. Our study extends our previous work from the integration of CT in a mathematics…
Descriptors: Computation, Thinking Skills, STEM Education, Creativity
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Chang, Yu-Shan – Educational Studies, 2022
This study explored the influence of Virtual Reality (VR) on Engineering Design (ED) creativity. This study adopted a quasi-experimental design with a pre-test and post-test. A teaching experiment was conducted in a high school in Taipei City, Taiwan. The main findings were: 1) the use of VR in ED instruction moderately and positively affected ED…
Descriptors: Computer Simulation, Engineering Education, Design, Creativity
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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
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Fatma Miralay – Pegem Journal of Education and Instruction, 2024
The world of art, which is mostly based on manual dexterity, has endeavored to raise the new generation of students of the future with today's technology tools. Although art education continues to be up-to-date today, it has had to adapt to technological opportunities. In the face of artificial intelligence and augmented reality applications,…
Descriptors: Artificial Intelligence, Computer Simulation, Simulated Environment, Art Education
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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
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Svetlana Rzanova; Elena Yushchik; Svetlana Markova; Albina Sergeeva – Education and Information Technologies, 2024
The globalization of contemporary education is ensured by the incorporation of cutting-edge pedagogical techniques and active learning technologies, such as case-method technology, into the teaching and learning process as a whole. The primary objective of this research endeavour was to assess the efficacy of the case method when employed in the…
Descriptors: Computer Simulation, Computer Uses in Education, Case Method (Teaching Technique), Engineering Education
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Wibowo, Firmanul Catur – Journal of Technology and Science Education, 2023
Augmented Reality (AR) based learning provides real experiences for educators and new strategies for presenting physics concepts but also provides opportunities for students to interact interactively, spontaneously, and interestingly. Previous research has shown that AR has many advantages in education, but only a few focus on Independent…
Descriptors: Computer Simulation, Physics, Science Instruction, 21st Century Skills
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Impedovo, Maria Antonietta; Gadille, Martine – E-Learning and Digital Media, 2021
The purpose of this study was to explore the implications of students' and teacher's creative configuration in the physical and virtual world. This analysis will be performed in a secondary school. Adopting a socio-material perspective, this paper focuses on embodiment configuration features for sense-making via new technology mediation. The…
Descriptors: Secondary School Students, Computer Simulation, Human Body, Creativity
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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
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Ceylan Dadakoglu, Sevda; Özsoy, Vedat – International Journal of Educational Methodology, 2020
This research aims at revealing the effects of Second Life (SL) application used in virtual environment in art and design education of creativity. This research is a qualitative study conducted evaluating the results of a group of 16 students studying art and design at universities, for a period of 12 weeks. For SL, a 3D, online, multi-user…
Descriptors: Teaching Methods, Computer Simulation, Educational Technology, Electronic Learning
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Wall, Gina; Hale, Alex – International Journal of Art & Design Education, 2020
This paper conceptualises practice in the space between and beyond Art & Archaeology as a zone where disciplinary certainties and known practices are unsettled, expanded and re-cast. We will outline our current thinking about heritage landscapes as places and temporalities for engagement in the practice of what Henk Slager calls the…
Descriptors: Art, Archaeology, Archives, Art Education
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