Open Access. Powered by Scholars. Published by Universities.®

Art and Design Commons

Open Access. Powered by Scholars. Published by Universities.®

Articles 1 - 9 of 9

Full-Text Articles in Art and Design

Collaborative Constructions: Designing High School History Curriculum With The Lost & Found Game Series, Owen Gottlieb, Shawn Clybor Oct 2022

Collaborative Constructions: Designing High School History Curriculum With The Lost & Found Game Series, Owen Gottlieb, Shawn Clybor

Articles

This chapter addresses design research and iterative curriculum design for the Lost & Found games series. The Lost & Found card-to-mobile series is set in Fustat (Old Cairo) in the twelfth century and focuses on religious laws of the period. The first two games focus on Moses Maimonides’ Mishneh Torah, a key Jewish law code. A new expansion module which was in development at the time of the fieldwork described in this article that introduces Islamic laws of the period, and a mobile prototype of the initial strategy game has been developed with support National Endowment for the Humanities. The …


Justification For An Apparel-Based Sustainability Course At The University Of Arkansas, Sydney Taylor May 2022

Justification For An Apparel-Based Sustainability Course At The University Of Arkansas, Sydney Taylor

Apparel Merchandising and Product Development Undergraduate Honors Theses

The University of Arkansas' Apparel Merchandising and Product Development program does not currently offer a course on sustainability in the apparel and textile sector. Due to a lack of sustainability information, students may not have a thorough understanding of their degree. If students had the opportunity to learn about current sustainability-related topics before entering the workforce, they would have a new perspective and a deeper understanding of the industry, allowing them to potentially make good change.

By elaborating on the need for an apparel-based sustainability course to be offered at the University of Arkansas in the Apparel Merchandising and Product …


Extended Reality And The Graphic Design Curriculum, Tina Korani, Meghan Saas, Samantha Tan Apr 2022

Extended Reality And The Graphic Design Curriculum, Tina Korani, Meghan Saas, Samantha Tan

Frameless

As we rapidly move toward a fully virtual world, commercial industries and organizations are becoming increasingly competitive with their communications strategies so that they can continue to attract audiences’ attention and break through industry noise. As a result, the notion of “immersive experiences” is becoming more popular. XR technology is at the forefront of delivering unique, immersive and interactive experiences — and it has seen significant growth in recent years across all commercial industries and is poised to continue that trend.


Creative Concentrations: A Secondary Design Curriculum, Linnea Roberta Gustafson May 2015

Creative Concentrations: A Secondary Design Curriculum, Linnea Roberta Gustafson

Masters Theses

Design education, as distinct from art education, has been overlooked as an area of student learning, creative expression, and career potential. This thesis explores the benefits of design education for students at the secondary level, when identities are being formed and areas of future study and work are considered. Guided by the newly published National Core Arts Standards, this paper provides a model design curriculum that introduces secondary students to a design-oriented view of the world, explores design principles through real-world applications, and calls attention to professional career options.

All lessons in the curriculum encourage creative approaches to solving design …


Choice--‐Based Art: Students Who Create, Not Replicate, Hillary K. Moczerad May 2015

Choice--‐Based Art: Students Who Create, Not Replicate, Hillary K. Moczerad

Masters Theses

The problem that I researched in today’s art education world is how to teach our art students to be problem solving, confident, independent thinkers. It seems that in a classroom that is supposed to be full of innovation and creativity, it is currently falling flat. Through research, I discovered a teaching methodology called Choice-­‐Based Art that claims to eliminate these problems in the art room through student-­‐directed learning and choice while still delivering art curriculum. In order to test these theories, I aligned my classroom with the demands of the methodology and planned a field test with two groups of …


Elementary Art And Writing, Mary A. Beningo Aug 2013

Elementary Art And Writing, Mary A. Beningo

Masters Theses

The problem that I researched in today’s art education world is how to correlate elementary art curricula with writing curricula. To investigate this issue I field tested a curriculum module that reflects the contemporary issues of writing in art education. The curriculum module under investigation has been designed to correlate my 5th grade fine arts curriculum with the homeroom teacher’s 5th grade language arts curriculum.

During this study I worked with 56 fifth grade students and incorporated four writing projects into their fine arts curriculum: a Character Exploration project, a Black-out poetry project, a surrealistic textured paper collage …


Reflections ~ How Stem Becomes Steam, Ruth Catchen Mar 2013

Reflections ~ How Stem Becomes Steam, Ruth Catchen

The STEAM Journal

Reflections from designing a STEAM class for high-risk students.


Recreational Technology And Its Impact On The Learning Development Of Children Ages 4-8: A Meta-Analysis For The 21st Century Cl, Joey Templeton Jan 2007

Recreational Technology And Its Impact On The Learning Development Of Children Ages 4-8: A Meta-Analysis For The 21st Century Cl, Joey Templeton

Electronic Theses and Dissertations

This research focuses on technology (specifically video games and interactive software games) and their effects on the cognitive development of children ages 4-8. The research will be conducted as a meta-analysis combining research and theory in order to determine if the educational approach to this age group needs to change/adapt to learners who have been affected by this technology. I will focus upon both the physical and mental aspects of their development and present a comprehensive review of current educational theory and practice. By examining current curriculum goals and cross-referencing them to research conducted in fields other than education (i.e. …


Ua68/5/2 Letter Re: Wku Art Department, Ruth Hines Temple Aug 1966

Ua68/5/2 Letter Re: Wku Art Department, Ruth Hines Temple

WKU Archives Records

Letter to Raymond Cravens and Paul Hatcher regarding the Ruth Temple's service as the first head of WKU Art Department. She outlines accomplishments for the first semester and summer that the department was independent from the College of Education.