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Articles 1 - 10 of 10
Full-Text Articles in Education
Towards Digital Art In Information Society, Montse Arbelo, Joseba Franco
Towards Digital Art In Information Society, Montse Arbelo, Joseba Franco
CLCWeb: Comparative Literature and Culture
In their article "Towards Digital Art in Information Society" Montse Arbelo and Joseba Franco propose the development of the platform of a Network of Experimental Centers be formed by small groups of people who are qualified and who seek optimal operational effectiveness and who dedicate their resources to the production of digital content and we offer artechmedia <http://www.artechmedia.org> as a base point of departure. Such an international network in a collaborative structure based on national networks would make possible to coordinate existing resources to develop social networks, generate and promote content, engage in forums of discussion and creativity workshops, and …
Expanding Art's Audience, Tony Connors
Expanding Art's Audience, Tony Connors
Journal of Undergraduate Research at Minnesota State University, Mankato
This paper investigates the need for contemporary art museums to expand their audience to fit their role as educational institutions. It is based on research that looks at ways museums have typically been operated in the past and then focuses on newer modes of operation, using the Brooklyn Museum as an example of a museum that educates and reaches a greater audience. Lastly, the paper looks at how particular artists have broken the mold of presenting art in order to interact with and relate to audiences in new ways. This research explains ways that art can be made accessible to …
Alpha, Beta, Launch: A Newbie's Guide To Educational Video Game Development, Colleen Krahulik, Lori Goszczynski
Alpha, Beta, Launch: A Newbie's Guide To Educational Video Game Development, Colleen Krahulik, Lori Goszczynski
Journal of Interactive Humanities
This paper details the process we went through to develop an educational video game, which includes: research on implementing video games into the classroom, vendor selection, video game design, and curriculum development. Throughout the video game development process, we faced challenges such as budget, time constraint, and varying areas of expertise. This paper serves as a guideline for similar organizations interested in educational video game development.
Play game on desktop or tablet: www.avma.org/videogame
Play within browser: https://www.avma.org/KB/K12/videogame/index.html
Jake Van Wyk’S Angels And Beasts -- An Art Exhibition: No Holds Barred, David Versluis
Jake Van Wyk’S Angels And Beasts -- An Art Exhibition: No Holds Barred, David Versluis
Pro Rege
David Versluis wrote this paper to celebrate the final art exhibition of Jake Van Wyk, Professor of Art at Dordt College.
Application Of Problem Based Learning And Mastery Learning To Multimedia Education, Gabriel J. Grant, Dominick E. Fazarro, Luke Steinke
Application Of Problem Based Learning And Mastery Learning To Multimedia Education, Gabriel J. Grant, Dominick E. Fazarro, Luke Steinke
Online Journal for Workforce Education and Development
The current state of education and the workforce demands a special kind of learner capable of creativity, communicating effectively, analytical skill application, critical thinking, and problem solving. Whereas these skills are important, it is also a necessity for learners to be masters of the knowledge and skills that they have acquired. Traditional educational methods have proven to be somewhat ineffective in producing these results. Problem based learning has proven worthy in handling some of the load, however, mastery learning has been abandoned long ago for reasons in spite of its effectiveness. Through given examples and careful design, the educator will …
Review: Arts, Media And Justice: Multimodal Explorations With Youth (2013), Kelsey Greene
Review: Arts, Media And Justice: Multimodal Explorations With Youth (2013), Kelsey Greene
Journal of Media Literacy Education
No abstract provided.
K-12 Students See Steam Everyday, Meghan Reilly Michaud
K-12 Students See Steam Everyday, Meghan Reilly Michaud
The STEAM Journal
Today’s students exist in a visual world. A new semiotic language has emerged in the digital age. It consists of an ever-evolving vocabulary of signs and symbols that one can rapidly decipher. Icons represent applications and functions on a plethora of modern devices. Sounds indicate changes and the start and end of activity. The exposure of new audio and visual media are part of everyday communication, now more than ever. The Arts teach our students to better perceive these cues and the information that they deliver.
Two Bit Circus, Elise Lemle
Two Bit Circus, Elise Lemle
The STEAM Journal
Two Bit Circus collaborated with the Girl Scouts of the Greater Los Angeles Area to explore the exciting world of wearable electronics. Over the course of the program, the students explored concepts of introductory electronics while designing and creating their own illuminated fashion piece. The program was held in Montrose, CA in Fall 2013. The students were approximately 10 girls ages seven to 14. The program was held over seven sessions with each session lasting 80 minutes.
Stem Art Learning Outcomes, Emily Gottlieb
Glasgow Gown With Three Bands On Each Sleeve, Neil K. Dickson
Glasgow Gown With Three Bands On Each Sleeve, Neil K. Dickson
Transactions of the Burgon Society
In my history of the academic dress of the University of Glasgow I recorded that major changes to gowns and hoods took place in 1893. When the proposals for the various degrees were under consideration by a committee, the University Court instructed the committee to design a gown for its members. However no design appeared. In 1901 a new committee was appointed with the result that in 1902 the following design was approved: ‘a black doctor’s gown with collar and yoke and faced all with MA silk and with three bands of MA silk on each sleeve’. [Excerpt].