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Articles 1 - 26 of 26
Full-Text Articles in Art and Design
Vr Let My Creativity Out: Youth Creating With Immersive Learning Technologies, Paula Macdowell Dr.
Vr Let My Creativity Out: Youth Creating With Immersive Learning Technologies, Paula Macdowell Dr.
International Journal of Emerging and Disruptive Innovation in Education : VISIONARIUM
With a greater demand for ingenuity and innovation in today’s creative economy, educators need to be creative practitioners inasmuch as students must be, learn, and grow creatively. This qualitative study explores the affordances and constraints of youth creating with immersive learning technologies at a Youth VR Research Camp. A class of 28 students in grade 8, ages 13 and 14, were invited to participate as the co-researchers. The data collection methods included artifact analysis, student-led pair interviews, sharing circles, surveys, and observation. The process of research-creation involved MultibrushVR and FrameVR design challenges focussed on pro-social and environmental change. Findings …
Hacking The Library Exhibition Pdfs, Sally Brown, Christine Hoffmann, Lois Ann Raimondo, Karen Diaz, Sarah Pahlfrey
Hacking The Library Exhibition Pdfs, Sally Brown, Christine Hoffmann, Lois Ann Raimondo, Karen Diaz, Sarah Pahlfrey
Faculty & Staff Scholarship
The hacker ethos in the positive sense is about the ability to deconstruct and reconstruct information systems. Hacking starts with reconceptualizing libraries. L Hacking the Library presents artwork that highlights the intersecting values that shape our libraries through an artistic lens, reflecting on challenges and definitions of libraries past and as we move into the future. To provide personal context, "Community Connections" complement the art from librarians across the nation who responded to the artwork.
Artists included: Jackie Andrews (Maryland, mixed media), Trudy Borenstein- Sugiura (New Jersey, book arts), Sally Jane Brown (West Virginia, drawing), Shan Cawley (West Virginia, painting), …
The Role Of Artificial Intelligence In Graphic Design, Sara Mohammed Mamdouh Rezk
The Role Of Artificial Intelligence In Graphic Design, Sara Mohammed Mamdouh Rezk
Journal of Art, Design and Music
The research aims at studying the definition of artificial intelligence. It will present the history of AI. The research also demonstrates the different kinds of artificial intelligence. It also demonstrates the various applications of using AI. The research presents how graphic design uses AI in different purposes. Then the research discussed the impact of using artificial intelligence on the graphic design and how this will impact the profession.
Children As Design Visionaries, Learners, And Socio-Political Wayfinders: Mapping The Layers, Hierarchies, And Rhythms Of A School Community, Natalie R. Davis, Roni Barsoum
Children As Design Visionaries, Learners, And Socio-Political Wayfinders: Mapping The Layers, Hierarchies, And Rhythms Of A School Community, Natalie R. Davis, Roni Barsoum
Occasional Paper Series
Despite the seemingly intractable problems of public schooling, we (as researchers and dreamers) remain encouraged by the persistent efforts to reconfigure and reimagine the sociopolitical landscape of schools. We begin this essay by recognizing the work of individuals bravely and imperfectly expanding notions of what schools could and should be. We stand in solidarity with the innovators sowing, designing, and reaching toward more just social futures, dreaming of schools for children that are not so distant from the paradise Butler (2001) describes (Figure 1). This liberatory dreamwork coincides with long histories of communal ingenuity (Vossoughi et al., 2016), resistance against …
Collaborative Constructions: Designing High School History Curriculum With The Lost & Found Game Series, Owen Gottlieb, Shawn Clybor
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 …
Do Teachers Know This?, David L. Pike
Do Teachers Know This?, David L. Pike
Artizein: Arts and Teaching Journal
A Communication Arts instructor in a Calgary Technical Institute discovers an opportunity to enlarge his vocation when a student asks him a simple four-word question. Methods of thinking and learning are soon integrated into the communications curriculum, and students, together with their instructors, are invited to develop more and better “TLC” capabilities as they study and practice their chosen disciplines. The article closes by suggesting, given the challenges we’re facing in working, learning, and living well together now, that we ask leaders in our communities and beyond the same question; and to encourage them to expand their leadership roles and …
Framing Students’ Reflective Interactions Based On Photos, Marije Ten Brink, Frank M. Nack, Ben A.M. Schouten
Framing Students’ Reflective Interactions Based On Photos, Marije Ten Brink, Frank M. Nack, Ben A.M. Schouten
Learn X Design Conference Series
Critical reflection, addressing students’ attitude, beliefs and values related to pressing topics in the world, plays a crucial role in developing ethical sensitiveness and critical design literacy in design education. Critical reflection is provoked by discussing self-made photos, as is demonstrated in the research method Photovoice. This paper considers Photovoice in design education for its ability to foster learning through self-guided critical reflective interactions with peers based on self-made photos. Research on how to support this is lacking. This paper addresses this gap by studying students engaging in self-guided Photovoice assignments. Results consist of adapted steps for Photovoice in education …
What Have You Learned? An Experimental Approach In Teaching Human Factors In Design To Undergraduate Id Students, Selen Sarıel
What Have You Learned? An Experimental Approach In Teaching Human Factors In Design To Undergraduate Id Students, Selen Sarıel
Learn X Design Conference Series
This case study presents an in-class exercise as a way to learn about the course learning outcomes for a Human Factors in Design course carried out with undergraduate level industrial design students in the 2020-2021 academic year. The paper introduces the course content, comprised of the theoretical knowledge-sharing part, sample assignments and in-class exercises to define the context of the study. Watching the same short movie at the beginning and the end of the learning period, students responded to open-ended questions that encouraged them to think about how their perception had changed towards the content of the movie and to …
Developing A Design-Based Understanding Of Learning In Transitions: A Multiple Case Study, Elif Erdoğan Öztekin, İdil Gaziulusoy
Developing A Design-Based Understanding Of Learning In Transitions: A Multiple Case Study, Elif Erdoğan Öztekin, İdil Gaziulusoy
Nordes Conference Series
In sustainability transitions, experimentation and learning are addressed as key processes that facilitate implementation, diffusion and scaling of transition mindsets and actions. In this paper, we argue that design acts as a means for this actionbased transition learning. Contributing to design for sustainability transitions literature, this paper proposes a design perspective on learning in transitions which enables analysing the multifaceted ways, depths and scales of learning that design mediates. Through a multiple case study on sustainable community settlement initiatives, we examine and discuss the roles of design in facilitating interactive learning, and thus in orienting and accelerating sustainability transitions.
Utilizing Vr For Manufacturing Learning And Training, Jetrin Wichienwidhtaya
Utilizing Vr For Manufacturing Learning And Training, Jetrin Wichienwidhtaya
WWU Honors College Senior Projects
This paper looks into the world of virtual reality as seen from the manufacturing point of view, specifically inside manufacturing education. Virtual reality is growing within many industries including manufacturing and is a key piece in Industry 4.0. Every year, the capabilities of virtual reality grow as the resolution of screens progresses to the point where it can simulate near-perfect depictions of reality as processing power continues to grow. This opens a massive amount of potential into things like training. Especially in the current environment where learning virtually has become the norm, being able to have hands-on experience can help …
Playing At The Crossroads Of Religion And Law: Historical Milieu, Context And Curriculum Hooks In Lost & Found, Owen Gottlieb
Playing At The Crossroads Of Religion And Law: Historical Milieu, Context And Curriculum Hooks In Lost & Found, Owen Gottlieb
Articles
This chapter presents the use of Lost & Found – a purpose-built tabletop to mobile game series – to teach medieval religious legal systems. The series aims to broaden the discourse around religious legal systems and to counter popular depiction of these systems which often promote prejudice and misnomers. A central element is the importance of contextualizing religion in period and locale. The Lost & Found series uses period accurate depictions of material culture to set the stage for play around relevant topics – specifically how the law promoted collaboration and sustainable governance practices in Fustat (Old Cairo) in twelfth-century …
Experience The World: How The Ever-Present Accessibility Of Hands-On Opportunities & Play Enhance Logistical Learning, Mary E. Chavez
Experience The World: How The Ever-Present Accessibility Of Hands-On Opportunities & Play Enhance Logistical Learning, Mary E. Chavez
Masters Theses
Living in a digital age, it is imperative--now more than ever--that children engage in hands-on, experiential learning activities to ensure that their ability to relate to the world is not compromised by technology. Children actively need playful, open-ended and self-directed mental stimulation for their young brains to develop and grow. Public school standards stifle a child’s right to succeed in alternative strengths and inhibit opportunities for self-exploration and self-expression. Game design and fort construction are examples of accessible, hands-on activities in which a child can creatively immerse themselves. In doing so, they can begin to interact with the tangible world, …
The Utilization Of Visual Design Systems To Promote Higher Levels Of Learning In Educational Environments, Keenan Sultanik
The Utilization Of Visual Design Systems To Promote Higher Levels Of Learning In Educational Environments, Keenan Sultanik
Masters Theses
Traditional higher education environments have changed very little in the last hundred and fifty years, while technology has advanced in nearly every other area of society making each more productive and more capable. This study identifies key aspects of a comprehensive and universal visual learning system that incorporates a more holistic approach to design and interactivity in educational environments. The desired effect of this is elevating classroom learning to higher levels as defined by Bloom’s Taxonomy. In this thesis, I have collected and explored empirical and observational data to examine the relationship between effective learning environments and the use of …
Learning Styles Of Students Enrolled In Fashion Classes: Academic Level, Geographic Region, And Major, Harrison Qiu, Diana Saiki, Alyssa Dana Adomaitis
Learning Styles Of Students Enrolled In Fashion Classes: Academic Level, Geographic Region, And Major, Harrison Qiu, Diana Saiki, Alyssa Dana Adomaitis
Publications and Research
No abstract provided.
Distance Learning
SIGNED: The Magazine of The Hong Kong Design Institute
The Travelling Fashionistas arrived in Hong Kong this summer to present their novel approach to design education, based on a mixture of international awareness and a hands-on approach to tools and materials
3d Technologies At Brockport. What's Next?, Gregory Toth, Kim Myers, Ken Wierzbowski, Wendy Prince
3d Technologies At Brockport. What's Next?, Gregory Toth, Kim Myers, Ken Wierzbowski, Wendy Prince
Kim Myers
Presentation on 3D printing and related technologies made at The College at Brockport's Center for Excellence in Learning and Teaching (CELT). Provides a broad overview of 3D technologies and applications, describes implementation and initial reception of 3D printing in The College's Drake Memorial Library as well as programs at Cornell University and SUNY New Paltz. Reviews potential applications of these technologies in the teaching/learning environment and expansion to a yearlong Faculty Learning Community focus and/or a campus makerspace.
Risd Pod 2014 Alumni Research Report, Project Open Door
Risd Pod 2014 Alumni Research Report, Project Open Door
Publications + Documents
Research and report by Craig Dreeszen, Ph.D., Dreeszen & Associates with Dr. Paul Sproll, Head, Department of Teaching + Learning in Art + Design (TLAD) and TLAD MA research assistants, Karina Esperanza Yanez, En-Ling Lu, and Lauren Allen, Rhode Island School of Design Funding for the research provided by the Surdna Foundation. Dreeszen & Associates was commissioned to work with the Department of Teaching + Learning in Art + Design faculty and graduate research assistants. The research objective was to identify, find, and collect data and stories about the paths taken by Rhode Island teens (RI POD alumni) who …
Design Puzzles As A Learning Platform For Morphology Design Research, Pedro Reissig, Cristhian Castro Arenas
Design Puzzles As A Learning Platform For Morphology Design Research, Pedro Reissig, Cristhian Castro Arenas
Learn X Design Conference Series
Design Puzzles open up a new field of visual and manual learning material for research in design morphology. The way Design Puzzles are instrumental as educational tools involves using them as research systems (frame works) in which spatial / visual problems are posed, requiring formulations of hypothesis as strategies for developing solution paths. The concept can be applied to a wide range of products, (physical and digital), for different ages (K-12 through University) and contexts (open ended play and/or guided classroom situations). Problem identification and approach skills as well as creative thinking strategies are brought into play as spatial / …
Design Values, Designing Values And Valuing Designing: Three Scenarios For Values In Design Education, Gabriel Hernández
Design Values, Designing Values And Valuing Designing: Three Scenarios For Values In Design Education, Gabriel Hernández
Learn X Design Conference Series
This paper discusses the importance and role of values in design education. As design scenarios constantly change, so do values pertaining to design. Design education should be ahead of those changes, however the theoretical development of design has not given values the same importance as other issues. This paper presents a theoretical framework to help understand the role of values in current design learning. It provides a general comprehension of how values affect both designing and design outcomes, thus aiming to offer arguments that strengthen the awareness and importance of ethical and moral issues in design education.
Hooked On Peers’ Drawings: Learning Through The Visual Wildfire, Nina Scott Frisch
Hooked On Peers’ Drawings: Learning Through The Visual Wildfire, Nina Scott Frisch
Learn X Design Conference Series
Children’s drawing activity has been theorized as traces of cognitive and biological development, with cultural variations as minor sources of visual and traceable influence. Even though present, less research has been done on documenting the social aspect of drawing; seeing drawing as visual communication between children. This aspect of drawing development, or learning, is visually traceable, but is still often neglected because children´s drawings can be seen in light of a discourse emphasizing the individual solitude and expression of the professional artist. Collection of drawings, observations and interviews took place in one elementary school art room for one academic year …
The Wiseman, James William Sobieski
The Wiseman, James William Sobieski
The STEAM Journal
I created this artwork for a gallery show of masks. I have always been an auto-didact. I turned my love of books and learning into a sculpture that is a self-portrait. It is an icon of the power knowledge brings. A mask is a protective barrier between the wearer and the world. The paper word-filled book pages create a fierce and intimidating grill. I love working with a variety of materials and constructing objects that demand the viewer to think.
Art Is Always A Series Of Questions To Contemplate, Not Solve, Carla Poindexter
Art Is Always A Series Of Questions To Contemplate, Not Solve, Carla Poindexter
UCF Forum
Why do people value a painting or drawing? An elementary-school student I know recently answered: “Because when we look at art we can see how the artist felt about things.”
Risd Pod 2011 Evaluation & 2012 - 2015 Strategic Plan, Project Open Door
Risd Pod 2011 Evaluation & 2012 - 2015 Strategic Plan, Project Open Door
Publications + Documents
This evaluation report and strategic plan documents key findings of an external review of Project Open Door and agreement and the 2012-2017 Project Open Door Strategic Plan. The plan represents consensus among Project Open Door faculty, staff, and Dean of Graduate Studies, Research and Engagement, and Advisory Committee members to strengthen and institutionalize the program. Dean Phillips asked that the review “...evaluate the current condition of the program, confirm its scope, scale, and feasible and fruitful staffing scenarios, explore ways to successfully institutionalize it both within and outside of RISD, and identify pathways for the future, including greater visibility for …
Recreational Technology And Its Impact On The Learning Development Of Children Ages 4-8: A Meta-Analysis For The 21st Century Cl, Joey Templeton
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. …
Design Principles: Continue With Critiquing: Written Report, Peter Dee
Design Principles: Continue With Critiquing: Written Report, Peter Dee
Articles
A written report about an object which is considered to be an example of good design focusing on two principles of design; aesthetic usability effect and affordance.
Warm Journal Volume 3 Issue 2, 1973-2021 Women's Art Registry Of Minnesota
Warm Journal Volume 3 Issue 2, 1973-2021 Women's Art Registry Of Minnesota
WARM Journal
This article has a theme of “Unlearning”, or the process of re-examining what one knows for purposes of self-examination. This includes a reading guide for the book because the journal is read right to left, instead of left to right, which ties in to the concept of unlearning. The articles discuss the concept of unlearning, from the perspective of unlearning art lessons, unlearning societal perspectives and unlearning history. The journal also includes art, poetry and reviews.
Tags: unlearning, wonder woman awards, art education, learning, teaching
Creators included: Sara Evans, Alice Towle, Elizabeth Erickson, Carol Bly, Sandra Braman, Ellen C. Oppler, …