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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
Carol Wild – International Journal of Art & Design Education, 2024
Teaching is increasingly defined through the syntax of cognitive science, by retrieval practice, spaced learning, and interleaving, generating a computational rhythm for learning as a system of inputs and outputs that builds up an individual's memory over time. This, I argue, is at odds with the choreography of art and design education as an…
Descriptors: Secondary School Students, Secondary School Teachers, Neurosciences, Art Education
Heather Catherine Thompson – ProQuest LLC, 2024
This study investigates the instructional practices of a chemistry professor during an immersion summer program, with a focus on employing multimodal discourse within a studio-based learning environment. For this study, multimodal discourse includes natural language, gestures, mathematical expressions, symbolic visual representations, and manual…
Descriptors: Teaching Methods, Design, Chemistry, Summer Programs
Paloma Sepulveda-Parrini; Paloma Valdivia-Vizarreta; Pilar Pineda-Herrero – Teaching in Higher Education, 2025
In this Point of Departure, we will present six key concepts, grouped into the following three dimensions which are salient for incorporating a cyberfeminist perspective into online higher education: Critical technologies (Platform capitalism and Digital gender gaps), Gendered gazes (Digital gender-based violence and Safer spaces) and…
Descriptors: Higher Education, Educational Quality, Electronic Learning, Internet