视觉艺术教育
课程
创造力
背景(考古学)
具身认知
构造(python库)
透视图(图形)
心理学
科学教育
意义(存在)
数学教育
教育学
社会学
视觉艺术
认识论
艺术
艺术
计算机科学
社会心理学
生物
哲学
古生物学
程序设计语言
心理治疗师
标识
DOI:10.1080/09500693.2021.2011467
摘要
Scientific reasoning and aesthetics are not mutually exclusive disciplines, as scientists' achievements are based not only on cognitive ability, but also on creativity, imagination, and embodied thought through various experiences. With the aim of investigating the role of aesthetic experience in the learning processes involved in the integration of art, science, and technology, this study explored students' experience of creating interactive art, which is the combination of art, science, and technology, within the context of Korean STEAM education. The participants were 19 high school students majoring in art. Each student envisioned their own artwork and constantly held individual consultations on their ideas with technical, artistic, and science education experts. I visited and observed this project for nine months and collected various types of qualitative data, such as conversations between students and technical experts, individual interviews with students, interview with a teacher, and students' artefacts. These data are used to construct a case study to interpret the meaning of art high school students' experiences of interactive art creation from the perspective of aesthetics. Through this learning experience, students were able to recognise the limitations of their thoughts and transform their ideas through the application of new scientific knowledge and skills.
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