Talking to Art and Design Students at Home: Evaluating the Differences in Student Engagement Online

Author(s):  
Lorraine Marshalsey
2018 ◽  
Vol 3 (2) ◽  
pp. 215-222
Author(s):  
Mohd Khairulnizam Ramlie ◽  
◽  
Hanafi Mohd Tahir ◽  
Ahmad Sofiyuddin Mohd Shuib ◽  
◽  
...  

3D animation and modelling has been known as one of the main subjects in the field of Arts and Design in Malaysia. This subject is applicable to all fields in the Faculty of Art and Design, including courses offered at the Universiti Teknologi MARA. As we all know, this 3D subject requires students to have great visual skills. In order to produce an attractive design, students need to have good memory, cognitive, and perceptual skills. However, problems arise when final year students of graphic design and digital media departments are found to be incompetent in that aspect. Thus, this study aims to investigate the problems and identify the most suitable time to apply so that the problems can be solved when students are in their final year of study. Keywords: 3D Image, Education, Multimedia, Cognitive skills


PRASI ◽  
2020 ◽  
Vol 15 (01) ◽  
pp. 10
Author(s):  
Ernawati Ernawati

ABSTRAK           Tujuan penelitian ini untuk  berdiskusi strategi pembelajaran yang oftimal sehingga tercapai tujuan  sesuai dengan visi dan  misi mata kuliah Nirmana 2 (Trimatra) yang tercantum pada kurikulum. Metode pada penelitian ini menerapkan metode tindakan kelas (PTK) dengan pendekatan model PTK dari Kurt Lewin. Nirmana 2 (Trimatra) mempersiapkan mahasiswa untuk memiliki kepekaan rasa, ketajaman analisis visual dan pemahaman mendalam terhadap ilmu dasar seni rupa dan desain. Nirmana berpengaruh terhadap mata kuliah lainnya yang berhubungan denagn teori maupun praktik desain komunikasi visual. Modifikasi strategi pembelajaran nirmana 2 (Trimatra) dengan kontekstual (visual-spasial) dan evaluasi penilaian mampu menjadi poin penting dalam mengatur suasana kelas yang kondusif, meningkatkan kualitas semangat belajar dan menigkatkan pemahaman serta kreativitas mahasiswa untuk berkarya.Katakunci : Nirmana 2,  Spasial, Strategi Pembelajaran, visualABSTRACT          The purpose of this study is to discuss optimal learning strategies so that the objective is achieved under the vision and mission of Nirmana II (Trimatra) courses listed in the curriculum. The method in this study applied classroom action research (PTK) with the research approach from Kurt Lewin, which aimed to explore the strategic roles of the spatial intelligence learning toward the process of students’ creativity development in Nirmala learning. Arts and design students have a close relationship with creativity and sensitivity in which they need preparation in understanding the governance of design elements. Spatial intelligence is an ability to visualize the ideas relating to space and place. Spatial intelligence is an intelligence possessed by most fine art and design students. Nirmana II (Trimatra) prepares students to have a sense of taste, sharpness of visual analysis, and a deep understanding of the basic fine arts and design. Nirmana influences other courses relating to the theory and practice of visual communication design. Modification of the Nirmana II learning strategy (Trimatra) with contextual (visual-spatial) and evaluation assessment can be important points in managing a conducive classroom atmosphere, improving the quality of enthusiasm for learning, and increasing students' understanding and creativity to work. The analysis process is done by collecting data that is measurable.Keywords: Nirmana II, spatial, learning strategies, visual  


Author(s):  
Merle Hearns ◽  
Jegatheva (Jay Jay) Jegathesan

Art and design students in SL experience the advantages of a visually rich environment where they can take a leading role in their own learning, have the opportunity to create objects that defy real world limitations, are immersive and interactive, and where they are able to collaborate with a community of global art practitioners. The 3D Art Challenges started at the University of Western Australia in Second Life in 2009. Since that time, UWA has rapidly emerged as a central hub of art activity in SL. The story of UWA’s journey into Second Life and a recent survey of past and present participants of the UWA Art Challenges indicate that the environment of a virtual world is well suited to the teaching of art and design skills. The UWA Art Challenges have the potential to be valuable resources for educators and students.


2012 ◽  
Author(s):  
Rohana Hamzah ◽  
Kamarudzaman Md Isa

Fakulti Seni Reka dan Seni Lukis (FSSR), UiTM Shah Alam telah ditubuhkan berdasarkan misi pendidikan holistik. Namun, permasalahan utama dalam usaha mencapai misi pendidikan holistik ini ialah penerapan nilai spiritual dalam kalangan pelajar. Maka, tujuan kajian ini ialah untuk menawarkan pendekatan alternatif kepada amalan pengajaran dan pembelajaran sedia ada dengan membangunkan, mengintegrasikan dan menilai keberkesanan interaktif multimedia courseware ke atas tahap pencerahan diri pelajar. Satu instrumen telah dibina untuk mengukur tahap pencerahan diri pelajar dan nilai alfanya ialah 0.93. Kajian ini merupakan kajian kuantitatif dengan mengunakan reka bentuk kajian eksperimental pretest dan (post–test). Seramai 101 pelajar ijazah pertama pada semester tiga telah dipilih sebagai populasi kajian kerana proses pengajaran dan pembelajaran reka bentuk hanya bermula pada semester ini dalam tempoh pengajian mereka di FSSR. Dapatan kajian menunjukkan bahawa tidak terdapat perbezaan yang signifikan bagi tahap pembangunan pencerahan diri bagi kumpulan kawalan tetapi terdapat perbezaan yang signifikan bagi kumpulan interaktif multimedia. Perbandingan di antara kumpulan eksperimen pula menunjukkan terdapat perbezaan yang signifikan tahap pencerahan diri pelajar di antara kumpulan interaktif multimedia dan kumpulan kawalan, di mana min bagi kumpulan interaktif lebih tinggi daripada kumpulan kawalan. Dapatan ini membuktikan bahawa amalan sedia ada dalam pengajaran dan pembelajaran seni lukis dan seni reka tidak mampu meningkatkan tahap pencerahan diri pelajar. Penggunaan teknologi interaktif multimedia telah dapat membangunkan kefahaman dan kepercayaan pelajar terhadap faktor–faktor pencerahan diri dengan lebih berkesan. Kata kunci: Pendidikan holistik; integrasi; pencerahan diri; spiritual; interaktif dalam multimedia The Faculty of Art and Design (FSSR), UiTM Shah Alam was formed based on a holistic education mission. However, the main problem occurred especially in inculcating spiritual values among arts and design students. Therefore, the purpose of this study is to offer an alternative approach to conventional practice in teaching and learning of art and design by developing, integrating and evaluating spiritual–development interactive multimedia courseware and study its’ impact on students self–enlightening level. In order to measure the effectiveness of this interactive multimedia courseware an instrument has been developed and the alpha value is 0.93. The quantitative research method of true experimental pretest–posttest design has been applied. The under–graduate arts and design students in semester three have been chosen as the population of study because the actual design process only begins during this semester of their study program at FSSR. 101 students have been involved in the study. A comparison between the experimental group and the control group shows that there was a significant difference in the self–enlightening level. The mean values for experimental group (interactive multimedia approach group) (4.18) are higher compared to the control group (3.94). This finding also indicates that current practice in arts and design education at the faculty was unable to improve self–enlightening level among art and design students. However, using the interactive multimedia technology can help develop self–enlightening level among them. Key words: Holistic education; integrated; self–enlightening; spiritual; interactive multimedia


2016 ◽  
Vol 2 (1) ◽  
pp. 1
Author(s):  
Kuan Chen Tsai

Explicit theories are constructed by experts based on the findings of empirical studies. Implicit theories, on the other hand, are generated from assumptions and ideas held by non-experts. The purpose of the current study was to examine Chinese art and design undergraduates’ perceptions of creativity. The implicit theories of this concept that are held by art and design students are perhaps disproportionately important, in that they might inform creative work in the real world. The current study was a qualitative survey and utilized convenience sampling to recruit 95 participants, all third-year college students in art and design in Macau. The current study was a qualitative survey, distributed online, and consisting of demographic questions and a single open-ended question: “When you hear the word ‘creativity’, what words come into your mind? We found that the majority of the most popular responses seemed to reflect the creativity literature, with <em>new, unique, surprise, and interesting</em>. In addition, among these four attributes, female students were significantly more concerned that creativity should have <em>new</em> and <em>interesting</em> components than their male counterparts did.


Author(s):  
Sama’a Al Hashimi ◽  
Dalal Alsindi

As many universities transitioned to online learning during the COVID-19 pandemic, the distance learning environment presented various accessibility challenges for deaf and hard-of-hearing students (DHH). In art and design higher education programs, the transition from face-to-face learning to virtual learning is difficult for students in general, and even more difficult for students with hearing loss. Art and design educators have explored approaches to effectively compensate for these challenges and optimize the distance learning experiences for DHH students. This paper aims to investigate these challenges and attempts to explore the international best practices in distance education for deaf learners. Action research is used as a methodology to guide the professional development of art and design educators on ways to refine and hone their online teaching approaches. Ten DHH students (5 Males and 5 females) participated in the action research for the needs of this study. Their challenges, experiences, preferences, needs and artworks were analysed in an attempt to optimize their online learning outcomes and provide recommendations that will lead to the implementation of effective teaching strategies and the design of appropriate e-learning environments for hearing-impaired art and design students. The preliminary findings of the study revealed that the main challenges DHH students and their instructors faced were communication barriers and misinterpretation of tasks, which led to difficulties in fulfilling the course intended outcomes. The recommendations formulated on the basis of the findings are to adapt the intended learning outcomes and teaching approaches to optimize the learning experiences of the DHH students.


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