scholarly journals Investigation on the Poor Computer Graphic Design Skills among Art and Design Students at University

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


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.


Author(s):  
Ruba Abu Hasna

Art exhibitions promote learning by shaping knowledge through communication media. Saudi Arabia 2030 vision considers art and design and its development. This study aims to investigate the learning experience and practices in art exhibition visits of graphic design students in Jeddah International College. Moreover, the study examines the impact of visiting art exhibitions on the development of graphic design projects with adequate guidance during the students' visits to art exhibitions. Jeddah International graphic design students participated in the data collection using an online survey. The results revealed that visiting art exhibitions have a significant impact on the development of graphic design projects. However, graphic design student’s practice inappropriate processes to work independently during these visits. Thus, the study proposes a set of guidelines for graphic design students to enhance students' learning during art exhibitions visits.


2012 ◽  
Vol 20 ◽  
Author(s):  
Nicos Souleles

The popularity of Facebook among university students inevitably raises questions on the educational potential of this Social Networking Site for Higher Education. From the limited literature on the instructional uses of Facebook, one can draw conflicting conclusions. Benefits were identified through the communicative potential, student participation in study groups and through informal learning, i.e. learning that takes place outside the formal structures of the learning environment. In contrast, it is also argued that the instructional benefits of Facebook are not straightforward. This phenomenographic investigation examines the perceptions of undergraduate Graphic Design students in a higher education institution in Cyprus, on the use of Facebook for teaching and learning. Characteristic of Art and Design education is the centrality of the studio and student self-reflection. Despite some literature that considers Facebook provides a viable alternative to the physical studio, the participants in this investigation expressed a preference for face-to-face instruction and consider Facebook as complimenting rather than replacing studio practices. Some participants benefited from the use of Facebook by joining support groups and exploring information relevant to their studies. Further research can investigate how Facebook can be embedded in studio-based teaching and learning.Keywords: Facebook; Graphic Design; teaching and learning; informal learning; studio(Published: 24 September 2012)Citation: Research in Learning Technology 2012, 20: 17490 - http://dx.doi.org/10.3402/rlt.v20i0.17490


2014 ◽  
Vol 926-930 ◽  
pp. 2849-2852
Author(s):  
Min Lei

with the rapid development of computer and network, computer graphic design is widely used in various industries, and the demand graphic design skills in computer is higher and higher, particularly important in the quickly design and skilled operation of the computer software. This paper introduces the use of three professional software such as Photoshop, CorelDraw, Illustrator and their respective advantages and disadvantages, providing a more in-depth understanding of the designers, effectively shortening the learning time, having strong realistic meaning and reference value.


Author(s):  
Meyta Pritandhari ◽  
Fajri Arif Wibawa

ABSTRAK Dalam era milenial dan digital saat ini, dunia desain mengalami perkembangan yang sangat pesat. Dalam hal ini, khususnya generasi muda perlu dibekali ilmu tentang desain grafis. Pelatihan ini dilakukan di lembaga masyarakat yaitu karang taruna. Karang Taruna Pemuda Mandiri Kelurahan Rejomulyo adalah salah satu Lembaga Kemasyarakatan yang merupakan wadah pengembangan generasi muda yang tumbuh dan berkembang atas dasar kesadaran dan rasa tanggung jawab sosial. Pengurus Karang Taruna Pemuda Mandiri mayoritas adalah pemuda yang masih produktif. Pelatihan untuk meningkatkan kreativitas Karang Taruna Pemuda Mandiri khususnya pada kemampuan desain grafis CorelDRAW guna meningkatkan kreatifitas . Kemampuan dalam menyampaikan ide dan gagasan dalam upaya untuk membangun generasi muda melalui kreativitas karang taruna tentu memerlukan dukungan teknologi informasi dan komunikasi yang dituangkan dalam bentuk spanduk, poster, undangan. Ini semua dapat dilakukan, jika kita dapat menguasai atau memiliki kemampuan desain grafis yang baik. Pada kesempatan kali ini akan dilakukan transfer pengetahuan berupa penguasaan ketrampilan desain grafis menggunakan CorelDRAW. Kata Kunci: CorelDRAW, Kreativitas, Karang Taruna ABSTRACT In today's millennial and digital era, world design is experiencing very rapid development. In this case, especially the younger generation needs to be equipped with knowledge about graphic design. This training is conducted in community institutions, namely youth organizations. Youth Organization Youth Organization Rejomulyo Village is one of the Community Institutions which is a forum for youth development that grows and develops on the basis of awareness and a sense of social responsibility. The board of the Youth Youth Organization for Youth is still productive youth. Training to increase the creativity of the Youth Youth Organization especially in CorelDRAW graphic design skills to increase creativity. The ability to convey ideas and ideas in an effort to build a young generation whose creativity certainly requires the support of information and communication technology as outlined in the form of banners, posters, invitations. This can all be done, if we can master or have good graphic design skills. On this occasion, there will be a transfer of knowledge in the form of mastery of graphic design skills using CorelDRAW. Keywords: CorelDRAW, Creativity, Karang Taruna


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  


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