Expanding the Availability of High School Art

Art Education ◽  
1975 ◽  
Vol 28 (4) ◽  
pp. 14 ◽  
Author(s):  
Guy Hubbard ◽  
Adrien Witkowski
Keyword(s):  
2002 ◽  
Vol 95 (3) ◽  
pp. 830-834 ◽  
Author(s):  
P. Grassivaro Gallo ◽  
S. Oliva ◽  
P. B. Lantieri ◽  
F. Viviani

To highlight the link between colour blindness and school achievement, the Ishihara and Farnsworth tests were administered to 3,565 high school art students (2,545 girls and 1,020 boys). Analysis showed colour defective students were discriminated against in theoretical subject matter, relative to orthochromate students, but not in the art-related subjects. This emphasizes the need to recognize youth with colour defective vision early.


Design ◽  
1945 ◽  
Vol 47 (2) ◽  
pp. 4-6
Author(s):  
Edwin J. Brums
Keyword(s):  

Design ◽  
1938 ◽  
Vol 40 (5) ◽  
pp. 22-22
Author(s):  
Essie Long
Keyword(s):  

2021 ◽  
pp. 178-185
Author(s):  
Abdul Rahman Prasetyo ◽  
Nila Rahmawati ◽  
Saida Ulfa ◽  
Triyono Widodo ◽  
Makmun Qomar ◽  
...  

The COVID-19 pandemic in Indonesia has had a very significant impact on learning activities in schools, including learning at the UM Lab SMP. Teachers who are accustomed to using technology can make their own or take teaching materials from various sources on the internet. There are not many teaching materials that can be found on the internet that discuss specifically about junior high school art material. Teachers still have to reduce text material into easily digestible material for students to learn. This research used Sugiyono’s development method which has 10 research steps. The virtual module developed in this study is in the form of an application that can be operated on a smartphone or laptop, and contains junior high school art material in a systematic and attractive learning package that makes the learning experience easier for teachers and students. In using the module, the teacher becomes the facilitator, and students can understand the steps that must be taken in each basic competency, without even asking the teacher. The module directs students to follow the learning flow like playing a game. The interactive digital module was tested on UM Lab SMP students and showed good results. It got a score of 90.6% for the material expert validation test, 92.3% for the media expert validation test, 85% for the product trial with a small group, and 87.5% for the trial with a large group. This module can minimize the role of the teacher, enable students to learn independently, and can increase student activity with media in learning and learning activities. Keywords: Virtual module, Dynamix module, art module


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