education

AI Integration and Barriers in Education

AI Integration and Barriers in Education

Educators are grappling with the challenge of integrating AI into classrooms, fearing that these systems might replace traditional learning methods rather than enhance them.  This brings us to the question: what barriers prevent educators from implementing artificial intelligence into their curriculum, and how can they be addressed? 

Part Two: Evaluating Neurodiverse Accessibility Offerings and Education Support in Art Museums

Part Two: Evaluating Neurodiverse Accessibility Offerings and Education Support in Art Museums

Art Museums are still falling short of accessibility needs. To better understand how art museums are addressing neurodiverse audiences, an evaluation was conducted of 30 Art Museums in three areas: neurodiverse accessibility offerings, physical accessibility offerings, and educator support and resources.

Part One: Understanding Neurodiverse Accessibility in Art Museums

Part One: Understanding Neurodiverse Accessibility in Art Museums

For art museums, knowledge of and consideration of neurodiversity must be a requirement within the context of accessibility and DEAI efforts. How effectively are art museums actually providing neurodiverse accessibility, if at all? Additionally, what strategies can be implemented to enhance inclusivity for neurodiverse visitors and support educators who aim to bring neurodiverse students into these spaces?

Digital Strategy: Not Optional Anymore

Digital Strategy: Not Optional Anymore

Digital strategy has become a buzzword after the explosion of AI in the last 18 months. Yet, it is not about AI. AI has been the tipping point for organizations and professionals to recognize that they must update or create a digital strategy for success. Digitally-forward arts organizations already have a digital component as part of their strategic plan. Read more to understand the need for technology to be a core component of strategic plans and operations.

In the News: August 2022

In the News: August 2022

It is that time of the year – work is starting to pick up and school is back in session. To mark the beginning of a new academic year, this month’s round up of news focuses on current events regarding arts education.

How 3D Printing Is Building Itself Into Theatre

How 3D Printing Is Building Itself Into Theatre

Many industries have begun utilizing 3D printing to make work easier and more efficient. This technology is even making its way into the arts. Broadway theatres, university theatre departments, and theatres everywhere are implementing 3D printing technologies to construct props, and even to build entire sets. 3D printing brings new elements of realism and creativity into theatre. It is the future of stage and set design by enabling mass customization of specific designs and independent of outside factors, such as time constraints and availability. In recent years, the market for 3D printers in theatre has shifted from DIY projects to machines for professionals.

How Art and Technology Can Work Together to Facilitate Healing

How Art and Technology Can Work Together to Facilitate Healing

When it comes to the widely discussed topic of mental health, the arts have proven to play a significant role in healing. In fact, artists and scientists have been researching impacts of art on the brain and body for nearly 75 years. The founding hypothesis in art therapy research emerged from the projects of two women curious about how art could help the severely ill, but extensions of their work continue to grow. Like much in our lives, art therapy research is now increasingly embracing immersive technology.

Technology in the K-12 Art Room; Why, Where, and How to Make It Happen

Technology in the K-12 Art Room; Why, Where, and How to Make It Happen

During this time of remote living the changing education landscape, and in turn the arts education landscape, seems turbulent with only one constant: technology. This article will discuss the holistic necessity of tech implementation in arts education; Why, Where, and How in the time of COVID-19.

So Why is there an “A” in STEAM?

So Why is there an “A” in STEAM?

In the early 2000s, the state of science, technology, engineering, and math education troubled policy makers in the United States. Together, these four subjects became known as STEM. In more recent years there has been a shift to add arts into this focus, making the acronym now STEAM (science, technology, engineering, arts, math). However, there isn’t a clear outline or framework of what exactly a STEAM education is, or how schools and classrooms are supposed to be implementing this learning. Even among the academic articles about STEAM, there is disagreement about STEAM, its definition and implementation.

Considerations for Gamifying Education

Considerations for Gamifying Education

Educators who are interested in implementing gamification into their lessons should consider their goal and learning style of their students. This article details three important factors to consider when planning a gamified learning experience: motivation, generational differences, and design. The article also includes examples of applications that use gamification in music learning that can be applied by arts managers.

STEAM Education and the Lego Model

STEAM Education and the Lego Model

In recent years, there has been a shift to an argument for STEAM (Science, Technology, Engineering, Arts, and Math), for the inclusion of the arts as one of the subjects that need to be focused on. In fact, the Every Student Succeeds Act (ESSA) includes the arts and music as part of a “well-rounded education,” which are eligible for receiving funding from the government. Changes in legislation have led to a push for wider adoption of this framework for education, but some educators feel that they do not have the training necessary to implement these new practices. Companies like LEGO Education are creating models and projects that make integrating arts and creativity with STEM practices easy in the classroom.

Gamification in Arts Education

Gamification in Arts Education

Recently, arts organizations have also sought to gamify different aspects of their institutions to engage visitors, increase fundraising, or improve marketing objectives. Although many industries—like the arts—are developing gamification concepts, many are not applying them in the most effective way. For educational programs to effectively gamify the learning experience they must understand gamification and all its parts.

Livestreaming for Regional Theatre: History and Perspectives: Part 1

Livestreaming for Regional Theatre: History and Perspectives: Part 1

This is a two-part series exploring how the benefits of incorporating livestreaming technology into theatres. Part 1 of the report documents a history of livestreaming theatre (involving a timeline and the lifespan of the industry’s biggest players) and a brief analysis of what it means to perform “Live!” and its programming potential.

Integrating Music Technology in the Classroom: Increasing Customization for Every Student

Integrating Music Technology in the Classroom: Increasing Customization for Every Student

The following study investigates emerging technologies and their implications for music education, inside and outside the classroom. Learn how apps, digital instruments, practical aid technology, and wearable technology can be used to increase engagement and learning opportunities for music students in various settings.

Practical Considerations for Implementing Virtual Reality in Arts Educational Settings

Practical Considerations for Implementing Virtual Reality in Arts Educational Settings

The presence of Virtual Reality (VR) technology in arts education is growing. From museums to live music to healthcare and more, VR is beginning to change how we perceive the arts and learning. After all, this immersive experience has been proven to enhance the learning experience and achieve a higher retention of knowledge, quickly changing the learning environment. This research study investigates the opportunities presented by VR for arts education as well as the practical hurdles that need to be overcome to successfully use VR in K-12 educational settings.