Education

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.

Case Studies of Livestreaming in Theatre: Part 2

Case Studies of Livestreaming in Theatre: Part 2

When considering the medium of livestreaming for organizational programming, one must be aware of its many advantages and challenges. This second portion looks at two case studies. The first case study, The Geffen, set the precedent for non-Broadway theaters working with BroadwayHD. The second case study, The Orlando Shakespeare Theater, illustrates how a large regional theater can impact hundreds of classrooms with one performance, on a budget that is more feasible for regional theater companies.

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.

What is Internet2 and How Can Music Education Programs Use It?

What is Internet2 and How Can Music Education Programs Use It?

Imagine a network like the Internet, except exclusive in access meaning no commercialization. That’s Internet2, which exists to streamline network access for entities with a commitment to research and education.development. This paper examines the technology and its various uses to music organizations in both education and performance contexts.

Using Technology to Assess Students in Music Education Programs

Using Technology to Assess Students in Music Education Programs

There are many ways that technology can aid in assessing students’ progress, for both the teacher and the student. One such application of technology in both the private or group music lesson is drill and practice software, which can “provide a more persistent learning since it allows a drill and practice at desired level and desired amount” (Nart 80).

Image Source: (Linden 535)

ReMasterpieces: A Machine Learning Powered Provenance Research Tool

ReMasterpieces is an academic research project created with two goals in mind: first, to recreate missing works of art using computer vision and machine learning and present the works to the original owners and second, to educate and empower people to find the actual missing works of art.

Going Beyond Google: Data Sources and Visualization

Going Beyond Google: Data Sources and Visualization

Finding data and analyzing it takes time, something in short supply for most arts managers.  But without taking the time to collect and analyze data, arts managers are making decisions without knowledge. Here are two tools and one source to consider as you move forward in your work.

Blurring the Physical And Digital: 6 Takeaways for Arts Mangers from the Insight of Two Microsoft HoloLens Designers

Do you think virtual reality is all the rage? Or not? Here's some insight from Microsoft designers for arts managers.

How Can MOOC Providers Create an Interactive Learning Experience in the Arts?

How Can MOOC Providers Create an Interactive Learning Experience in the Arts?

In this new publication, AMT Lab Contributor Wanqi Peng shares her research on the current state of arts education in Massive Open Online Courses (MOOCs). Included in the report is an overview of the field, a summary of trends in digital arts courses, and a course study following a pioneer of online arts education. Download the full report here

#TBT Back to School Edition: Arts, Technology and Education

#TBT Back to School Edition: Arts, Technology and Education

Now that summer is officially over and autumn is upon us, AMT Lab is taking a look forward to this exciting school year, and taking a look back at all of our content centered around the intersection of arts, technology, and education. From MOOC’s, to mobile technologies in schools, we've always been interested in the way technology allows educators and students to connect.

The Future of Micro-Credentialing: An Overview of Digital Badges for the Arts

The Future of Micro-Credentialing: An Overview of Digital Badges for the Arts

Digital badges are an alternative method of credentialing that can identify specific skills a learner has mastered through the course of their own self-directed learning. Badges can be acquired in online, in-class, or apprenticeship learning settings. In spite of the great potential that digital badges offer for distinguishing an individual’s job-specific credentials, work must be done to make them more widely understood.

AMT Lab's latest publication, The Future of Micro-Credentialing: An Overview of Digital Badges for the Arts, is meant to be a guide for hiring managers in the arts that: defines what digital badging is; explains suggested taxonomies of digital badges; reviews the acquisition process; introduces initiatives to standardize and create accreditation; compares viewpoints on strengths and weaknesses compared to the traditional learning accreditation model; demonstrates the need for digital badges as a credential; suggests other considerations for using digital badges in the hiring of employees.