Code Catalyst: Designing and Implementing Augmented Reality Curriculum in Art and Visual Culture Education
AuthorRodriguez, Andie (Samantha)
MetadataShow full item record
PublisherThe University of Arizona.
RightsCopyright © is held by the author. Digital access to this material is made possible by the University Libraries, University of Arizona. Further transmission, reproduction, presentation (such as public display or performance) of protected items is prohibited except with permission of the author.
AbstractAR technology uses computer-generated visual objects or materials on top of orenhancing materials in our physical world. AR engages users with an interactive virtual experience created from overlapping virtual tools, models, and images onto physical surfaces intersecting the tactile and virtual realities. This study examines the outcomes of giving students more flexibility, richer information, and variations of instruction in using augmented reality for artistic creation noting if such tools are reasonable to incorporate into an art classroom. The literature reviewed in this study focuses on the impact of augmented reality in education, educational AR trends, AR developments in the arts and education, and an analysis of AR instructional needs. The methodology section reviews data collection methods and delves into the resources used in the study. As a qualitative study, several data sets from surveys, researcher notes, one-on-one interviews, and video transcripts are collected and analyzed to research questions and discuss outcomes. Conclusively, the study provides a deeper understanding of accessible resources and self-capability for one to generate an artistic AR space. This study contributes to AR research in art education in terms of the development and understanding of newer technologies being incorporated into art education classrooms and informs a need for more specialized AR art and curriculum research towards diverse learners.
Degree ProgramGraduate College