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  • Digital Creativity Development in an E-learning Environment – A 3D Design Project
    49-54
    Views:
    207

    During the pandemic, arts disciplines had to seek new paths for creation to continue visual skills development outside the studio. ICTs offer a natural tool set for individual and collaborative work and sharing online. 3D design and the development of digital creativity can represent new directions for Hungarian art education and its major discipline called Visual Culture. With this tool, visual art education can proceed on the bumpy road to teach the visual language of the 21st century. Certainly, technological focus is not the only option for progress in art education. Nevertheless, if we look for possible directions for renewal, we cannot ignore the use of software products that support visual creativity,and are becoming more and more easily available, simpler and free of charge. This paper focuses on the pedagogical possibilities of 3D printing. We present an experimental program with secondary school students aged 16 years, that started and ended face-to-face and was partly realised online. As the project manifests a creative synergy of Visual Culture and Information Technology disciplines that may be of interest for art and ICT educators as well.

  • A Mobile Suitcase for Informatic Teachers Related to the “Digital” Didactic Goals of the 21st Century
    63-70
    Views:
    133

    This study deals with the optimal equipment of a mobile case for computer science teachers, which offers the possibility to teach the skills of the curricula from primary to high school of the 21st century. First, the Single Board Computers (SBCs) in question are filtered out from previous studies and the accessory parts required are determined through a quantitative market analysis. Then, by combining the results with a qualitative analysis according to Mayring, the degree of curricular coverage of individual accessories is determined and binarized. Afterwards, the optimal equipment of the mobile case is evaluated and established based on the cost overlap by horizontal summation and vertical inclusion of the necessary accessories after recording the prices and the budget. The results were clearly presented in network diagrams and lists. This study thus provides computer science teachers and computer science professors with a budget-dependent basis for making decisions about the contents of a mobile case for computer science lessons or a computer science laboratory for learning the skills of the curricula from primary to high school of the 21st century. The study closes with a summary and an outlook.