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.