The word ‘education’ comes from the Greek word ‘educare’ which means carrying out the potentials stored in the children's psyche to be guided in order for them to grow. It involves the dissemination of information or knowledge to, and acceptance by, a student which results in the receiver’s behavioral changes. The “Artist in Schools” (AiS) program was initiated by the researchers and became the platform for the collaboration between schools and artists aimed at increasing the students’ motivation in arts education. It encompasses the sharing of knowledge and experiences between the two groups. This paper is aimed at analyzing the students’ creativity and motivation in visual art by using the ARCS Motivational Model. Using the multi-case studies, nine secondary schools from Peninsular Malaysia were selected as the sample of the study. In-depth interviews, observation, and analysis of related documents were applied. The data were presented narratively. The result revealed that AiS was significantly functional and instrumental in enhancing and encouraging the level of creativity and motivation of the students in visual arts. This study may give a great impact on the students’ development specifically in the learning of visual arts.
This research aims to examine the meaning allude to appreciation of paintings which oriented with Siri Dungun painting in the context of mathematical thinking. By focusing on factors that support the relation between formalistic contexts to describe the existing of symmetry concept in ethomathematic approach. This research involves analytical study of paintings through qualitative approach with the implementation of descriptive inter-disciplinary. The symmetry properties are examined meticulously in order to classify the paintings via transformations which involve four basic repetitions via such as translation, rotation, reflection and glide reflection. This process will build a structure known as symmetry group frieze. Frieze pattern is a pattern in two dimensional surfaces that repeat in one direction. Written and visual data information is collected through documentation, visual recording and observation methods. The findings of the research showed the understanding of mapping the conceptual framework which taken from art appreciation and symmetry concept were underlying pattern and design in the studied paintings. Hence, the inter-relationship between art and mathematics cannot be denied through the beauty of paintings as well as its beauty ini mathematical aspect. The implication of this research is to appreciate paintings not only from the art appreciation point but can also be extended to various fields of philosophy perspective especially in mathematical aspect.
This research aims to provide a procedural process of recycled textiles as an alternative medium in visual artwork. In this study, recycled textiles are not processed to become fibers. However, textile waste will be segregated, selected, sorted, cut and combined as new materials through vernacular techniques. The study is divided into a Recycled Textile Analysis Innovation (RTAI) and a Recycled Textile Production (RTP) for visual artwork adapting from Multiple Creative Talent by Calvin W. Tylor. The significance of this study will be showcased through the 'Lestari Perca' exhibition to promote awareness in recycling textile through art-making. Keywords: Recycle textile; alternative medium; visual artwork. eISSN: 2398-4287 © 2021. The Authors. Published for AMER ABRA cE-Bs by e-International Publishing House, Ltd., UK. This is an open access article under the CC BYNC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). Peer–review under responsibility of AMER (Association of Malaysian Environment-Behaviour Researchers), ABRA (Association of Behavioural Researchers on Asians) and cE-Bs (Centre for Environment-Behaviour Studies), Faculty of Architecture, Planning & Surveying, Universiti Teknologi MARA, Malaysia. DOI: https://doi.org/10.21834/ebpj.v6iSI6.3043
The restoration process of Kota Lama Semarang over the past decade has made it a leading tourist destination in Semarang. However, government regulations still focus on restoration management and the management of Kota Lama Semarang planning, while tourism promotion has not received main priority. Promotion through various media, is absolutely necessary to encourage tourist visits to Kota Lama Semarang. This study aims to develop a promotional media for Kota Lama Semarang in a mobile game format. Method used to develop this mobile game is ADDIE approach using the visualization of iconic buildings in Kota Lama Semarang as the reference. The development process resulted a board game mobile entitled" the Explorer" to introduce various existing tourism potentials. Through the game testing stage, the hypothesis is obtained that mobile game is effective as tourism promotional media to increase tourists awareness of Kota Lama Semarang sites. The interaction model and visual reference system in the game "the Explorer" can be used as a tourism promotion model for various tourist destinations.
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