Executive SummaryModern education technologies are destined to reflect the realities of a modern digital age. The juxtaposition of real and synthetic (computer-generated) worlds as well as a greater emphasis on visual dimension are especially important characteristics that have to be taken into account in learning and teaching. We describe the ways in which an approach to constructive shape modelling can be used to advancing creative visual thinking in artistic and technical education. This approach assumes the use of a simple programming language or interactive software tools for creating a shape model, generating its images, and finally fabricating a real object of that model. It can be considered an educational technology suitable not only for children and students but also for researchers, artists, and designers. The corresponding modelling language and software tools are being developed within an international HyperFun Project. These tools are easy to use by students of different age, specialization and abilities, and can easily be extended and adapted for various educational purposes in different areas.We applied the theoretical framework and software tools at different levels of education starting from elementary schools to doctoral thesis research in various areas related to artistic design and animation, computer graphics, programming languages, software development, and experimental and theoretical physics. In the process, the students learn how rather abstract mathematical expressions result in creating visually and meaningfully appealing computer-generated artefacts of a different nature that can eventually be fabricated as real objects using 3D printing means. Several application case studies in various areas of art, design, and technical education from different educational institutions and countries are presented. The obtained practical experience shows that this approach can be mastered and appreciated by students at different levels of education as an activity stimulating and supporting their creative thinking. The social context of the learning process allowing for collaborative work is also worth of noting. The presented case-studies demonstrateMaterial published as part of this publication, either on-line or in print, is copyrighted by the Informing Science Institute. Permission to make digital or paper copy of part or all of these works for personal or classroom use is granted without fee provided that the copies are not made or distributed for profit or commercial advantage AND that copies 1) bear this notice in full and 2) give the full citation on the first page. It is permissible to abstract these works so long as credit is given. To copy in all other cases or to republish or to post on a server or to redistribute to lists requires specific permission and payment of a fee. Contact Publisher@InformingScience.org to request redistribution permission.
Editor: Lynn JeffreyAdvancing Creative Visual Thinking that seemingly complex modern means of geometric modelling and fabrication can easily ...