Please use this identifier to cite or link to this item: https://repository.isls.org//handle/1/7406
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dc.contributor.authorAnton, Gabriella
dc.contributor.authorMartin, Kit
dc.coverage.spatialBochum, Germanyen_US
dc.date.accessioned2021-10-09T15:50:12Z
dc.date.accessioned2021-10-09T19:52:51Z-
dc.date.available2021-10-09T15:50:12Z
dc.date.available2021-10-09T19:52:51Z-
dc.date.issued2021-06
dc.identifier.citationAnton, G. & Martin, K. (2021). Computational Art Practice in Transdisciplinary Contexts. In de Vries, E., Hod, Y., & Ahn, J. (Eds.), Proceedings of the 15th International Conference of the Learning Sciences - ICLS 2021. (pp. 1079-1080). Bochum, Germany: International Society of the Learning Sciences.en_US
dc.identifier.urihttps://doi.dx.org/10.22318/icls2021.1079
dc.identifier.urihttps://repository.isls.org//handle/1/7406-
dc.description.abstractLeveraging Dewey’s vision of learning as an aesthetic experience, we join other contemporary scholars in arguing for transdisciplinary approaches to STEM education that harness computational thinking and art. We present a transdisciplinary STEM context: a game design course, Modeling Time, focused on supporting students’ exploration of history. We use a mixed-methods approach to capture the ways students create and share computational and art knowledge with peers. This work contributes to understanding computational art practices.en_US
dc.format.extentpp. 1079-1080
dc.language.isoen_US
dc.publisherInternational Society of the Learning Sciencesen_US
dc.relation.ispartofProceedings of the 15th International Conference of the Learning Sciences - ICLS 2021.en_US
dc.subjectLearning Sciencesen_US
dc.titleComputational Art Practice in Transdisciplinary Contextsen_US
dc.typeConference Paperen_US
dc.typePosteren_US
Appears in Collections:ISLS Annual Meeting 2021

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