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How Students in Creative Educations Appropriate Technology: A Phenomenological Analysis

Research output: Contribution to book/anthology/report/conference proceedingArticle in proceedingResearchpeer-review

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Abstract

Building technological literacy is an important topic in education today while at the same time, creativity is seen as a desirable skill for professional practice and education alike as it is considered a catalyst for innovation. In this paper, we present a case study where we aim to understand how students in a creative education appropriate technology. We analyze qualitative data collected from students in a STEAM higher education undergraduate program called Art&Technology: a program where students are introduced to an assortment of technological tools including software, programming, digital fabrication and physical prototyping which they employ in creating a variety of artifacts. We analyze how students learn and interact with these technologies by analyzing the collected data through a phenomenological lens of technology appropriation. We contribute with understandings on how technology is appropriated as it transforms from an object, to a tool until it finally becomes equipment.
Original languageEnglish
Title of host publicationCHI '25 : Proceedings of the 2025 CHI Conference on Human Factors in Computing Systems
EditorsNaomi Yamashita, Vanessa Evers, Koji Yatani, Xianghua (Sharon) Ding, Bongshin Lee, Marshini Chetty, Phoebe Toups-Dugas
Number of pages11
PublisherAssociation for Computing Machinery (ACM)
Publication date25 Apr 2025
Article number1019
ISBN (Electronic)9798400713941
DOIs
Publication statusPublished - 25 Apr 2025
Event2025 CHI Conference on Human Factors in Computing Systems, CHI 2025 - Yokohama, Japan
Duration: 26 Apr 20251 May 2025

Conference

Conference2025 CHI Conference on Human Factors in Computing Systems, CHI 2025
Country/TerritoryJapan
CityYokohama
Period26/04/202501/05/2025
SponsorACM SIGCHI

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 4 - Quality Education
    SDG 4 Quality Education

Keywords

  • Art
  • Creativity
  • Design
  • Phenomenology
  • Technology Appropriation
  • phenomenology
  • art
  • design
  • technology
  • appropriation
  • creativity

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