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Engaging digital makers through interactive virtual art makerspaces: Possibilities and challenges in art education

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Recent maker movements have integrated many applications of digital technologies. However, the digital makerspace in virtual environments has not yet been fully addressed. Outside of schools, the sandbox type of Virtual World such as Minecraft and Opensim, is the popular platform for digital makers to experiment, share/exhibit and collaborate on creative ideas and outcomes with art, design and tech skills. In this article, I advocate how virtual environments can serve as additional digital/virtual makerspaces to engage digital-generation makers by presenting the creative work of several groups of secondary and postsecondary students as critical digital makers in formal and informal school settings through my grant projects over ten years. I address the possibilities and challenges and make recommendations for implementing virtual art makerspaces for future contemporary art education.
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Keywords: 3D virtual worlds; Highly Interactive Virtual Environment (HIVE); Minecraft; digital/virtual makers; digital/virtual makerspace; makerspace; virtual art

Document Type: Research Article

Affiliations: University of Nebraska at Omaha

Publication date: September 1, 2019

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  • The International Journal of Education through Art is an English language journal that promotes relationships between art and education. The term 'art education' should be taken to include art, craft and design education. Each issue, published three times a year within a single volume, consists of peer-reviewed articles mainly in the form of research reports and critical essays, but may also include exhibition reviews and image-text features.

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