Digital and virtual technologies bring many benefits to artArt refers to a diverse range of human intellectual and expressive activities and the outcomes of those activities. Within this context art is further defined as visual art and includes painting, drawing, sculpture, printmaking, photography and work made using digital media., craftCraft can be designed as intelligent making. It is technically, materially and culturally informed. Craft is the designing and hand making of individual objects and artefacts, encouraging the development of intellectual, creative and practical skills, visual sensitivity and a working knowledge of tools, materials and systems. More about craft can be found here and designDesign shapes ideas to become practical solutions and propositions for customers and users. Design is all around us, everything man made has been designed. The majority of designers work in teams, following a design brief and a process towards realising a commercially driven product, building, system or service education.
These are new and developing toolsA physical item used to achieve a goal. A fashion designer might use a needle and tailors dummy, a jeweller might use a clamp and pliers. Many artists, craftspeople and designers make or invent their own tools for a particular task for art educators to enhance their teaching by providing new ways of acquiring, processing and presenting visual and creativeBeing creative or 'creativity' relates to or involves the use of the imagination or original ideas to create something. information to their students.
Information technologies also support the management of professional information about students and the curriculumIn education, a curriculum (or curricula) is broadly defined as the totality of student experiences that occur in the educational process. The term often refers specifically to a planned sequence of instruction, or to a view of the student's experiences in terms of the educator's or school's instructional goals. A curriculum may incorporate the planned interaction of pupils with instructional content, materials, resources, and processes for evaluating the attainment of educational objectives. Curricula are split into several categories: the explicit, the implicit (including the hidden), the excluded, and the extracurricular. Curricula may be tightly standardized or may include a high level of instructor or learner autonomy. Many countries have national curricula in primary and secondary education, such as the United Kingdom's National Curriculum.. These technologies will affect teaching and pedagogyArt pedagogy is defined as the modern direction of pedagogical science, which studies the laws, mechanisms, principles, and rules for including art in the educational context. Pedagogy, taken as an academic discipline, is the study of how knowledge and skills are imparted in an educational context, and it considers the interactions that take place during learning. Both the theory and practice of pedagogy vary greatly as they reflect different social, political, and cultural contexts. and will require teachers to think carefully about the implications of their students’ use of digital mediaDifferent materials used by artists, such as paint, charcoal, clay and thread. Media is the plural of MEDIUM. In this context, it refers to the thing, substance or process you use to produce an artwork. For example, an oil painting is painted using the medium of oil paint; paint, ink and clay are different media. It is also used to refer to something that binds pigments together, such as oil, acrylic, gum, egg yolk or wax. and AI (Artificial intelligence), particularly regarding assessmentIn education, the term assessment refers to the wide variety of methods or tools that educators use to evaluate, measure, and document the academic readiness, learning progress, skill acquisition, or educational needs of students. and examination contexts.
In doing so teachers will need to reflect upon, and constantly monitor, both the benefits and potential dangers of the developing digital world for teaching and learning.
Digital media offers many new opportunities, tools and digital forms for artistic and creative expression. Incorporating digital and virtual technologies in the art and design curriculum will equip students with the skillsTechniques and attributes acquired through learning, engagement and practice and knowledgeFacts, information, and skills acquired through experience or education; the theoretical or practical understanding of a subject. necessary to navigate and thrive in an increasingly technology-driven society.
Digital media promotes exploration and experimentation with an expanding range of creative possibilities not achievable through traditional art forms, although it can also emulate traditional media such as makingThe process of making or producing something. The making of meaning is a decisively integral component of art-making. Meaning-making in relation to the creation of art serves a symbolic and practical purpose. On a symbolic level, the essence of meaning-making is highlighted when we encounter works of art that are of an abstract nature. studies for paintingPainting is the practice of applying paint or other media to a surface, usually with a brush. An art object made using paint (noun)., photography, photo-collage, graphic designThe art or skill of combining text and pictures in advertisements, magazines, or books The art and profession of selecting and arranging visual elements — such as typography, images, symbols, and colours — to convey a message to an audience. This is a branch of design that is concerned with the communication of ideas and information by visual means., stencil and print-block making, surface patternA design in which lines, shapes, forms or colours are repeated. E.g. Regular, irregular, repeat, tessellating, symmetrical, natural, geometric, rotation, grid, rhythm, decorative, border. Pattern has three main meanings: 1) a decorative design, usually of a repeated motif or figure; 2) the composition or layout of an artwork; 3) the model or mould used for casting. In the first kind of definition, visual forms, or motifs are repeated, often in a systematic manner, such as in the repeated geometric forms found in Islamic art. and multi-media installationsMultimedia projects are entertainment events or installations where several forms of media, such as show lasers, audio, video, lights etc. are included. Multimedia installation is a creative combination of various media such as text, graphics, animation, lights, images, video and sound. It can incorporate a variety of artistic disciplines such as graphic design, visual art, music, etc., as well as scientific disciplines such as physics, optics, mechanics and more..
These options, alongside laser, etch and cutter tools, 3D3 dimensions Three dimensional space is in the 'round', and has a combination of three characteristics from the following five terms; length, width, height, depth and breadth. We live in a three-dimensional world. Sometimes written or said as ‘3-D’, it refers to art works that are solid, having height, width and depth, such as models and sculptures. printers and other digital tools are expanding students’ opportunities for creative making, encouraging experimentation through reworking multiple ideas in different media, and promoting innovationInnovation is a process by which a domain, a product, or a service is renewed and brought up to date by applying new processes, introducing new techniques, or establishing successful ideas to create new value. The creation of value is a defining characteristic of innovation. and imaginative thinking.
Through online platforms, students can engage with contemporary artistsPeople who are engaged in a broad spectrum of visually led ideas and activities aligned to the expressive arts, access virtual galleries and museums, watch artists, designersPeople who are engaged in the production of functional products, services and systems and makers explain and demonstrate techniquesA procedure, formula or routine by which an outcome or artwork is achieved, to include weaving thread into cloth with a darning needle, carving wood with a chisel and throwing clay on a wheel to make a pot, learn online and participate in collaborative projects, thereby extending their capacity to research and broaden their understanding of art, craft and design in local and global contexts.
Digital technologies also enable students to capture, documentTo record or observe and make written, visual or digital notes from an event, performance or place, present and preserve their artwork in digital formatsDigital format means text-based or image-based content in a form that provides the student with various interactive functions; that can be searched, tagged, distributed and used for individualised and group learning that includes multimedia content such as video clips, animations and virtual reality..
In today's digital age, it is crucial for students to develop digital competency with the skills and knowledge necessary to navigate and thrive in a technology-driven society.
So that teachers can guide students in utilising digital tools and techniques – to enhance artistic expression and integrate digital and virtual technologies effectively – they will need to continuously evaluate and adapt their facilities and pedagogy.
Professional developmentProfessional development is improving yourself through learning and training to advance your career. All organiations may offer training sessions to further teach their employees, but an employee typically works on their own professional development independently. There are many ways that an employee can work on their professional development, such as taking classes, going to workshops or teaching themselves new skills. Professional development can also refer to staying up to date on new trends within your field and applying new practices to your current methods. and ongoing training can help teachers stay up-to-date with technological advancements and best practices for incorporating digital media into their curriculum.
Digital innovationDigital innovation is the application and adoption of digital technologies in a strategic manner to improve business operations, create novel products or services, enhance customer interactions, and meet evolving market demands. It’s essentially a systemic overhaul that disrupts traditional methods and fosters competitive differentiation. Ideas such as digital transformation and digitisation are closely related to the concept of digital innovation. Digital innovation is facilitated by advanced technologies, including artificial intelligence (AI), big data analytics, and cloud computing. It uses these technological resources to discover new opportunities and fuel growth for businesses or organizations, focusing on making the most of the tools and systems already in place. is a fact of life and will continue to exert an influence on creative opportunity, curriculum, pedagogy and expanding career pathways.
Educators N.B. The inclusion of digital and virtual technologies in the art and design curriculum requires careful consideration of ethical and responsible use. Art educators – should support learning that introduces copyrightCopyright refers to the legal right of the owner of intellectual property. In simpler terms, copyright is the right to copy. This means that the original creators of products and anyone they give authorisation to are the only ones with the exclusive right to reproduce the work. Copyright law gives creators of original material the exclusive right to further use and duplicate that material for a given amount of time. Once a copyright expires, the copyrighted item becomes public domain. Key points:
• Copyright law protects creators of original material from unauthorized duplication or use.
• For an original work to be protected by copyright laws, it has to be in tangible form.
• In the U.S., the work of creators usually is protected by copyright laws until 70 years after their death.
• Other forms of protection for property that cannot be copyrighted include trademarks and patents.
, digital appropriationIf someone were to look back on this time period objectively from the future, they would be able to observe the emergence or evolution perhaps of a number of new media production practices that rely upon digital appropriation as their foundation. Digital here refers to digital technologies – 1s and 0s, interchangeable, malleable, networked, modular, as opposed to analogue – specific to the medium, difficult to mix and match, fixed. and correct referencing, digital citizenship'On a simplistic level, we might take digital citizenship as the ability to access digital technologies and stay safe…However, we also need to consider and understand the complexities of citizenship as we start to become a digital citizen, using digital media to actively participate in society and political life.’ So, digital citizenship is the ability to safely and responsibly access digital technologies, as well as being an active and respectful member of society, both online and offline. A digital citizen is a person who develops the skills and knowledge to effectively use the internet and digital technologies. They’re also people who use digital technologies and the internet in appropriate and responsible ways in order to engage and participate in society and politics. Effectively, anyone who uses modern digital technology can be considered a digital citizen. However, a good digital citizen is someone who is informed about the various issues that come with the incredible benefits of technology. This is why it’s so essential to teach digital citizenship in schools and other educational institutions. , and the potential impact of their digital creations on society. The curriculum should explore and develop digital visual literacyVisual literacy is the ability to interpret, negotiate, and make meaning from information presented in the form of an image, extending the meaning of literacy, which commonly signifies the interpretation of a written or printed text. The term “visual literacy” was defined in 1969 by John Debes, the founder of the International Visual Literacy Association, as: “Visual Literacy refers to a group of vision-competencies a human being can develop by seeing and at the same time having and integrating other sensory experiences. The development of these competencies is fundamental to normal human learning. When developed, they enable a visually literate person to discriminate and interpret the visible actions, objects, symbols, natural or man-made, that he encounters in his environment. Through the creative use of these competencies, he is able to communicate with others. Through the appreciative use of these competencies, he is able to comprehend and enjoy the masterworks of visual communication.” – John Debes, 1969 Since this definition by Debes, researchers and practitioners have re-defined ever more complex definitions that reflect the breadth of its applications. The term itself takes on different meanings in different contexts and you will therefore encounter new ideas in education, science, graphic design, art, and emphasise the importance of respecting intellectual property rightsIntellectual property (IP) refers to creations of the mind, such as inventions; literary and artistic works; designs; and symbols, names and images used in commerce. IP is protected in law by, for example, patents, copyrights and trademarks, which enable people to earn recognition or financial benefit from what they invent or create. By striking the right balance between the interests of innovators and the wider public interest, the IP system aims to foster an environment in which creativity and innovation can flourish. Types of intellectual property • Patents: A patent is an exclusive right granted for an invention. Generally speaking, a patent provides the patent owner with the right to decide how - or whether - the invention can be used by others. In exchange for this right, the patent owner makes technical information about the invention publicly available in the published patent document. • Copyright: Copyright is a legal term used to describe the rights that creators have over their literary and artistic works. Works covered by copyright range from books, music, paintings, sculpture and films, to computer programs, databases, advertisements, maps and technical drawings. • Trademarks: A trademark is a sign capable of distinguishing the goods or services of one enterprise from while using digital media in an ethical and responsible manner.
Art educators will be aware of the fact that new technologiesNew or 'emerging' technologies are technologies whose development, practical applications, or both are still largely unrealized. These technologies are generally new but also include older technologies finding new applications. Emerging technologies are often perceived as capable of changing the status quo. Any set of productive techniques which offers a significant improvement (whether measured in terms of increased output or savings in costs) over the established technology for a given process in a specific historical context. may not be available to all students equally, making access and opportunity an issue to be addressed in their curriculum, in teaching and by their school.
Virtual and digital processes include:
- AI
- Image ManipulationAlso referred to as photographic manipulation Photograph manipulation involves the transformation or alteration of a photograph. Some photograph manipulations are considered to be skillful artwork, while others are considered to be unethical practices, especially when used to deceive.
- Digital Photography
- Web and App Design
- Film
- InstallationInstallation art describes an artistic genre of site-specific, three-dimensional works designed to transform the perception or shape of a space
- AnimationAnimation is the simulation of movement by the rapid display of a series of pictures or frames. Unlike video, which takes continuous movement and breaks it up into frames, animation starts with independent pictures and puts them together to create movement. Animation comes in a variety of practices, to include stop motion animation, 3D animation and cell animation
- Time-Based Media'Time-based media' refers to works of art which depend on technology and have duration as a dimension.
- Multi-media
- Typography
These processes can be used in a number of ways:
- Researching
- Designing
- Creating
- Iterating
- Refining
- Copying
- Pasting
- Layering (with computers)
- Cameras
- SoftwareSoftware is a set of computer programs and associated documentation and data. This is in contrast to hardware, from which the system is built and which actually performs the work. and AppsA mobile application or app is a computer program or software application designed to run on a mobile device such as a phone, tablet, or watch.
- Image-processing
- Multi-Media
- Time-Based media
As such, we can do the following:
- Design
- Plan
- Code
- Thumbnail SketchA rough, first, or quick drawing or painting to assist in exploring and planning a more finished art work. A means of information gathering
- ConceptualiseConceptualisation Conceptualisation is an abstract simplified view of some selected part of the world, containing the objects, concepts, and other entities that are presumed of interest for some particular purpose and the relationships between them.
- Visualise
- Prototype
- Illustrate
- Select
- ColourChoices of colour and the relationships between colours have a huge influence on how a piece or art or design looks and feels and the emotions it provokes. Colour is made up of different aspects. The most useful terms used to describe these aspects are probably: hue, tone, saturation, complementary, analogous, tint, shade, primary and secondary.
- Animate
- Assemble
- Communicate
- Explain
- Narrate
- Review
- Evaluate
- Refine
- Create
- Imagine
- Manipulate
- Test
Further information can be found on the Machine Learning page.


