Aug 2026· International Journal of Art & Design Education· 1 citation· 11 references
TL;DR
Advocating a ground‐up and materialist approach to render the operations of images visible and knowable, the paper explores current possibilities for, as well as limitations placed upon, critical and creative engagement with Generative AI in art education.
Abstract
Drawing on an ongoing research project that has brought together teachers and artists as co‐researchers, this paper considers the implications of image‐based Generative AI for teaching and learning in the UK art and design classroom. We explore some of the challenges posed by AI to art and design education in 2026, following a period in which the subject has been marginalised in favour of STEM subjects. We are interested in what art and design brings to this discussion, particularly in relation to images produced by Generative AI, and in establishing correspondence with earlier pedagogical responses to visual culture and new media. We are interested in placing artistic and critical approaches at the centre of this discussion and adopting a hands‐on approach that is ‘unplugged’ from digital systems. John Berger's 1972
Ways of Seeing
is our key influence, reminding us of the continued importance of issues concerning the reproduction of bias and forms of privilege through visual culture, and the changing relation between seeing and knowledge production. Advocating a ground‐up and materialist approach to render the operations of images visible and knowable, the paper explores current possibilities for, as well as limitations placed upon, critical and creative engagement with Generative AI in art education.
Many educators and practitioners within HCI have their secret ‘diamond’ teaching process, game, or strategy in their metaphorical ‘back pockets’ to be deployed strategically with a cohort of students or collaborators as necessary. Often these strategies or techniques are aimed at revealing complex conceptual or critica...
D. Buzzo, Joep W. Frens, Kristina Andersen et al.· Adjunct Proceedings of the 1...· 0 citations
A process-oriented framework for understanding how Embodied Hands-on and Cognitive Hands-on may relate to creative thinking, design judgement, and student agency is proposed.
Jie Yu, Li Liu, Qiu-Xia Zhu· Frontiers in Psychology· 0 citations
This paper investigates the role of generative AI as a co-creative design partner with children (aged 9-12) to envision child-centric school streets. Drawing on future studies that highlight how diverse ways of imagining shape human perception, we examine how AI-mediated speculation reshapes co-design & participatory d...
C. Tandon, Charu Monga· International Conference on...· 0 citations
In game-based learning, visual elements play a crucial role, particularly in mathematics education, where they often represent numerical information and support conceptual understanding. Nevertheless, copyright constraints may limit the reuse and adaptation of educational games outside their original context, posing bo...
Sónia Pais, Andreia Hall· European Conference on Games...· 0 citations
Over the course of the twentieth century, sound and the moving image gradually came together to form productions combining the two media, such as cinema and music video art. However, few studies analyse their interaction from the point of view of the audio-spectator, and none look at their impact on the development of...
J. Moreau, Éric Tortochot, P. Terrien et al.· Travaux interdisciplinaires...· 0 citations
Abstract: As artificial intelligence (AI) becomes increasingly embedded in higher education, its presence in teacher education programs raises important questions about how future educators engage with and make sense of these emerging technologies. Existing literature highlights that while AI is widely promoted for enh...
Pei-Lin Tay, K. Chin· Asia-Pacific Journal of Futu...· 0 citations
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