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Original Articles

Avatars, Second Life, and New Media Art: The Challenge for Contemporary Art Education

Pages 87-91 | Published online: 16 Dec 2015

Keep up to date with the latest research on this topic with citation updates for this article.

Read on this site (6)

Alexandra Overby & Brian L. Jones. (2015) Virtual LEGOs: Incorporating Minecraft into the Art Education Curriculum. Art Education 68:1, pages 21-27.
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Mary Stokrocki. (2014) Art Treasure Quests in Second Life: A Multi-Literacy Adventure. Art Education 67:2, pages 37-42.
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Melanie L. Buffington. (2010) Podcasting Possibilities for Art Education. Art Education 63:1, pages 11-16.
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Articles from other publishers (16)

Athanasios Christopoulos & Stylianos Mystakidis. (2023) Gamification in Education. Encyclopedia 3:4, pages 1223-1243.
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Mandi Lİ. (2023) A Second Life for Educators: A Hybrid Extended Reality Education Between Zuckerberg’s Vision and Educational Researchers’ ImaginaryA Second Life for Educators: A Hybrid Extended Reality Education Between Zuckerberg’s Vision and Educational Researchers’ Imaginary. Journal of Metaverse 3:1, pages 73-78.
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Rabindra Ratan, Matthew S. Klein, Chimobi R. Ucha & Leticia L. Cherchiglia. (2022) Avatar customization orientation and undergraduate-course outcomes: Actual-self avatars are better than ideal-self and future-self avatars. Computers & Education 191, pages 104643.
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Mengying Xi. (2022) Reconstruction of New Media Art Ecology Based on Intelligent Technology Environment. Wireless Communications and Mobile Computing 2022, pages 1-6.
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Shiyu Gao. (2021) Reshaping posthuman subjectivity: Lu Yang’s representation of virtual bodies in the COVID-19 pandemic. Journal of Contemporary Chinese Art 8:2, pages 267-289.
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Ildikó Biró. (2019) A vizuális kommunikáció tudáselemei, alkotói részképességeinek fejlesztése és értékelése. Magyar Pedagógia 119:4, pages 329-355.
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Hong-An Wu. (2016) Video Game Prosumers: Case Study of a Minecraft Affinity Space. Visual Arts Research 42:1, pages 22-37.
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Brad Olson. (2016) Tensions in the Third Space: Examining the Digital Visual Culture of Teenagers. Visual Arts Research 42:1, pages 8-21.
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이지연. (2013) Exploring Quality Digital Storytelling in Digital Art Education. Journal of Research in Art Education 14:2, pages 123-139.
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Lilly Lu. 2013. Cases on 3D Technology Application and Integration in Education. Cases on 3D Technology Application and Integration in Education 174 205 .
Lilly Lu. 2011. Serious Educational Game Assessment. Serious Educational Game Assessment 201 219 .
Lilly (Li-Fen) Lu. (2010) Demystifying three-dimensional virtual worlds for art education. International Journal of Education Through Art 6:3, pages 279-292.
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Umut Burcu Tasa & Tülin Görgülü. (2010) Meta-art: art of the 3-D user-created virtual worlds. Digital Creativity 21:2, pages 100-111.
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이재영. (2010) Technology in Art Education for Critical Pedagogy. Journal of Research in Art Education 11:1, pages 31-50.
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Robert W Sweeny. (2009) There's no I in YouTube: social media, networked identity and art education. International Journal of Education Through Art 5:2, pages 201-212.
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Susan B. Barnes. (2009) Relationship Networking: Society and Education. Journal of Computer-Mediated Communication 14:3, pages 735-742.
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