Abstract
Studies show that at a young age, children unexceptionally exhibit intense interests in depicting and replicating objects from their external world. The most common expression is through drawing and painting. However, it is not an easy task for most of the population. Artistic expression, especially visual art, has long been proven to be remarkably beneficial for STEM (science, technology, engineering and math) education (Tytler, How art is drawing students to STEM, Australian Council for Educational Research (ACER) conference 2016 - improving STEM learning: What will it take?, 2016; Tyler-Wood et al. J Technol Teach Educ 18(2):341–363, 2010). How to effectively impart such important skill knowledge to the majority of students who lack innate artistic talent is an important and difficult task for researchers. We have developed an effective approach with software solution to help students who lack visual art talent to effectively master the skill knowledge of realistic drawing and painting of objects in the world, including human, animal, plant, scene, architecture, machinery, design, etc. The preliminary result shows our approach is very promising.
Access provided by Autonomous University of Puebla. Download conference paper PDF
Similar content being viewed by others
Keywords
- Skill knowledge
- Computational thinking
- Artificial intelligence
- STEM education
- Realist drawing & painting
1 Introduction
Research studies have shown that drawing is a key to help students’ engagement in STEM disciplines, because many concepts in science, technology, engineering and math are so often visual and spatial in nature. Drawing is a key activity, alongside modelling, role-play and digital simulation to focus collaborative reasoning and generation of meaning [1, 2]. A research study published in Life Science Education Journal [3] shows that:
-
Drawing of visual representations is important for learners and scientists alike, such as the drawing of models to enable visual model-based reasoning.
-
It is the core competency skill of Vision and Change report’s modelling and simulation capability [4].
-
The power of visual drawing has been used by scientists from the representational anatomical and engineering design works of Leonardo da Vinci to the theoretical phylogenetic work of Charles Darwin.
In the “Spatial Skills: A Neglected Dimension of Early STEAM Education,” published at Education Weeks, February 2017 [5], the following points on STEM were made:
-
Spatial skills predict success in STEM fields out to adulthood.
-
The importance of spatial skills is often overlooked as a key feature of STEM education.
-
Frequent neglect of spatial development creates an additional barrier to children’s STEM learning (Fig. 1).
2 Insufficient Public-School Visual Art Education for STEM
In nationwide public K-12 education, visual art focused on drawing and painting has been significantly downplayed with an average of one 50-minute lesson every 2 weeks. A common misconception of the visual arts is that an individual needs to be gifted to master it – a perfect excuse to deprive visual art education for public K-12 grade students. Recent studies show that drawing skill development for young learners has been intentionally and systematically neglected [5].
Theory of action 1
Certain key skills, such as drawing for STEM learning, have been purposefully overlooked and systematically neglected with a severe lack of education resources.
3 \( \mathbf{\mathit{F}}\mathbf{un}\hbox{-} \mathbf{\mathit{J}}\mathbf{oy} \) Visual Art Education for STEM
Built upon literature, prior practice, and research, our \( \mathbf{\mathit{F}}\mathbf{un}\hbox{-} \mathbf{\mathit{J}}\mathbf{oy} \) project applies computational thinking (CT), computing methods, technology and CT-enriched curriculum to promote desire and competency in the areas of visual arts development for K-12th grade learners. The National Research Council has documented the nature of young leaners’ intrinsic desire to discover, explore and solve problems [6]. However, research on students using computational thinking with intriguing nature computing phenomena towards visual art, math and science learning, among the pre-kindergarten to 8th grade demographic, in a multi-year, formal and informal learning environment is relatively unexplored. As Wing pointed out, computational thinking benefits society in a much broader perspective, especially in early education [7]. A growing number of researches on integrating CT into early STEM learning has shown that new perspectives for studying and assessing the effectiveness of applying computational thinking in K-12 education is urgent [8,9,10,11,12].
\( \mathbf{\mathit{F}}\mathbf{un}\hbox{-} \mathbf{\mathit{J}}\mathbf{oy} \) project is built upon above solid research base [13, 14], increasing the probability that we will much better understand how to combine visual art, computational thinking and nature computing phenomena into an effective early STEM education practice, and increase STEM literacy.
4 Research Questions
-
RQ-1: What pedagogical environments and learning strategies are needed for integrating computational thinking skills into drawing and painting learning from an early age (K-8th grade)?
-
RQ-2: What are the learning progressions in computational thinking that can be identified from the early ages of kindergarten (5 years old) through middle school (6th–8th grades, 12–14-year-old)?
-
RQ-3: How does computational thinking significantly improve drawing skill development, and how does drawing skill development greatly affect students’ learning performance in STEM learning from the early grade pre-K to 12 grades?
-
RQ-4: Under what conditions does the integration of computing into drawing and painting increase student interest, motivation, content acquisition and performance in STEM learning?
5 Design and Development Efforts
Theory of action 2
Certain vital habits and skills are best learned at a young age between kindergarten to 8th grade; past 8th grade, those skills take longer to learn, and teaching those skills becomes less effective.
Based upon the theory of action 1 and 2, we have conducted the first major design and development module and built our successful pilot project titled “Drawing & Painting with AI-supported Geometrical and Computational Methods Fun-Joy.” It heavily uses the four key components in computational thinking [7]:
-
1.
Decomposition – breaking down a complex drawing object into smaller, more manageable parts
-
2.
Abstraction – level by level, focusing on the important geometrical shapes only, ignoring irrelevant drawing details
-
3.
Pattern recognition – looking for similarities among and within drawing objects, and apply patterns in drawing
-
4.
Algorithms – developing a step-by-step solution/rules to follow to solve the drawing challenge
Computational thinking conquers a complex problem by breaking it down into a series of smaller, more manageable problems (decomposition); each of these smaller problems can then be looked at individually and compared to previously solved problems (pattern recognition). By focusing only on the important details, while ignoring irrelevant information (abstraction), eventually, simple steps or rules to solve each of the smaller problems can be designed (algorithms). The cornerstone of our theory of action is: the most effective teaching and learning happens when teacher deeply inspires students’ curiosity, and motivates their desire with guidance to explore, depict, replicate and interact with the amazing external world using the leaner’s own hands. New education approaches should capture this human nature of learning and correct the flaws inherited from traditional public education practices [15,16,17] (Fig. 2).
Our major research methods include:
-
Integrating computational thinking approaches into STEM disciplines, including visual arts education
-
Applying modelling-centred inquiry and project-based learning into the study
-
Applying the fascinating phenomena in nature computing, including biological and physical computing, to stimulate young learners’ desire to learn and discover
-
Applying the project-based online interactive cyber-learning communities, to promote students to spontaneously develop an in-depth understanding of computational thinking as a way of creative approach towards learning in STEM fields
-
Imposing professional development experiences at the centre of this project to include school teachers, social and learning scientists, out-of-school practitioners, informal educators, education media and technology developers, into the research work
-
Applying a participatory approach that engages teachers as partners in research, expanding their computational vision that leads to the success for all students
-
Producing data on how integration of visual art, biological and physical computing in nature with computational modelling, simulation in algebra, geometry and science can improve students’ deeper understanding and interests in STEM and computing fields
-
Developing strategic curricular design, transformative teacher training, and close monitoring of student learning outcomes in formal classroom and informal out-of-school settings
Theory of action 3
At a young age, especially from K-8th grades, one is:
-
I.
Curious about the world
-
II.
Eager to sense every element the world has
-
III.
Keen to mimic, depict and replicate with one’s own hands
-
IV.
Ardent to draw, paint, evolve, innovate and invent one’s own counterparts of the nature and human world
Theory of action 4
Humans have instinctual interest in nature phenomenon and their causes.
Theory of action 5
Unexplained phenomena will stimulate innate inquisitiveness and trigger one’s intense desire to discover and understand.
\( \mathbf{\mathit{F}}\mathbf{un}\hbox{-} \mathbf{\mathit{J}}\mathbf{oy} \) ’s approach is based upon the theory of action 3, 4 and 5, together with computational modelling and simulation. We have conducted the major design and development which applies the visual art skill knowledge with fascinating nature phenomena caused by biological computing and physical computing, to improve students’ deeper understanding, interests and mastery in targeted STEM fields. It has profoundly stimulated young learners’ intrinsic desire and deeply promoted the mastery of exploring, discovery and innovation.
6 Preliminary Results
Our pilot project \( \mathbf{\mathit{F}}\mathbf{un}\hbox{-} \mathbf{\mathit{J}}\mathbf{oy} \) heavily applies AI-aided computational thinking with geometrical methods in visual art skill development for learners who lack inborn artistic talents in the visual art domain. Since its debut on Google Play, the software designed for this project has been downloaded by more than 5 million learners, and has been translated into 65 languages; more than 110,000 learners have given written review comments on Google Play; the average score is 4.6 out of 5.0 scale, topping the highest in its category (Fig. 3).
References
R. Tytler, How art is drawing students to STEM, Australian Council for Educational Research (ACER) conference 2016 - improving STEM learning: What will it take? 2016
G.T. Tyler-Wood, G. Knezek, R. ChrisTensen, Tyler-Wood, Knezek, Christensen, Instruments for assessing interest in STEM content and careers. J. Technol. Teach. Educ. 18(2), 341–363 (2010)
K. Quillin, S. Thomas, Drawing-to-learn: A framework for using drawings to promote model-based reasoning in biology. CBE Life Sci. Educ 14(1), es2 (2015)
American Association for the Advancement of Science (AAAS), Vision and Change Report, 2011. http://visionandchange.org/files/2011/03/Revised-Vision-and-Change-Final-Report.pdf
J. Berkowicz, A. Myers, Spatial skills: A neglected dimension of early STEM education, Education Weeks, Feb. 2017. http://blogs.edweek.org/edweek/leadership_360/2017/02/spatial_skills_a_neglected_dimension_of_early_stem_education.html?utm_content= bufferffc48&utm_medium=social&utm_source=twitter.com&utm_campaign=buffer
National Research Council, in A Framework for K-12 Science Education: Practices, Crosscutting Concepts, and Core Ideas, ed. by H. Quinn, H. Schweingruber, T. Keller, (National Academies Press, Washington, D.C, 2012)
J.M. Wing, Computational thinking. Commun. ACM 49(3), 33 (2006)
K. Brennan, M. Resnick, New frameworks for studying and assessing the development of computational thinking. In 2012 annual meeting of the American Educational Research Association (AERA). Vancouver, Canada, 2012
N.C.C. Brown, M. Kölling, T. Crick, S. Peyton Jones, S. Humphreys, S. Sentance, Bringing computer science back into schools: Lessons from the UK, in Proceeding of the 44th ACM Technical Symposium on Computer Science Education, (ACM, New York, 2013), pp. 269–274
S. Daily, A. Leonard, S. Jörg, S. Babu, K. Gundersen, D. Parmar, Embodying computational thinking: Initial design of an emerging technological learning tool. Technol. Knowl. Learn. 20(1), 79–84 (2014)
J. Voogt, P. Fisser, J. Good, P. Mishra, A. Yadav, Computational thinking in compulsory education: Towards an agenda for research and practice. Educ. Inf. Technol. 20(4), 715–728 (2015)
S.C. Kong, A framework of curriculum design for computational thinking development in K-12 education. J. Comput. Educ 3(4), 377–394 (2016)
S. Grover, R. Pea, S. Cooper, Designing for deeper learning in a blended computer science course for middle school students. Comput. Sci. Educ. 25(2), 199–237 (2015)
R. Taub, M. Armoni, M. Ben-Ari, (Moti). Abstraction as a bridging concept between computer science and physics, in Proceedings of the 9th Workshop in Primary and Secondary Computing Education, (ACM Press, 2014), pp. 16–19
S. Grover, R. Pea, Computational thinking in K–12 a review of the state of the field. Educ. Res. 42(1), 38–43 (2013)
I. Lee, Reclaiming the roots of CT. CSTA Voice – Spec. Issue Comput. Think 12(1), 3–5 (2016)
D. Weintrop, K. Orton, M. Horn, E. Beheshti, L. Trouille, K. Jona, U. Wilensky, Computational thinking in the science classroom: Preliminary findings from a blended curriculum. Annual meeting of the National Association for Research in Science Teaching (NARST), 2015
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2021 Springer Nature Switzerland AG
About this paper
Cite this paper
Wu, L. et al. (2021). Realistic Drawing & Painting with AI-Supported Geometrical and Computational Method (\( \mathbf{\mathit{F}}\mathbf{un}\hbox{-} \mathbf{\mathit{J}}\mathbf{oy} \)). In: Arabnia, H.R., Ferens, K., de la Fuente, D., Kozerenko, E.B., Olivas Varela, J.A., Tinetti, F.G. (eds) Advances in Artificial Intelligence and Applied Cognitive Computing. Transactions on Computational Science and Computational Intelligence. Springer, Cham. https://doi.org/10.1007/978-3-030-70296-0_58
Download citation
DOI: https://doi.org/10.1007/978-3-030-70296-0_58
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-70295-3
Online ISBN: 978-3-030-70296-0
eBook Packages: Computer ScienceComputer Science (R0)