<p><Emphasis Type="BoldItalic">The relevance of the study</Emphasis> is determined by the importance of ensuring the viewer’s interaction with the artistic product using digital technologies, which is of interest to both Chinese and international audiences. <Emphasis Type="BoldItalic">The aim of the study</Emphasis> is to examine the impact of integrating interactive art and gamification into art education on student learning outcomes. <Emphasis Type="BoldItalic">The research methodology</Emphasis> consisted of conducting a controlled experimental project. The study, which involved 168 Chinese art students, utilized an experimental creative competition with elements of interactivity and gamification. Measurements were conducted at two points: at the beginning and end of the experiment (at the beginning and end of the academic year). Assessment methods included assessing participants’ perception, creativity, empathy, gaming competence, and signaling system characteristics. <Emphasis Type="BoldItalic">The study’s results</Emphasis> showed that gamification in art education promotes the development of students’ cognitive abilities, motivation, and creativity. It is concluded that the integration of digital technologies into art education programs is the foundation for creating interactive creative products. <Emphasis Type="BoldItalic">The practical significance of the obtained results</Emphasis> lies in their support for the use of gamification to develop students’ professional competence in Chinese art education. The study’s findings may also be of interest to international researchers studying ICT in education; however, caution should be exercised when applying them to other cultural and educational contexts.</p>

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Interactive art forms and gamification in modern art education: transforming art creation and perception

  • Qianqian Lu

摘要

The relevance of the study is determined by the importance of ensuring the viewer’s interaction with the artistic product using digital technologies, which is of interest to both Chinese and international audiences. The aim of the study is to examine the impact of integrating interactive art and gamification into art education on student learning outcomes. The research methodology consisted of conducting a controlled experimental project. The study, which involved 168 Chinese art students, utilized an experimental creative competition with elements of interactivity and gamification. Measurements were conducted at two points: at the beginning and end of the experiment (at the beginning and end of the academic year). Assessment methods included assessing participants’ perception, creativity, empathy, gaming competence, and signaling system characteristics. The study’s results showed that gamification in art education promotes the development of students’ cognitive abilities, motivation, and creativity. It is concluded that the integration of digital technologies into art education programs is the foundation for creating interactive creative products. The practical significance of the obtained results lies in their support for the use of gamification to develop students’ professional competence in Chinese art education. The study’s findings may also be of interest to international researchers studying ICT in education; however, caution should be exercised when applying them to other cultural and educational contexts.