Is the impact of artificial intelligence generation tools on improving art education positive or negative? Perspectives of professors and students
Bibliographic Data
| ID | 21632473 |
|---|---|
| Authors | Ru Zhang (0000-0002-4860-7800, Beihai University of Art and Design), Hyemin Lee (0000-0002-7479-104X, Kookmin University), Ronghui Wu (0009-0006-7399-5821, Kookmin University), Wei Yang (0000-0001-7249-4386, Kookmin University), Younghwan Pan (0000-0003-0745-6687, Kookmin University, corresponding author) |
| Year | 2025 |
| Volume | 33 |
| Issue | 10 |
| Pages | 5944-5975 |
| Publication date | 2025-11-26 |
| Peer Reviewed | Yes |
| Open Access | No |
| Type | ARTICLE |
| Venue | Interactive Learning Environments (JOURNAL) |
| Journal identifiers | ISSN: 1049-4820 • E-ISSN: 1744-5191 |
| Publisher | Informa UK Limited (PUBLISHER • GB) |
| DOI | 10.1080/10494820.2025.2490173 |
| OpenAlex | W4409648904 |
| Language | EN |
| Citations received | 3 |
| References cited | 65 |
The potential of AI generation tools in art has attracted growing interest, but their practical application in art education remains under exploration. This study adopts a mixed-method approach to analyze their positive and negative effects from professors’ and students’ perspectives and offers suggestions. In the first stage, key variables were identified through literature review, case studies, and interviews. In the second stage, quantitative analysis was conducted using survey data to verify these variables. Findings reveal that AI tools play a dual role in art education, including four positive factors (timely feedback, personalized guidance, learning efficiency, employability skills) and four negative ones (technological dependence, originality diminishment,, perceived risk, information misguidance). Overall,the positive impact outweighs the negative, and both groups view AI use favorably. The study emphasizes teachers' role in guiding responsible AI use while maintaining a balance between benefits and challenges. It recommends that future art education optimize curriculum design alongside technological advancement, with a focus on critical thinking, independence, and lifelong learning to meet evolving societal and industry needs
Mathematics education · Pedagogy · Artificial Intelligence in Healthcare and Education · Computer Science · Educational Games and Gamification · Psychology · Virtual Reality Applications and Impacts
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| Unique citing works | 3 |
|---|---|
| Citations per year | 3 |
| Citation span | 2025 - 2026 (2) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 3 |