Arts and Humanities Education: A Systematic Review of Emerging Technologies and Their Contribution to Social Well-Being
Abstract
:1. Introduction
2. Materials and Methods
2.1. Information Sources and Search Strategies
2.2. Study Selection Process and Data Extraction
2.3. Risk of Bias Assessment
3. Results
3.1. RQ1. What Are the Most Commonly Used Emerging Technologies in Arts and Humanities Education?
3.2. RQ2. What Are the Benefits of Using Emerging Technologies in Arts and Humanities Education?
3.3. RQ3. What Are the Common Challenges and Obstacles Associated with the Implementation of Emerging Technologies in Arts and Humanities Education?
3.4. RQ4. How Are Emerging Technologies Applied in Different Sub-Areas of Arts and Humanities Education?
3.5. RQ5. What Emerging Technological Tools Can Be Applied in Arts and Humanities Professions?
3.6. Demographic Data
3.7. Strategies with Emerging Technologies for Cultural Enrichment and Social Well-Being
- Digital narration emerges as a powerful tool for the preservation and promotion of cultural and linguistic heritage. Through digital narration, it is possible to tell stories that connect people with their past, reviving ancestral traditions and myths or learning languages (Yeni et al. 2022). This technique allows historical information to be transformed into immersive and visually attractive stories, which can be shared through various digital platforms, such as mobile applications, social networks, and interactive websites. By combining digital storytelling with elements of virtual and augmented reality, immersive experiences can be created that transport users to past eras, allowing them to virtually explore historical and cultural sites.
- By combining digital tools such as interactive web applications, educational software, and mobile platforms, it offers students the opportunity to create works of art inspired by their cultural and linguistic heritage. Subsequently, these artistic works can be presented on social networks or virtual exhibitions using virtual and augmented reality technologies (Koukopoulos et al. 2022); in this way, students can share and explore their creations in an immersive way, thusly strengthening their connection with their cultural heritage and encouraging appreciation of heritage in a broader audience.
- Three-dimensional technologies, such as printers and modeling, offer an innovative means for the preservation and promotion of cultural objects and crafts. Through 3D modeling, it is possible to create accurate digital representations of cultural artifacts, allowing them to be studied and reproduced in great detail. Therefore, 3D printers make it possible to manufacture physical replicas of these objects (Stigberg et al. 2023), offering an accessible and economical way to preserve and spread cultural heritage. This combination of technologies not only make easy the conservation of valuable artifacts but also promote the active participation of communities in the preservation of their heritage by allowing them to create and share their own creations inspired in ancestral culture.
- Digitizing and making historical libraries and archives available online facilitate access to ancient documents and texts relevant to culture and language, while social media can be used to promote participation and dialogue around cultural and linguistic heritage, encouraging the exchange of ideas and experiences between communities. Storing and sharing digital resources related to cultural and linguistic heritage in the cloud facilitates their long-term access and preservation (Su et al. 2022).
- The use of educational software and mobile applications can be used as engaging resources to facilitate the understanding and appreciation of cultural and linguistic heritage. Likewise, the use of LMS platforms can be used to offer online courses on these topics, which could speed up access to education and the exchange of knowledge. These platforms, both web and mobile applications, could present video games and educational play material that incorporate elements of cultural and linguistic heritage, thus providing interactive and engaging experiences for learning about history, language, and art (Halverson et al. 2020).
- The integration of technological devices into cultural sites or museums can significantly enrich the visitor experience by offering detailed information about their history in various languages, as well as by providing interactive activities. This initiative seeks to create a more personalized and enriching experience for each visitor. Furthermore, the complementation with immersive virtual reality (VR) and augmented reality (AR) experiences allows users to be transported to different times and places, where they can interact with digital reconstructions of cultural and linguistic heritage (Cecotti et al. 2020; Kwon and Morrill 2022). These experiences can stimulate the public’s curiosity and interest, thusly providing a more memorable and educational visit.
- Finally, for the future, it is suggested to consider the use of robots for a wide range of functions in the preservation and promotion of cultural and linguistic heritage. These robots could perform conservation and restoration tasks at archaeological sites and historic buildings. They could also contribute to offering autonomous guided tours in museums and places of cultural interest, enriching the visitor experience by providing detailed and contextualized information about exhibits and historical sites.
4. Discussion and Conclusions
4.1. Limitations
4.2. Implications of the Results
5. Other Information
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
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Inclusion Criteria | Exclusion Criteria |
---|---|
Scopus Database:
| Retracted studies or studies containing errata. Books that do not specifically relate to the research questions. Studies not related to the arts and humanities. |
Final Search String | Total Studies | Database |
---|---|---|
(TITLE(digital OR technology OR innovation OR technologies) AND TITLE(education OR pedagogy OR teacher OR students OR steam) AND TITLE(arts OR humanities)) AND PUBYEAR > 2017 AND PUBYEAR < 2024 AND (LIMIT-TO(DOCTYPE, “ar”) OR LIMIT-TO (DOCTYPE, “cp”) OR LIMIT-TO (DOCTYPE, “ch”)) AND (LIMIT-TO (LANGUAGE, “English”) OR LIMIT-TO (LANGUAGE, “Spanish”)) AND (LIMIT-TO (SUBJAREA, “SOCI”) OR LIMIT-TO (SUBJAREA, “COMP”) OR LIMIT-TO(SUBJAREA, “ARTS”)) | 230 | Scopus |
allintitle: technologies education arts OR humanities specific interval: 2018–2023 | 43 | Google Scholar |
Studies | Total | Percentage | Description |
---|---|---|---|
Candidate studies | 273 | 100% | Studies resulting from the application of the search string |
Candidate studies depurated | 267 | 98% | Unique studies without duplicates |
Selected studies | 220 | 81% | Studies after reviewing the title, abstract, and keywords |
Retrieved studies | 178 | 65% | Studies downloaded in full text |
Final studies | 158 | 58% | Studies reviewed in full text and selected |
Research Question | NS | VMin–VMax | R, A | Average | Median | Low Confidence | Medium Confidence | High Confidence | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
LL | UL | N (%) | LL | UL | N (%) | LL | UL | N (%) | ||||||
RQ1: What are the most commonly used emerging technologies in Arts and Humanities education? | 158 | 1–30% | R = 29% A = 10% | 14% | 13% | 1% | 10% | 9 (47%) | 10% | 20% | 2 (26%) | 20% | 30% | 5 (26%) |
RQ2: What are the benefits of using emerging technologies in Arts and Humanities education? | 157 | 3–41% | R = 38% A = 13% | 12% | 10% | 3% | 16% | 14 (82%) | 16% | 29% | 2 (12%) | 29% | 41% | 1 (6%) |
RQ3: What are the common challenges and obstacles associated with the implementation of emerging technologies in Arts and Humanities education? | 104 | 1–29% | R = 28% A = 9% | 4% | 3% | 1% | 10% | 13 (76%) | 10% | 20% | 3 (18%) | 20% | 30% | 1 (6%) |
RQ4: How are emerging technologies applied in different sub-areas of Arts and Humanities education? | 142 | 2–63% | R = 61% A = 20% | 19% | 11% | 2% | 22% | 5 (56%) | 22% | 43% | 3 (33%) | 43% | 36% | 1 (11%) |
RQ5: What emerging technological tools can be applied in arts and humanities professions? | 110 | 6–35% | R = 29% A = 10% | 19% | 20% | 6% | 16% | 4 (36%) | 16% | 26% | 5 (45%) | 26% | 35% | 2 (18%) |
Emerging Technologies | Total | Total Percentage of Primary Studies = 158 |
---|---|---|
Web Applications and Platforms | 48 | 30% |
Educational Software | 47 | 30% |
Internet of Things | 43 | 27% |
Virtual and Augmented Reality | 43 | 27% |
3D Technology (Software, Simulation, Printing) | 35 | 22% |
Mobile Learning or M-Learning | 31 | 19% |
Tools for Digital Art Creation (Software, Hardware) | 29 | 18% |
Artificial Intelligence (Data Mining, Text, Machine Learning) | 27 | 17% |
Learning Management System (LMS) | 23 | 14% |
Big Data | 20 | 13% |
Texts/Digital Libraries | 16 | 10% |
Social Media | 13 | 8% |
Cloud Technology | 11 | 7% |
Video Games | 11 | 7% |
Robotics | 5 | 3% |
Interactive Whiteboard | 4 | 3% |
Remote Learning | 5 | 3% |
Instant Messaging Platforms | 4 | 3% |
Holographic Projections | 1 | 1% |
Benefits | Total | Total Percentage of Primary Studies = 158 |
---|---|---|
Promotes interactive, multisensory, and playful learning | 65 | 41% |
Allows for sharing projects and resources, fostering collaborative learning | 38 | 24% |
Promotes innovation and improvements in the educational process | 26 | 16% |
Allows for greater accessibility to education, information, and knowledge | 20 | 13% |
Flexibility of time and space for learning | 19 | 12% |
Promotes interdisciplinary or multidisciplinary learning | 18 | 11% |
Contributes to the development of 21st-century skills such as creative and critical thinking and personal development | 17 | 11% |
Promotes the diversification of teaching methodologies and learning techniques | 17 | 11% |
Facilitates feedback or tutoring between teachers and students | 16 | 10% |
Contributes to increased student motivation towards learning | 13 | 8% |
Fosters autonomy, self-regulation, and self-efficacy | 12 | 8% |
Allows for personalized learning | 12 | 8% |
Promotes the development of digital skills | 11 | 7% |
Facilitates greater student engagement | 11 | 7% |
Promotes curriculum improvements through data analysis | 10 | 6% |
Encourages lifelong learning | 5 | 3% |
Facilitates inclusive learning opportunities | 5 | 3% |
Challenges | Total | Total Percentage of Primary Studies = 158 |
---|---|---|
Lack of digital skills and effective use of technological tools by teachers | 30 | 19% |
Lack of research on the use of technology and its viability in different educational contexts and levels | 13 | 8% |
Deficiency in physical, technological infrastructure, and internet access | 12 | 8% |
Shortcomings in curriculum planning, methodologies, and content incorporating technological tools | 11 | 7% |
Educational institutions or teachers remaining resistant to the use of technology | 9 | 6% |
Lack of motivation among teachers and students towards virtual learning | 5 | 3% |
Inequality of educational opportunities due to resource shortages | 5 | 3% |
Failure to develop 21st-century skills and adapt to the knowledge-based economy | 5 | 3% |
Risks to security and confidentiality of personal information | 4 | 3% |
Involvement of all stakeholders in the educational process, including students, teachers, administrators, and parents | 4 | 3% |
Insufficient digital educational content on specific topics | 3 | 2% |
Fake news, misinformation, and unverified content | 3 | 2% |
Lack of national and international projects and agreements for curriculum improvement | 3 | 2% |
Lack of ongoing training for teachers | 3 | 2% |
Plagiarism or lack of proper sources and use of resources by students | 3 | 2% |
Technological tools in other languages | 1 | 1% |
Difficulties in monitoring the participation of all students in virtual education | 1 | 1% |
Field | Specific Field | Detailed Field |
---|---|---|
Arts and Humanities | Arts | Audiovisual techniques and media production |
Design | ||
Arts | ||
Music and performing arts | ||
Humanities | Religion and Theology | |
History and Archaeology | ||
Philosophy | ||
Languages | Languages | |
Literature and Linguistics |
Technological Tools | Total | Total Percentage of Primary Studies = 158 |
---|---|---|
2D and 3D Design and Artistic Creation Programs: Adobe Photoshop, Adobe Illustrator, Procreate, Sketch, Tilt Brush, Autodesk Maya, Windows Movie Maker, Corel Painter, ArtFlow, Fresko Paint Ligh, Dall-E, Midjourney, Teachable Machine, LAION-5B, Dynamic Image Fusion, Subtext, ArtPlacer, Kunstmatrix, Artssteps, VR-All-Art, ArtPlacer10, Art Visualiser, V21 Artspace, ArtGate9, Mozilla Hubs, Colosseum VR, Digital Bloom, Digital Storage, Arte remoto K-2, Space Syntax Design Cloud, WordPress, 3D Max, Flash, Glogster, Audacity, 3DStudio, SketchUp, Jekyll, 3DMAX, Paint3D, Sewist CAD, Avidemux, Sony Vegas, Adobe Audition, 123D Design, Tinkercad, zbrush, Cinema 4DM, After Effects, CorelDRAW, Pagemake, FrontFlash, Env3D, 3D-GIS, 3DArch, ArtRage | 38 | 24% |
Hardware: Mobile technological devices, tablets, smartphones, Graphic drawing tablets with optical pen, 3D printers, Go-Pro camera, laser cutter | 33 | 21% |
Tools for Communication, Collaboration, and Tutoring: Microsoft Teams, Zoom, Google Meet, ChatGPT, Soqqle, Classlet, Flipgrid, VoiceThread, PrimaryPad, Mentimeter, Padlet, Tencent Cloud, Siri, Glogster, Annotation Studio | 23 | 15% |
Platforms and Tools for Virtual Reality (VR) and Augmented Reality (AR): Tilt Brush, VR-All-Art, Artssteps, Mozilla Hubs, R, Unity 3D, Google Cardboard, Google Arts & Culture, SightSpace3D, Google Earth, Virtual Desktop, Quiver, Museum.rf, Colosseum VR | 23 | 15% |
Social Networks and Instant Messaging Platforms: Snapchat, Facebook, Instagram, Twitter, TikTok, WhatsApp, Skype, QQ, WeChat, Google Hangouts, Subtext, Tumblr, Behance | 22 | 14% |
Information libraries and multimedia resources: Google, Google, Art & Curlture, Google Earth, American Memory, Youtube, Voyant Tools, Google Ngram Viewer, Flickr, Spotify, Apple Music, Netflix, Academia, Pinterest | 22 | 14% |
Productivity and Office Tools: Microsoft Office Suite (Word, Excel, PowerPoint), LibreOffice, Evernote, Google Calendar, Google Docs, OneDrive, Google Drive, MonkeyLearn, Prezi, Symbaloo, Dropbox, MEGA, Media Fire, Slack, Zotero, MyPalladio, WinLog Assist, LeaderTask | 20 | 13% |
Learning Management Systems (LMS): Moodle, Edmodo, Schoology, MOOC, Google Classroom | 13 | 8% |
Programming and Development Languages: Python, R, Unity 3D, JavaScript, GitHub, Scratch, Visual Studio, Label, Google Blockly, App Inventory, Adobe Director | 12 | 8% |
Playful learning tools: Google Quick Draw, Kahoot, Alice VR, Genially, Soqqle Classlet, Bitmoji, Quizlet | 11 | 7% |
Platforms and Tools for Data Analysis: MySQL, Google Ngram Viewer, Bayesialab, R, STATA, SPSS, Eviews, Aylien, Surveymonkey | 7 | 4% |
Countries | Total of Studies |
---|---|
China | 36 |
United States | 22 |
Russia | 11 |
Spain | 7 |
Germany and Ukraine | 6 |
Colombia, Denmark, Philippines, Indonesia, Ireland, Kazakhstan, Nigeria, Norway, Sudan, Switzerland, and Uganda | 3 |
Australia, Brazil, Canada, South Korea, Finland, Greece, Italy, Malaysia, and Thailand. | 2 |
Saudi Arabia, Argentina, Bahrain, Belarus, Burundi, Chile, Cyprus, Croatia, Ecuador, United Arab Emirates, Estonia, France, Ghana, Hong Kong, Hungary, India, Lithuania, Netherlands, Pakistan, Portugal, United Kingdom, Democratic Republic of the Congo, Rwanda, Romania, Singapore, Sweden, Turkey, and Uzbekistan | 1 |
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Share and Cite
Usca, N.; Samaniego, M.; Yerbabuena, C.; Pérez, I. Arts and Humanities Education: A Systematic Review of Emerging Technologies and Their Contribution to Social Well-Being. Soc. Sci. 2024, 13, 269. https://doi.org/10.3390/socsci13050269
Usca N, Samaniego M, Yerbabuena C, Pérez I. Arts and Humanities Education: A Systematic Review of Emerging Technologies and Their Contribution to Social Well-Being. Social Sciences. 2024; 13(5):269. https://doi.org/10.3390/socsci13050269
Chicago/Turabian StyleUsca, Nancy, Mariela Samaniego, Carlos Yerbabuena, and Isaac Pérez. 2024. "Arts and Humanities Education: A Systematic Review of Emerging Technologies and Their Contribution to Social Well-Being" Social Sciences 13, no. 5: 269. https://doi.org/10.3390/socsci13050269