How Students in Creative Educations Appropriate Technology: A phenomenological analysis.

Programming Education & Computational ThinkingSTEM Education & Science CommunicationMakerspace CultureUniversity Professors & ResearchersOnline Course Designers

Research Background and Issues

  • What problems or challenges did the authors identify?

    • In the context of digital technologies deeply integrating into creative work, the process of how students in higher education gradually master these technologies has not been widely studied. Specifically, how creative practitioners transform technology from an object into equipment and integrate it into their practice remains insufficiently documented.
    • Current technologies are mostly not tailored for the creative field, and students in creative education often need to adapt, explore, or even redefine the ways these technologies are used.
  • Why is this issue important?

    • Technological literacy and creativity are key competencies in modern education. How students bridge the gap between science and art through arts and technology education not only impacts educational outcomes but also holds profound implications for future innovative practices.
    • Researching "how creative students adopt technology" can reveal ways to improve the design of technological tools to better suit users and inspire more effective educational methods for integrating creativity and technology.
  • Research Motivation and Related Work

    • A literature review indicates that while many studies have explored individual creativity-support tools, there is a lack of research on the long-term integration and adoption processes of multiple technologies.
    • Significant research gaps exist in understanding how creative practitioners develop, adapt, and internalize technological tools across social, practical, and technical dimensions.

Solutions

  • What methods or solutions did the authors propose?

    • Analyzing how students adopt technology in creative education through a phenomenological perspective. Using the "phenomenological theory of technology adoption" proposed by Riemer and Johnston, the study framework divides the evolution process into three stages: technology as an object, a tool, and equipment.
    • The study analyzes qualitative data collected from Danish undergraduate students in the "Art & Technology" program, including interviews, student reports, and classroom observations by educators.
  • What are the innovative aspects of this solution?

    • The framework decomposes technology adoption into multi-stage analysis (foreground, middle-ground, background) and delves into the internalization process across material, practical, and social dimensions.
    • It incorporates students' authentic experiences of exploring technology, such as social collaboration, diverse motivations, and the "just-in-time learning" theory based on project needs.
  • What are the implementation steps, and what key techniques were used?

    • Data Collection: Conducting semi-structured interviews, analyzing project reports, educator observation notes, and student feedback (e.g., questionnaires and meeting records).
    • Data Analysis: Applying pre-set coding based on the "phenomenological theory of technology adoption," including specific thematic coding frameworks for "human engagement" and "technology."
    • Classification and Comparison: Analyzing data within social, practical, and material dimensions to examine the dynamic transition of technology from object to equipment.

Research Findings

  • What specific findings were achieved?

    • The study revealed the transition process where students move from an initial "alienness" toward technology to naturally integrating it into their creative practices.
    • It identified three stages of technology adoption:
      ① Initially as an object, where students explore the functionality of technology.
      ② As a tool, where technology content gradually integrates into creativity.
      ③ As equipment, where technology seamlessly merges with artistic practice.
  • What advantages does it have compared to existing solutions?

    • The long-term research approach (spanning several years of learning stages) addresses the time-span limitations of existing studies.
    • It provides concrete educational strategy recommendations, including how to leverage community environments and motivation to foster technological literacy, and introduces innovative educational frameworks for workshops, courses, and exhibitions.
  • What were the experimental or evaluation results?

    • Most students reached technological fluency in the third stage (performing with equipment), where technology became an invisible support tool for their creative work. For example, students effectively combined multiple technologies and even experimented with "mis-using" technology to create novel works.
    • Students were more inclined to gain inspiration and skills from surrounding successful cases, hands-on trial-and-error, AI assistants (e.g., ChatGPT), and group collaboration.
  • Limitations and Future Directions

    • Limitations include the study's focus on a single location (creative education in Western Europe) and potential cultural biases.
    • Future directions: Expanding the study to alumni groups to observe the long-term interaction between technology and creative work in professional contexts. Additionally, a broader cross-cultural perspective is needed to explore practice patterns in different global contexts.

Conclusion

Through phenomenological analysis, this study developed a three-part framework (object → tool → equipment) to understand how students gradually master and integrate technology into creative practices. The research not only illuminates the learning trajectory of technological literacy but also provides significant insights for educational design and the optimization of technological tools.

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https://hci.top/en/papers/chi/188721/2025

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DOI: https://dl.acm.org/doi/10.1145/3706598.3713667
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2025
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Programming Education & Computational Thinking, STEM Education & Science Communication, Makerspace Culture
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University Professors & Researchers, Online Course Designers
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