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KALAYAAN NATIONAL HIGH SCHOOL

TRADITIONAL AND DIGITAL ART PERFORMANCE OR SENIOR HIGH


SCHOOL STUDENTS: A COMPARATIVE ANALYSIS

A research proposal presented to


Kalayaan National High School

Presented by:
Aljan Philip Alonzo
Alexandra Naomi Kim B. Asparin
Chea Mae B. Barnachea
Jasmine D. Camu
Kate S. Catimpo
Abigail C. Cruz
12- Meehan

Presented to:
Ms. Carmee Joyce Ortea
Research Adviser

February 1, 2023
KALAYAAN NATIONAL HIGH SCHOOL 2

Chapter 1

THE PROBLEM AND ITS BACKGROUND

This chapter introduces the background and provides the overview and
objectives of the study.

Introduction

Art has been an integral part of our culture and history. Art has become a
factor for creativity and even a study for some and animation is one of the many
forms that art can take; we can designate it as such. Animation has been a part
of the lives of everyone in our society in the 21st century, from watching
television to cultural representation, and now that it is a required course for senior
high school students, the number of creative alterations can flourish on a new
level. According to the research of Julie Bauer Morrison, and Barbara Tversky
(2000, March). That is titled “Animation: Does it facilitate learning”. In AAAI spring
symposium on smart graphics (Vol. 5359) “More recently, graphics such as
diagrams and graphs, have been used to portray things that are metaphorically
spatio-visual. The assumption is that graphics facilitate comprehension, learning,
memory, and inference”. According to the cited statement, graphics such as
animation can now help learning, but without the conclusion that individuals will
attain higher levels of creativity. However, animation is only a part of a broader
spectrum of art that can be viewed digitally, thereby imposing the concept of
digital art as a new opposing art form to traditional art. The research suggests
that understanding digital art might facilitate and clarify which of the two specified
art forms is vastly superior to the other.
The difference of the two art-methods is that, traditional art makes use of
all the traditional mediums and techniques that were developed and are still
evolving and improving over the course of time, a person who engages in
traditional art would acquire an even deeper understanding of the materials and
what they are attempting to accomplish. Meanwhile, digital art is any work or
KALAYAAN NATIONAL HIGH SCHOOL 3

practice of art that uses digital technologies as an important part of the making,
showing, spreading, or exhibiting process. It is impossible to describe as a single
thing because it is made-up of many kinds of art, technologies, and ideas that are
always changing. The two-art-method is use in the ICT strand. ICT or also
known as “Information Communication & Technologies” has the capacity to
expand the flexibility of education delivery so that learners can access knowledge
anywhere, anytime. It can affect how students are taught and learn because
procedures are learner-driven now. In addition to geographic flexibility,
technology-facilitated educational programs remove numerous temporal
constraints for special needs learners as ICT enables Easy Access to E-
Learning. With ICT, students can now access e-books, sample test papers,
previous year papers, etc. and resource persons, mentors, experts, researchers,
professionals, and peers throughout the world (Noor-Ul-Amin, 2013). This
flexibility has boosted just-in-time learning and provided learning possibilities for
many more learners and may increase multiple skills such as widening their
creativity.

The research will focus primarily on the contrasts between traditional art
and digital art in terms of performance and how they affect an individual's
creativity, which can be conducted more effectively and efficiently. The objective
is to determine if the digitization of art influences how traditional artists draw or
how experienced traditional artists can be with the use digital programs to create
art.

The research will also strive to identify the pros and cons of the two
distinct art-making processes. The research will attempt to determine if the
contrasts between the two can collaborate or collide, and which of them can
foster or create a better setting for the creativity of senior high school students.

The research will also strive to identify the pros and cons of the two distinct
art-making processes. The research will attempt to determine if the contrasts
KALAYAAN NATIONAL HIGH SCHOOL 4

between the two can collaborate or collide, and which of them can foster or
create a better setting for the creativity of senior high school students.

Conceptual Framework

The research paradigm that guided this study is shown below. It follows
the:
Input-Process-Output approach.

Figure 1. Conceptual Framework


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Statement of the Problem

The study aims to find the difference of traditional and digital art
performance of Grade 12 senior high school students and compare the two and
see which is more efficient, and what can affect creativity the most for the
students of Kalayaan National High School.
Distinctively, this study seeks to answer the consecutive questions given
below:

1. What type of art - form does the Senior High School Student prefer?
2. Which is the most beneficial between digital art and traditional art in terms
of:
A. Time.
B. Accuracy of the Design
C. Costs and Supplies
3. Which of the two art-form can affect the student’s overall performance?
4. How literate are the students of Kalayaan National High School in using
digital art applications?
5. Which of the two can greatly affect a student’s creative performance?
6. Between Digital art and Traditional art, which can foster a better
environment that can further amplify their performance?

Scope and Delimitation of the Study

The focus of this study is to conduct comparative research about


Traditional art and Digital Art in relation to their creative effect and overall
KALAYAAN NATIONAL HIGH SCHOOL 6

performance. The respondents in this research are the Grade 12 TVL students
that are in the ICT course, specifically consisting of only 40 respondents. We will
conduct a survey to those 40 students to know who prefers traditional art as the
efficient and best way to show creative capability or digital art wherein they can
easily use special brushes and techniques with the digital art applications such as
Canva. The study will also cover the literacy of the participants in digital art and
traditional art. The scope of the study will be limited to the overall performance
and creative output of the students in the field of art, whether they work with
digital or traditional art forms. The study will not cover other art forms and other
students.

Hence, this study will confine itself to the Grade 12 TVL - ICT Students in the
locality of Kalayaan National High School, which is located on Bliss Road,
Kalayaan Village, Brgy. 201, Pasay City. The purposive examining system
diminishes the generalizability of discoveries. This study will not generalize other
grade levels, and strands. The study will focus more on Grade 12 students that
are taking up TVL – ICT. The study will be conducted from the start of S.Y. 2022
until S.Y. 2023.

Significance of the Study

The findings of the study will be beneficial to society because these have
the potential to contribute to an improvement in the current state of learning art
regardless of whether it will be composed digitally or traditionally. This can
determine which of the two is much more cost- and time-effective, and it will
make it possible for future students to select the option that is most suited to their
needs and interests. The purpose of this study is to determine whether both art
designs gain sufficient learnings from experience on the creative part of an
individual. The study shall also determine whether digital art or traditional art is a
factor on the student’s overall performance in artmaking. This provides
educators on what they need to choose of the two approaches, and which is
superior to teach students and has the potential to have a significant impact on
KALAYAAN NATIONAL HIGH SCHOOL 7

how creatively pupils think. The study also aims to help give information on future
researchers whether the two-art design can affect other aspects of students as it
focuses on one's creative aspect, thus opening up specifical ideologies on certain
creative capabilities. These goals will be accomplished by determining whether
the two-art design can affect other aspects of students.

The researchers infer that the following given below can be the
beneficiaries of this study.
Students. Because they will be aware of which form of art is most
advantageous in terms of effectiveness, originality, and financial considerations.
It also gives information on which of the two can help them excel in terms of
overall performance and creativity.

Freelancers. With the help of this study, they would be able to choose
which genre of art provides the most opportunity for them to demonstrate their
skills.

Teachers. The instructors will also gain from this study as it will provide
them with information on which applications are utilized most frequently by the
pupils and are simple to comprehend. They will be able to assist their pupils in
expressing their creative potential because of this study, particularly those
students who are participating in the TVL - ICT strand of the school.

School. The findings of this study will assist the school and its
administration in several ways, including how they will foster creative pupils and
how they will provide them with the necessary equipment and applications for
developing their art-making abilities.

Community. It would also benefit others outside the school's grounds.


The aspiring artists will have a better understanding of the applications and art
forms they may employ to enhance their creative expression, boost time
efficiency, and reduce expenses.
KALAYAAN NATIONAL HIGH SCHOOL 8

New generation researchers. This work will considerably aid the next
generation of researchers by providing them with instructions for future research.
Having the contrasts between the two art forms will also assist them in identifying
additional crucial elements relevant to their research.

Definition of Terms
The following are the terms that were defined based on how they were
used in the study:
Adobe
Digital Art Application, Adobe Creative Cloud provides apps, web
services and resources for all your creative projects according to the
website www.adobe.com (2022). Specifically, the applications are
Illustrator, and Photoshop.
Digital Art
An artwork that is made using digital platforms such as Adobe,
Canva, Ibis-paint, Medibang, Krita. Etc.
Canva
An Australian graphic design platform, used to create social media
graphics, presentations, posters, documents, and other visual content. The
app includes templates for users to use. According to
https://en.wikipedia.org/wiki/Canva (2022).
Krita
A professional FREE and open-source painting program. It is made
by artists that want to see affordable art tools for everyone. According to
https://krita.org/en/ (2022).
Ibis-Paint
A social drawing app where that very concept comes to life via
smartphones, tablets, and other devices. According to
https://ibispaint.com/about.jsp?lang=en-US (2022).
ICT
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An acronym for Information Communication Technology Strand.


Medibang
Digital Art Application, free digital painting, and manga creation
software according to their website www.medibangpaint.com (2022).

Traditional Art
Art that are handmade using rough out method or using traditional artwork
supplies such as pencils, ballpens, eraser, and other colorful materials that can
affect the artwork. Also known as conventional art.
TVL
An acronym for Technical, Vocational, and Livelihood. A strand for senior
high school students.
STEM
STEM is an acronym for the fields of science, technology,
engineering, and math.
STEAM
STEAM is an acronym for the fields of science, technology,
engineering, arts, and math
KALAYAAN NATIONAL HIGH SCHOOL 10

Chapter 2
REVIEW OF RELATED LITERATURE
This chapter shows a retrospective presentation of previously written
material: Research literature and conceptual that has relevance and significance
to the research under considered.

A. Foreign Literature

As defined by (Thomson-Jones, 2015), “digital art” refers to art that


relies on computer-based digital encoding, or on the electronic storage
and processing of information in different formats—text, numbers, images,
sounds—in a common binary code.

As stated by (Fitzpatrick, Menicacci, Kruger, Lapierre, & Sutton,


2015), digital technologies continue to evolve, they provide opportunities
for new forms of artistic expression, the limitations of which are not yet
clear. Digital innovation and computerized distribution help make art widely
available to the public so that they may appropriate it and incorporate it
into the creative process. Which indicates that the new generation of
digitalization of multiple art forms is beneficial to the creative mind of
young artists.

As for (Modan, 2019), Digital art classes encourage digital creativity


and build soft skills as the focus on STEM expands to include the arts and
educators adopt a STEAM approach. Blending art with soft skills
enhanced via technology can also provide compounded benefits.
KALAYAAN NATIONAL HIGH SCHOOL 11

Additionally, (Wang, Wang, & Publishing, 2021) stated that, the


advantages of digital art are apparent. Many artists started learning
traditional art when they were young but have gradually spent more and
more time on digital art. These artists shared similar opinions with Kat
Sander (Sanders, 2018), that the biggest advantage of digital art is its
convenience.

In comparison, (MOHAMED, 2012) stated that the broad array of


options now available to artists through new technologies may sometimes
have a dangerously negative effect precisely because they offer the artists
means of expression, they never imagined were possible. Faced with
myriad options, the artist may be overwhelmed, confused, and puzzled
and these emotions are immediately reflected in his works. Which (Story,
2016) indicated that it hijacks our higher brain functions, so that like the
rats, we are forced to revert to habitual responses.

According to (Tailor, 2021), Traditional art used all the traditional


mediums and techniques that we’re developed and are still evolving and
improving over time, when someone is doing traditional art, they would get
an even deeper understanding of the materials and what they are trying to
do. Physical, tactile experience is gained when you learn to manipulate a
paintbrush to create various paint strokes, or you can even make a
sculpture by using carving tools. In addition, because of this learning, you
would get a much better view of how the materials are used. And your
motor skills would get developed with your hand-eye coordination.

(Clear, McTaggart, & Speller, 2016) later supported this when they
stated that: Art, when taught using traditional methods, is about practice
and technique, not raw talent. Explicit, teacher-led, minimal fuss teaching
is the optimal way to enhance creativity in Art.
KALAYAAN NATIONAL HIGH SCHOOL 12

According to the research of (DÜNDAR, GÖKALP, & TANIŞ, 2016).


A new art form that contains the concepts of "network art", "digital
installation art" and "virtual reality" have been taking over the traditional
painting, drawing and sculpture. The development of digital technology
necessitates the adaption of contemporary art history to the concept of
digital art in traditional sense. Digital art is defined as Internet art, software
art and net worked art. in accordance with (Bisschoff, 2017), digital art is,
simply put, artistic work or practice that uses digital technologies as an
essential part of the creative and/or presentation, dissemination, and
exhibition process. It is impossible to define as a single phenomenon, but
instead includes changing and fluid sets of artistic techniques,
technologies, and concepts. Furthermore, the study of (Modan, 2019) says
that critics of digital art in the classroom say that it “destroys creativity,”
lacks a “human touch,” and leads to “instant art.” Proponents say
technology does not threaten traditional drawing and tools, however, but
should be viewed as an added strength that allows for more complex
perception and expression. Digital art can also be an alternative avenue of
expression for students who have poor traditional drawing skills.

Similarly, the study of (Chaudhary, 2020) has defined traditional art


as the art that is part of a culture of a certain group of people, with skills
and knowledge passed down through generations from masters to
apprentices. In accordance with (Solis, 2018), the first definition of
traditional art is given by Diego Mier y Terán in which he defines traditional
art as crafts manship. As he argues, traditional art is the materialization of
a form of doing and it is the continuum process carried through time;
therefore, it is the representation of a cosmology in an object. The two
distinct art forms constitute a subcategory of art characterized by distinct
modes of artistic creation.

Additionally, Dündar et al. defined digital art as an art form that has
supplanted traditional painting, drawing, and sculpture, or as a part of
KALAYAAN NATIONAL HIGH SCHOOL 13

traditional art form, whereas traditional art form is associated with skill and
knowledge that has been passed down through history and is the
materialization of a way of doing. As the definitions of digital art and
traditional art have been established, we can distinguish the difference of
the two art forms based on how their authors interpret them. According to
Dündar et al., the two art forms are created independently but can
influence one another, as digital art may soon surpass traditional art.

Moreover, (Zhang, 2019) explained that with technology, their art


supplies now go beyond the traditional ones. There are now gadgets like
tablets and digital pens and software applications like Adobe Photoshop,
and all these will help artists in creating digital art. These will also help the
artists make the process of creating an artwork a lot less stressful. Which
can connect to (Sarah, 2020), Stress can affect the parts of our brain that
foster learning and creativity. When our brain releases stress hormones,
our focus and memory functions are reduced.

In accordance with the research of (Noor-Ul-Amin, 2013)


Information and communication technologies (ICT) have become
commonplace entities in all aspects of life. Across the past twenty years,
the use of ICT has fundamentally changed the practices and procedures of
nearly all forms of endeavor within business and governance. Education is
a very socially oriented activity and quality education has traditionally been
associated with strong teachers having high degrees of personal contact
with learners.

B. Local Literature

In accordance with (Cortez, 2017), one of the primary issues posed


on digital painting even from the beginning was the artist’s ability to ‘undo’.
For other artists, art theorists and critics, this ability contradicts the ethos in
art making which relies on self-discipline. Thus, remove that essence of
KALAYAAN NATIONAL HIGH SCHOOL 14

art. For them, this must be attributed to the artist’s style and skills, not the
medium he is using. However, Cortez later concluded this that using this
ability to undo should not make an art less valuable and an artist less
competent. This establishes that the procedures used in traditional and
digital art do not render the works of either of the art form to be worthless.
This was later supported by another statement from (Cortez, 2017), in
which he stated that Filipino artists view digital painting positively despite
the issues being posed on it as a mechanically produced art.

Similarly, (Heck, 2017) stated that the rise of digital art has a
significant impact on traditional art; it also draws criticism. Many critics and
curators think that tools create digital artworks, and they do not want to
acknowledge the artistry of the digital art creators. However, the wide
acceptance of digital art is inevitable, just like many other forms of art in
the past. There are reasons to be optimistic about the future of digital art.

Correspondingly to (Vivas, 2022), We are now in the digital era.


We’re rapidly evolving, and artists need to catch up with the times and the
changes in art. Changes may or may not be accepted widely as per
(Kanter, 2012), Change interferes with autonomy and can make people
feel that they’ve lost control over their territory. Change is indeed more
work. Those closest to the change in terms of designing and testing it are
often overloaded, in part because of the inevitable unanticipated glitches in
the middle of change, per “Kanter’s Law” that “everything can look like a
failure in the middle.” Thus, put creative critics to avoid change even in art
forms.

According to (Jo, 2013), Information and Communication


Technology (ICT) includes computers, the Internet, and electronic delivery
systems such as radios, televisions, and projectors among others, and is
widely used in today’s education field. ICT tends to expand access to
education. Through ICT, learning can occur anytime and anywhere. Online
KALAYAAN NATIONAL HIGH SCHOOL 15

course materials, for example, can be accessible 24 hours a day, seven


days a week.

C. Foreign Studies
The study conducted by (Akins, 2022) found that Digital Art is an
important medium to be taught because of its usefulness in the creative
industry and Digital Art is important as a medium because it is valued by
students and parents but on the contrary Inequitable access to technology
is a barrier to digital art instruction which can hinder some student’s
learning capability on digital art.

D. Local Studies

The study of (Alpad, 2018) shows that, the manual skill (Traditional
Art) meaning the time and effort it takes to create a work of art appreciated
in times past is on the wane because of technology. The seesaw of
positives and negatives in terms of the evolution of art appreciation is also
apparent in the development of the Filipino’s taste for visual arts over the
decades. This study was conducted on February’s Art Fair PH 2018, when
multiple curious watchers and art buyers were interviewed regarding how
digital art were becoming the new trend.

According to the study of (Osea, Nacario, Foronda, & B. Lirag,


2014), In the Philippines IT Action Agenda for the 21st century, it was
emphasized that our country must develop and implement life-long
learning through the Internet; incorporate IT in the primary, secondary and
tertiary curricula; implement IT- based/computer-aided learning in basic
education; upgrade competencies of educational, training institutions with
IT- based tools and programs; develop institutional/learning material
especially in the sciences and engineering, math and technology

E. Synthesis
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In all the above-cited sources, we can find that there is a clear


distinction between traditional and digital art. We can clearly define them
from the medium they use to create art. In accordance with (Thomson-
Jones, 2015), digital art is an art that uses computer and technology as a
medium to craft art while (Tailor, 2021), stated that traditional art is all
about the manual creation of crafts using passed down skills from our
ancestors in creating art like the typical pen and paper.

Traditional art provides the honor of doing a skill that requires


patience and effort as mistakes cannot be undone unlike the undo button
that digital artists possess. The benefits of both art forms are clear to their
nature as the digital age is known for creating time-efficient benefits while
traditional art provides the honor of doing a skill that requires patience and
effort. This results in criticism from a variety of perspectives held by a
variety of artists regarding whether digital art is a notable art form.
According to what is stated in (Modan, 2019), Digital Art should not be
considered a threat but rather an additional form of art that can help add
strength to our inspiring artists.

The different views above digital and traditional art can be of use in
this research as we are going to tackle the difference of the two art-forms
and how they can be advantageous to the respondent’s creative
capabilities, they can help define the reason on why such art-forms can be
advantageous or whether some students would rather choose traditional
over digital as a common idea on digitalization of art includes changes on
art-making due to having the access to the “undo” button
KALAYAAN NATIONAL HIGH SCHOOL 17

Chapter 3
METHODOLOGY
This chapter presents the general plan in the conduct of the study. It
includes the Research Design, Sample, Instruments, Data Collection and
Procedure, and Data Analysis.

A. Research design
A Quantitative approach was followed since the research aims
to get information from the respondents and treat the said responses
as statistical data to determine which option bears the best option
according to the criteria such as creativity and their overall
performance.

Quantitative research, in contrast to qualitative research, deals


with data that are numerical or that can be converted into numbers.
The basic methods used to investigate numerical data are called
‘statistics. Statistical techniques are concerned with the
organization, analysis, interpretation, and presentation of numerical
data. (Shearde, 2018)

The study shall conduct a descriptive approach because it


provides an accurate depiction or description of the qualities, such
KALAYAAN NATIONAL HIGH SCHOOL 18

as behavior, opinions, talents, beliefs, and knowledge, of a particular


individual, scenario, or group. This design was designed to satisfy
the aims of the study, which were to measure students' knowledge
and perceptions of their originality and overall performance when
employing two different art methods they use

B. Sources of Data

The respondent population consists of the TVL – ICT students that are
currently studying in Kalayaan National High School. There are around
200+ TVL students while the ICT strand specialization students are
currently 87. The study respondent was chosen as they are capable of
giving an opinion regarding the study as they are within the category of
those who are affected by this study and are the target beneficiaries. The
study is only limited to and shall target 45-50% of the ICT population which
is around 40-44 respondents.

C. Sampling Technique
Purposive sampling technique approach was made use as the
researcher will select a sample that is most useful to the purposes of the
research in terms of those who will give the best information and response
on the study.

D. Data Gathering Procedure


After determining the validity and reliability of how data is collected,
questions relevant for the study are developed, and any necessary
changes are made to the chosen respondent. Four to forty-five (40-45)
copies of the given via survey questionnaires, will be properly completed,
and returned. As a result, their related answer to the question is retained in
accordance with the respondents' and researchers' agreement.
KALAYAAN NATIONAL HIGH SCHOOL 19

E. Data analysis
The gathered data shall be analyzed thoroughly with accordance to
the questionnaire criteria. This shall be presented through charts such as
pie charts, clustered columns, or bar charts in line on what will better
determine certain question responses on their difference in terms of
margin and information.

F. Statistical Treatment
To analyze and interpret the data, the researcher employed the z-
test procedure since the sample population is above 30 and to find a
statistical difference between two groups or the two art-making methods

G. Research Instrument
Questionnaire is used in this study. In general, questionnaires are
regarded as having high levels of dependability. This is because a
standard set of questions may be asked. After conducting a pilot research,
any issues with the survey's layout can be resolved. The more closed
questions employed, the more reliable the research. The questionnaire will
consist of either a two-choice, multiple choices, or rating system in which
the question shall be related to the study on determining the differences of
creativeness, overall performance, and other associated considerations.

The questionnaire shall ask the following questions:

1. Between Traditional and Digital art, what do you prefer in making your
artworks?
a. Traditional Art.
b. Digital Art
2. Which is more time efficient in terms of making the art you want to
make?
a. Traditional Art.
KALAYAAN NATIONAL HIGH SCHOOL 20

b. Digital art
3. Which art method can make you achieve your desired results?
a. Traditional Art.
b. Digital Art.
c. Both.
4. Which of the two art-making methods is more costly?
a. Traditional Art.
b. Digital Art.
5. Which of the two art-making methods can affect your overall
performance for the better?
a. Traditional Art.
b. Digital Art.
c. Both.
6. On a scale of 1 to 10, How literate are you in using digital art
applications?

7. Which of the two can greatly hinder or slow down your creative
performance?
a. Traditional art can greatly hinder my creative performance.
b. Digital art can greatly hinder my creative performance
8. Which of the two art-making methods can foster a better environment
for your mind to amplify your performance?
a. Traditional art
b. Digital art
c. Both
9. Which can make your art-making method more creative in your own
criteria?
a. Traditional Art.
b. Digital Art.
10. Which is overall better than the other art-making method?
KALAYAAN NATIONAL HIGH SCHOOL 21

a. Traditional Art.
b. Digital Art.
c. None

REFERENCES
 DÜNDAR , GÖKALP, & TANIŞ. (2016, November).
COMPARİSON OF TRADİTİONAL ART AND DİGİTAL ART.
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https://www.researchgate.net/profile/Sandra-Cvikic/publication/3291
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