Date
Publisher
arXiv
This article rethinks the role of arts in STEAM education, emphasizing its importance in AI literacy within K-12 contexts. Arguing against the marginalization of arts, the paper is structured around four key domains: language studies, philosophy, social studies, and visual arts. Each section addresses critical AI-related phenomena and provides pedagogical strate-gies for effective integration into STEAM education. Language studies focus on media representations and the probabilistic nature of AI language models. The philosophy section examines anthropomorphism, ethics, and the misconstrued human-like capabilities of AI. Social studies discuss AI's societal impacts, biases, and ethical considerations in data prac-tices. Visual arts explore the implications of generative AI on artistic processes and intellec-tual property. The article concludes by advocating for a robust inclusion of arts in STEAM to foster a holistic, equitable, and sustainable understanding of AI, ultimately inspiring technologies that promote fairness and creativity.
Study at a glance
- Question: How can the arts be integrated into K-12 STEAM education to support AI literacy?
- Setting and data: K-12 contexts
- Method: Not stated in the abstract
Why it matters
The arts face marginalization in K-12 STEAM education, despite their importance for AI literacy across language studies, philosophy, social studies, and visual arts.
Key findings
- In K-12 STEAM education, a robust inclusion of the arts fosters a holistic, equitable, and sustainable understanding of artificial intelligence.
- Language and philosophy perspectives address AI ethics, anthropomorphism, media portrayals, probabilistic language models, and misconstrued human-like capabilities.
- Social studies and visual arts perspectives address societal impacts, data biases, intellectual property considerations, and the effects of generative AI on artistic processes.
Summary drafted with AI from the paper’s abstract and may contain errors. See the full paper for details.
What is the application?
Who is the user?
Study design
