authors |
Cruickshank, G., Paterson, I. and Natanson, L. |
year |
2001 |
title |
A CREATIVE CURRICULUM: PUTTING TECHNOLOGY IN ITS PLACE |
source |
SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 218-220 |
summary |
The accessibility of 3D Modelling software presents challenges in the delivery of education aimed at developing creativity. Despite opening up innovative avenues of artistic possibility, computer technologies are essentially two-dimensional, hard to master and may restrict creativity itself. This paper describes a curriculum designed to develop creativity within an Electronic Arts programme. A student-centred, experiential learning approach was taken, which challenged students to set personal objectives within set project constraints. Formal critique sessions allowed students to develop a critical perspective. Conclusions are drawn as to the applicability of the approach to other non-artistic areas. |
series |
SIGRADI |
email |
|
full text |
file.pdf (144,924 bytes) |
references |
Content-type: text/plain
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last changed |
2016/03/10 09:49 |
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