||A CREATIVE CURRICULUM: PUTTING TECHNOLOGY IN ITS PLACE [UN PLAN DE ESTUDIOS CREATIVO: COLOCANDO A LA TECNOLOGÍA EN SU LUGAR]
||Cruickshank, G., Paterson, I. and Natanson, L.
||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.
|Year of publication:
Cruickshank, G., Paterson, I. and Natanson, L. (2001).
A CREATIVE CURRICULUM: PUTTING TECHNOLOGY IN ITS PLACE [UN PLAN DE ESTUDIOS CREATIVO: COLOCANDO A LA TECNOLOGÍA EN SU LUGAR]. SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 september 2001, pp. 218-220,