Glass, LED, faux fur (or feathers)
Friday, September 23, 2016
Sunday, September 18, 2016
1/1 Create, Play, Share and Reflect
Digital Foundations: Creative Technology
What does this approach to learning have to do with art and art education? What role do digital tools play in this process?
By learning to think creatively, kindergarten students are trained to come up with innovative solutions to problems from an early age. This is an important foundation training that make the kids become inventors, which corresponds with the way artists think. Anything that is learned through "create, play, share and reflect" (Figure 1) would be an ideal learning situation for any learners, including older learners. Through this "spiraling" process, students develop and polish their abilities as creative thinkers, and develop the experimental spirit and learn collaboratively from each other.
CREATE - Froebel's idea of "designing for designers" is especially relevant to today's art and art education when art is becoming more and more inter-disciplined and hybrid.
PLAY - can be linked or become parallel to learning for kids (Piaget). It involves the process of "experimentation, exploration and testing for boundaries." Thus, focusing on "play" and "leaning" tis far more valuable and effective than putting emphasis on "education" and "entertainment" which is more passive way of learning. An example is to provide children to design games using Scratch to develop their sense of "tinkerability."
SHARE - Children become more engaged through the sharing process. Artists have the natural responsibility to perceive and show a concept or problem through art, sharing their expressions with the world becomes vital. Even more so for art educators, who motivate students' drives to make art.
REFLECT - Group discussion make learners and artists reflect about their thinking process. It is important to analyze a diversity of works by making visual (or touch, audio etc.) inferences based on them. Critical reflection make artists think about the ideas that generate the artifact, strategies for improvement, scientific concept and linked real-world phenomena.
IMAGINE - The repeating cycle of Imagine, Create, Play, Share and Create leads to new ideas.
Resnick, Mitchel, "All I Really Need to Know (About Creative Thinking) I Learned (By Study How Children Learn) in Kindergarden.
What does this approach to learning have to do with art and art education? What role do digital tools play in this process?
By learning to think creatively, kindergarten students are trained to come up with innovative solutions to problems from an early age. This is an important foundation training that make the kids become inventors, which corresponds with the way artists think. Anything that is learned through "create, play, share and reflect" (Figure 1) would be an ideal learning situation for any learners, including older learners. Through this "spiraling" process, students develop and polish their abilities as creative thinkers, and develop the experimental spirit and learn collaboratively from each other.
CREATE - Froebel's idea of "designing for designers" is especially relevant to today's art and art education when art is becoming more and more inter-disciplined and hybrid.
PLAY - can be linked or become parallel to learning for kids (Piaget). It involves the process of "experimentation, exploration and testing for boundaries." Thus, focusing on "play" and "leaning" tis far more valuable and effective than putting emphasis on "education" and "entertainment" which is more passive way of learning. An example is to provide children to design games using Scratch to develop their sense of "tinkerability."
SHARE - Children become more engaged through the sharing process. Artists have the natural responsibility to perceive and show a concept or problem through art, sharing their expressions with the world becomes vital. Even more so for art educators, who motivate students' drives to make art.
REFLECT - Group discussion make learners and artists reflect about their thinking process. It is important to analyze a diversity of works by making visual (or touch, audio etc.) inferences based on them. Critical reflection make artists think about the ideas that generate the artifact, strategies for improvement, scientific concept and linked real-world phenomena.
IMAGINE - The repeating cycle of Imagine, Create, Play, Share and Create leads to new ideas.
Resnick, Mitchel, "All I Really Need to Know (About Creative Thinking) I Learned (By Study How Children Learn) in Kindergarden.
Subscribe to:
Posts (Atom)