959 resultados para creativity education
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Drama in education has been describea- as a valuable pedagogical medium and methodology, enriching child development in the cognitive, skill, affective, and aesthetic domains, and spanning all areas of curriculum ~ oontent. However, despite its considerable versatility and cost-effectiveness, drama appears to maintain low status within the education system of ontario. This thesis investigated teacher perceptions of both the value and status of drama in education in one ontario school board. Data were gathered in the form of an attitude questionnaire, which was devised for the purpose of this research and administered to a stratified cluster sample of 126 teachers employed in the board's elementary schools. These data were then used to examine teacher perceptions based on their knowledge, attitudes, and self-reported behaviour in the classroom. Teacher characteristics of gender, teaching assignment, years experience, and courses taken in drama were also analyzed as potential determinants of teacher attitudes towards drama in education. Results of the study confirmed apparent discrepancy between teacher perceptions of the value of drama and its current educational status. It was indicated that what teachers value most about drama is its capacity to enhance creativity, social skills, empathy, personal growth, and problem-solving ability among students. Teachers attribute its low status both to school and board priorities of time and resources, and to deficiencies in their knowledge and confidence in the planning, implementation, and evaluation of drama in the classroom. Teacher subgroup analysis revealed no significant differences in attitudes towards the status of drama in education; it did, however, suggest that both teachers who have studied drama and teachers with between ten and twenty years experience are most likely to value drama more highly than their colleagues. Recommendations proposed by the study include the provision of increased - time and resource allotment for drama within the elementary curriculum as well as increased teacher training at both faculty of education and board inservice levels.
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The question of how we can encourage creative capacities in young people has never been more relevant than it is today (Pink, 2006; Robinson as cited in TEDtalksDirector, 2007; Eisner as cited in VanderbiltUniversity, 2009). While the world is rapidly evolving, education has the great challenge of adapting to keep up. Scholars say that to meet the needs of 21st century learners, pedagogy must focus on fostering creative skills to enable students to manage in a future we cannot yet envision (Robinson as cited in TEDtalksDirector, 2007). Further, research demonstrates that creativity thrives with autonomy, support, and without judgment (Amabile, 1996; Codack [Zak], 2010; Harrington, Block, & Block, 1987; Holt, 1989; Kohn, 1993). So how well are schools doing in this regard? How do alternative models of education nurture or neglect creativity, and how can this inform teaching practice all around? In other words, ultimately, how can we nurture creativity in education? This documentary explores these questions from a scholarly art-based perspective. Artist/researcher/teacher Rebecca Zak builds on her experience in the art studio, academia, and the art classroom to investigate the various philosophies and strategies that diverse educational models implement to illuminate the possibilities for educational and paradigmatic transformation. The Raising Creativity documentary project consists of multiple parts across multiple platforms. There are five videos in the series that answer the why, who, how, what, and now what about creativity in education respectively (i.e., why is this topic important, who has spoken/written on this topic already, how will this issue be investigated this time, what was observed during the inquiry, and now what will this mean going forward?). There is also a self-reflexive blog that addresses certain aspects of the topic in greater depth (located here, on this website) and in the context of Rebecca's lived experience to complement the video format. Together, all video and blog artifacts housed on this website function as a polyptych, wherein the pieces can stand alone individually yet are intended to work together and fulfill the dissertation requirements for Rebecca's doctorate degree in education in reimagined ways.
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My focus is on assessment criteria of language proficiency in community college education. To demand clear writing is an application of scientism; it seeks to keep separate the fact/value distinction of positivism. This dangerously undermines the democratizing possibilities of education, since clear writing, taken to its extreme, is ultimately anonymous and dehumanizing. The active student-as-citizen is, therefore, subsumed under the neoliberal dictate of the passive student-as-consumer. The process of language acquisition is reduced to a fictitious act of knowledge transmission and regurgitation, and, therefore, those subversive aspects of language learning, such as creativity and critical inquiry, are undermined. An initial overview of the tenets of modernity will provide a conceptual framework for this examination.
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Résumé Cette recherche a débuté avec l’idée que l’Internet est en train de changer la manière dont nous créons des connaissances et du contenu culturel. Notre point de départ était d’utiliser l’Internet afin de rassembler et amplifier plusieurs points de vue dans un processus de design. Une approche complexe a exposé l’Internet comme un système et conséquemment comme une plateforme pour l’innovation. La structure ouverte de l’Internet a soutenu le mouvement participatif des usagers qui ont choisi de partager leurs besoins, leurs désirs et leurs solutions. Notre recherche a pour but d’étudier ce contenu généré par les usagers en ligne et comprendre sa valeur pour les designers. Les usagers créatifs veulent s’exprimer et participer activement dans le processus de design. Notre recherche tente de démontrer que les designers ont beaucoup à apprendre du contenu généré par les usagers car ceux-ci soumettent des éléments qui ont attrait à toutes les étapes du processus de design et révèlent des relations présentes dans la situation de design à l’étude. Pour en apprendre plus sur ce contenu nous nous demandons : Quel type d’information offre le contenu généré par les usagers pour la phase de recherche dans le processus de design. Afin de centrer la portée de l’étude, nous nous sommes aussi questionné si cette information est plus pertinente au design de produits, au design de services ou au design de système de produits et de services. Aspirant aux idéaux du design participatif, notre méthodologie fut développée afin d’apprendre comment le contenu généré par les usagers pourrait influencer le processus de design. Pour ce faire, nous avons choisi de chercher sur l’Internet pour du contenu qui concerne la mobilité via l’usage d’une automobile. Les trois différents types de média considérés étaient les vidéos sur YouTube, les images sur Flickr et les textes sur Blogger. Afin de répondre à notre première question de recherche, nous nous sommes penchés sur deux éléments lorsque l’on recherche pour le design : les espaces de design et les relations de design. Premièrement, nous avons catégorisé le contenu récolté selon l’espace problème, créatif et solution. Deuxièmement, nous avons catégorisé le contenu dépendant de laquelle des relations de design elle démontrait soit une combinaison d’usagers, objets et contextes. Dans le but de répondre à la deuxième question de cette recherche, nous avons examiné trois types V de produits de design : les automobiles privées comme produit, le partage de voiture comme système de produit et de service, et le taxi comme service. Chaque élément pertinent généré par les usagés trouvé dans cette recherche fut catégorisé jusqu’à ce que l’on récolte 50 échantillons pour chaque combinaison de ces variables. Nous en sommes arrivés avec une matrice de 50 éléments de chaque produit de design, pour chacun des médias, puis catégorisé selon les espaces de design et les relations dans le design. Cette recherche démontre que l’Internet, comme médium, produit les conditions avantageuses pour que les usagers partagent de grandes quantités de contenu original et diversifié qui est pertinent aux situations de design. À partir de nos données de recherche, nous avons identifié des tendances dans le contenu généré par les usagers. Notamment, nous sommes en mesure d’affirmer que le contenu généré par les usagers offre de l’information pertinente à la recherche pour le design, et ce dans tous les espaces de design et toutes les relations de design. Il en fut de même pour les différentes issues du design car du contenu sur les produits, les systèmes de produits et de services et les services était présent et pertinent. Bref, nous avons démontré que l’Internet supporte la créativité et conséquemment il y abonde de contenu créatif produit par les usagers. Suivant dans les traces dessinées par d’autres chercheurs en design participatif, cette étude devrait être considérée comme un nouvel exemple des moyens qu’ont les designers pour percevoir les besoins tacites des usagers en leur permettant d’exprimer leurs idées. Alors que ceux-ci créent librement et intuitivement ainsi exposant leurs besoins, solutions et idées, les designers peuvent porter un regard de tierce partie sur les résultats. Jumelant des techniques comme le crowdsourcing et le brainstorming, nous avons créé une nouvelle activité et le néologisme : brainsourcing. En demeurant dans une forme de pratique réflexive, les designers peuvent réfléchir et ajouter au contenu généré par les usagers qui lui n’est pas biaisé par une éducation ou une culture du design. Ce processus est similaire au design participatif professionnel où le brainsourcing est une activité parallèle lorsque le designer fait des recherches pour le design. C’est cette perspective sur la somme des idées des participants qui peut contribuer à comprendre la complexité de la situation de design. VI Cette recherche a aussi soulevé des questions par rapport à l’effet de démocratisation de l’Internet. Bien que les usagers n’ont pas l’éducation, ni les habiletés des designers, ils aspirent à démocratiser le processus du design en voulant participer activement et en exposant leurs besoins, idées et solutions. Nous avons pu déterminer que les usagers n’étaient pas qualifiés pour entreprendre le processus complet du design comme les designers professionnels, mais nous avons observé directement la capacité des usagers à mettre de l’avant leur créativité. À propos de la relation entre les usagers créatifs et les designers, nous avons étudié des langages communs tels les scénarios et les prototypes. Tous deux sont présents dans le contenu généré par les usagers que nous avons récolté dans nos recherches sur Internet. Ceci nous a mené vers une nouvelle perspective sur l’activité du design où des opportunités créatives ressortent d’une conversation avec les usagers. Cette recherche a dévoilé de grandes tendances dans la manière dont les usagers communiquent naturellement dans un processus de design. Nous espérons avoir offert un aperçu de comment les designers peuvent prendre avantage de tous les types de contenu généré par les usagers en ligne. Dans le futur, nous souhaitons que les designers aient la possibilité d’interagir avec les participants en prenant le rôle de facilitateur de la conversation. La responsabilité du résultat ne tombe pas sur les épaules du designer car son mandat est d’assurer le bon fonctionnement du processus. Les designers rejoignent les usagers en ne demandant plus comment les choses peuvent être créées, mais pourquoi elles devraient exister. En tant que designers, nous aspirons à générer plus à partir de nouvelles connaissances, nous aspirons à créer plus de sens. Mots clés: Recherche en design, complexité, design participatif, contenu généré par les usagers, démocratisation, Internet, créativité, crowdsourcing, brainstorming, brainsourcing, réflexion-en-action.
Resumo:
This animation was adapted from a talk given at the RSA by Sir Ken Robinson, world-renowned education and creativity expert and recipient of the RSA's Benjamin Franklin award. For more information on Sir Ken's work visit: http://www.sirkenrobinson.com
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In the last decades, research on knowledge economies has taken central stage. Within this broader research field, research on the role of digital technologies and the creative industries has become increasingly important for researchers, academics and policy makers with particular focus on their development, supply-chains and models of production. Furthermore, many have recognised that, despite the important role played by digital technologies and innovation in the development of the creative industries, these dynamics are hard to capture and quantify. Digital technologies are embedded in the production and market structures of the creative industries and are also partially distinct and discernible from it. They also seem to play a key role in innovation of access and delivery of creative content. This chapter tries to assess the role played by digital technologies focusing on a key element of their implementation and application: human capital. Using student micro-data collected by the Higher Education Statistical Agency (HESA) in the United Kingdom, we explore the characteristics and location patterns of graduates who entered the creative industries, specifically comparing graduates in the creative arts and graduates from digital technology subjects. We highlight patterns of geographical specialisation but also how different context are able to better integrate creativity and innovation in their workforce. The chapter deals specifically with understanding whether these skills are uniformly embedded across the creative sector or are concentrated in specific sub-sectors of the creative industries. Furthermore, it explores the role that these graduates play in different sub-sector of the creative economy, their economic rewards and their geographical determinants.
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The greatest challenge of undergraduate engineering courses is to encourage creativity, cooperation with other students, teamwork, and motivation in the first years of their courses. While students have little or no contact with advanced disciplines, it is very difficult to attract their interests and encourage them to develop the skills in their undergraduate courses. This work aims to achieve these objectives through a mini-factory project involving the construction of a production line of ceramic tiles on a laboratory scale, from the ceramic processing using raw materials to the shipping of the final product. Having been given an established monthly demand for ceramic tiles, the students determined the construction requirements of the mini-factory, as they have created the layout, including the processing equipment, the dimensioning of equipment, and its operational structure. This article intends to describe the successful creation of the ceramic tile mini-factory, including the objectives, benefits, and inherent difficulties of the process and the receptivity of the exercise by the students involved.
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Lessons from around the world; What does it matter about early childhood education? Why the controversy about public support for early childhood education? What process or system should be used to determine what works in early education? Can the same process be used to improve services? What is the role of government? Alternatives: 1. Consumers should determine… (What happens when private choices drive the market for early childhood services?) Observed quality of care in four Midwestern states; Parent data: “All things considered, how would you grade the quality of the care your child is receiving from his/her current caregiver?” Role of government What is a Quality Rating System? Ten states have implemented statewide systems (e.g. Colorado, Kentucky, Oklahoma, North Carolina) Findings 2. Objective science should determine… Firm findings from empirical research 3. Something else is needed: Some differences between Italian and American models. Teacher action research (and documentation) from a Reggio-inspired preschool in South Korea by Misuk Kim. Teacher Action Research at the Ruth Staples CDL. Can we now answer our opening questions? What process or system should be used to determine what is best for young children? Can the same process be used to improve the quality of services? Conclusions: The free market does not work well to determine quality in early education and care; Licensing, accreditation, and quality rating systems can help improve the market; Empirical research is useful for measuring what works; Teacher action research (reflective practice) is necessary for fostering continuous quality improvement. The tower of quality.
Resumo:
An online open access test (CREAX self-assessment) has been used in this work so that students from degrees in engineering in the Universidad Polite¿cnica of Madrid (UPM) could self-assess their creative competence after several classroom activities. Different groups from the first year course have been statistically compared using data from their assessment. These first year students had different professors in the subject ?Technical Drawing? and belonged to several degrees in the UPM. They were as well compared regarding sex and a group of first year students was also compared to another last year group of the degree so as to observe possible differences in the achievement of this competence. Only one difference was detected concerning sex in one of the degrees. Among degrees, the higher marks obtained by students who had done specific exercises for the development of creativity in class is highlighted. Finally, a significantly high mark was observed in students during their last year of degree with respect to first year students. The tool CREAX has become very useful in the assessment of this competence in the UPM degrees in which it has been implemented.
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Contributing to the acquisition of professional creativity and teamwork skills has been a special challenge for some of the subjects taught at the Technical University of Madrid (UPM), and this has been a starting point for the work described in this paper. Some professors have intuited that the use of cooperative classrooms could facilitate the acquisition of these skills. We describe the new methodologies applied within cooperative classrooms by some professors, and present the procedure for measuring students’ perception of their own learning outcomes, skill improvements, and overall satisfaction with the use of this kind of classroom. For this project, 250 students enrolled in several subjects answered a questionnaire. The featuresof thesubjectsinvolved intheproject arewidely disparate. We present the results of the statistical analysis with special emphasis on creativity and teamwork skills, and we conclude that the use of cooperative classroom has a positive influence on the acquisition of these skills. This work has the added value of being the first analysis of student perception of the use of cooperative classroom in the acquisition of creativity and teamwork skills.
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This study examines art student’s awareness, understanding and practices of intercultural art education in higher institution of art. Specifically, the research focused on Art Academy of Latvia, Riga. The purpose was to promote “interculturalism’’ among students and to acquaint them with the knowledge and skills of developing and reflecting on their cultural values and that of others’. For 10 weeks, 7 students in the Art Academy of Latvia explored the Traditional African Ceramics. My research included data gathered from student questionnaires, class discussions, interviews, observations, student artwork and photographs from their personal activities. I likewise took note of the students’ practical works and their approach to African-based ceramics. First, in literature review, I discuss my purpose of study, why the study is important, limitations, statements of problem, and further research. Secondly, I examine culture and paradigms of cultures, comprehensive context of the African history and traditions of the African ceramics, the importance of intercultural art education. Then, I describe how the case study in Latvia was carried out among 7 participants’ who are students from 2nd year – masters’ level. The case study involved 7 students from the department of graphics, glass, ceramics and painting with the aim of promoting intercultural learning among art students. The case study reveals participants’ attitude towards intercultural education and reveal the importance of intercultural education in higher institutions of art as well as other institutions of learning. Although the participants were positive attitude towards other culture, the study reveals that creating awareness through intercultural art and exposing students to other culture enhances their creativity ability to explore other culture and they are more likely to be opened in sharing their experiences and their cultural perspective. Experiencing culture based- art create awareness of other cultures
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Creativity is increasingly recognised as an essential component of engineering design. This paper describes an exploratory study into the nature and importance of creativity in engineering design problem solving in relation to the possible impact of software design tools. The first stage of the study involved an empirical investigation in the form of a case study of the use of standard CAD tool sets and the development of a systems engineering software support tool. It was found that there were several ways in which CAD influenced the creative process, including enhancing visualisation and communication, premature fixation, circumscribed thinking and bounded ideation. The tool development experience uncovered the difficulty in supporting creative processes from the developer's perspective. The issues were the necessity of making assumptions, achieving a balance between structure and flexibility, and the pitfalls of satisfying user wants and needs. The second part of the study involved the development of a model of the creative problem solving process in engineering design. This provided a possible explanation for why purpose designed engineering software tools might encourage an analytical problem solving approach and discourage a more creative approach.
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The practical significance of critical theory, and student action leading to the hope of a new education, and a new politics.