Art and Design Pedagogy in Higher Education provides a contemporary volume that offers a scholarly perspective on tertiary level art and design education. Providing a theoretical lens to examine studio education, the authors suggest a student-centred model of curriculum that supports the development of creativity. The text offers readers analytical frameworks with which to challenge assumptions about the art and design curriculum in higher education. In this volume, Orr and Shreeve critically interrogate the landscape of art and design higher education, offering illuminating viewpoints on pedagogy and assessment. New scholarship is introduced in three key areas: curriculum: the nature and purpose of the creative curriculum and the concept of a ‘sticky curriculum’ that is actively shaped by lecturers, technicians and students; ambiguity, which the authors claim is at the heart of a creative education; value, asking what and whose ideas, practices and approaches are given value and create value within the curriculum. These insights from the perspective of a creative university subject area also offer new ways of viewing other disciplines, and provide a response to a growing educational interest in cross-curricular creativity. This book offers a coherent theory of art and design teaching and learning that will be of great interest to those working in and studying higher education practice and policy, as well as academics and researchers interested in creative education.
Psychology 2ed will support you to develop the skills and knowledge needed for your career in psychology and within the professional discipline of psychology. This book will be an invaluable study resource during your introductory psychology course and it will be a helpful reference throughout your studies and your future career in psychology. Psychology 2ed provides you with local ideas and examples within the context of psychology as an international discipline. Rich cultural and indigenous coverage is integrated throughout the book to help your understanding. To support your learning online study tools with revision quizzes, games and additional content have been developed with this book.
The story of a pioneering microcomputer: its beginnings as part of a national Computer Literary Project, its innovative hardware, and its creative uses. In 1982, the British Broadcasting Corporation launched its Computer Literacy Project, intended “to introduce interested adults to the world of computers and computing.” The BBC accompanied this initiative with television programs, courses, books, and software—an early experiment in multi-platform education. The BBC, along with Acorn Computers, also introduced the BBC Microcomputer, which would be at the forefront of the campaign. The BBC Micro was designed to meet the needs of users in homes and schools, to demystify computing, and to counter the general pessimism among the media in Britain about technology. In this book, Alison Gazzard looks at the BBC Micro, examining the early capabilities of multi-platform content generation and consumption and the multiple literacies this approach enabled—not only in programming and software creation, but also in accessing information across a range of media, and in “do-it-yourself” computing. She links many of these early developments to current new-media practices. Gazzard looks at games developed for the BBC Micro, including Granny's Garden, an educational game for primary schools, and Elite, the seminal space-trading game. She considers the shift in focus from hardware to peripherals, describing the Teletext Adapter as an early model for software distribution and the Domesday Project (which combined texts, video, and still photographs) as a hypermedia-like experience. Gazzard's account shows the BBC Micro not only as a vehicle for various literacies but also as a user-oriented machine that pushed the boundaries of what could be achieved in order to produce something completely new.
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