Teaching Computational Creativity 🔍
Michael Filimowicz and Veronika Tzankova
Cambridge University Press (Virtual Publishing), Cambridge University Press, Cambridge, United Kingdom, 2017
英语 [en] · PDF · 12.8MB · 2017 · 📗 未知类型的图书 · 🚀/upload · Save
描述
"Teaching Computational Creativity examines the new interdisciplinary pedagogies of today's coding-intensive interactive media and design curricula. Students, researchers and faculty will find a comprehensive overview of educational practices pertaining to innovation fields such as digital media, 3D printing, agile development, physical computing, games, dance, collaboration, teacher education and online learning. This volume fills an important gap in the literature on creative computation, as practitioners are rarely challenged to reflect on or share their teaching practices. How do we design effective inter-, multi-, cross- and trans-disciplinary pedagogy and curricula? Brought together here are essays on the pedagogies that produce the so-called 'unicorns' - graduates who can code and create. Here, the intertwining of (what many consider mutually exclusive) artistic sensitivities and computational skills plays an essential role, calling forth a new kind of undergraduate curriculum attuned to the interweaving of skillsets and theoretic knowledge needed to create and innovate with ever-changing technologies." -- Publisher's description
备用文件名
upload/motw_shc_2025_10/shc/Teaching Computational Creativi - Michael Filimowicz.pdf
备用文件名
motw/Teaching Computational Creativi - Michael Filimowicz.pdf
备用版本
United Kingdom and Ireland, United Kingdom
备用版本
New York, 2017
备用版本
1, 2017
元数据中的注释
producers:
Adobe PDF Library 10.0.1
Adobe PDF Library 10.0.1
元数据中的注释
Memory of the World Librarian: Slowrotation
备用描述
Cover
1
Half Title 3
Title Page 5
Imprints Page
6
Contents 7
List of Figures 9
List of Tables 13
Notes on Contributors 15
Acknowledgments 23
Introduction: Pedagogies at the Intersection of Disciplines 25
New Foundations 32
Code as Medium 33
Physical{ly} Computing 34
Online Learning 35
Critical Pedagogy 36
Transdisciplinary 37
References 40
PART I: NEW FOUNDATIONS 43
1 Staying Current: Developing Digital Literacies for the Creative Classroom 45
Introduction 45
Developing the Syllabus – Future Proofing the Course 48
Projects – What We Did and What We Made 54
Future Impact of the Course Design 65
References 69
2 Teaching Interactivity: Introducing Computation to Art/Design Students 72
Introduction 72
Saam 75
Ting 81
Michael 88
Conclusion 94
References 95
PART II: CODE AS MEDIUM 97
3 ARRAY[ ]: Coding Slowly 99
ARRAY[ ]: Coding Slowly 99
Code Is Not Easy 101
Resistances to Code in New Media Art and Design Foundations: Code.edu Hype 104
Resistances to Code in New Media Art and Design Foundations: (Merely) "A Specialized Field of Its Own" 106
Code as Contemporary Art and Design Medium 108
An Example from ARRAY[ ]: Coding Slowly 109
Coding Slowly (Intro to Basic Programming with Processing) 110
Conclusion: The Future, Slowly, Now 117
References 117
4 Teaching for the Design Singularity: Toward an Entirely Code-based Design Curriculum 119
References 128
PART III: PHYSICAL{LY} COMPUTING 129
5 A Physical Computing Teaching Initiative in Brazil 131
Introduction 132
Physical Computing 134
LIFE Lab 137
Reflective Practice Learning Experience 138
Methodological Considerations 141
Case Study 142
Conclusions 162
References 164
6 Art and Technology Collaboration in Interactive Dance Performance 166
Introduction 166
Overview of Interactive Performance and Technology Course 167
Background 169
Interactive Performance and Technology Course Design 173
Students' Collaborations 175
Students' Projects 177
Challenges 180
Conclusion 182
References 183
PART IV: ONLINE LEARNING 185
7 Design Scenes of Online Code Learning Environments 187
DCOG 187
Affordance and Style 191
Three-Screen Scene 202
Design Parameters 209
Coda 212
References 212
8 Between Code and Culture: Developing a Creative Coding Massive Open Online Course 215
Introduction 215
Background 217
Creative Coding MOOC 219
Technical and Cultural Prism 221
Evaluating MOOCs as an Education Platform 228
Conclusions 231
References 232
PART V: CRITICAL PEDAGOGY 235
9 Process and Outcome Paradigms in Media Arts Pedagogy 237
Process and Outcomes Models 238
Process and Reflexive Learning 240
Disentangling Outcomes – Ideals and Measures 242
Project-based Learning, ICTs, and the Contested Internet 244
Possibilities of Learning Analytics – Expanding OBE Frameworks 249
References 250
10 Citizens of the Cognisphere 253
Introduction 254
Customs in the Cognisphere 255
Mapping the Cognisphere 260
From Person to Per Capita 266
Our Daily Turing Test 269
Passport to the Cognisphere 273
References 274
PART VI: TRANSDISCIPLINARY 281
11 From Growing Tools to Designing Organisms: Changing the Literacies of Design 283
Introduction 283
Literacies for Design 285
Tool-Making 286
Research 288
Literacy in Matter and Material 290
Integrative Design Studio 292
Conclusion 295
References 295
12 Pedagogical Experiments in Creative Coding 297
Introduction 297
Pedagogical Goals 300
Coding as a Fundamental Skill for Creative Research 302
Promoting Art–Science Acumen 303
Pragmatic Exercises for Developing Interdisciplinary Research Skills 305
Conclusion and Future Work 313
References 314
Interviews 317
Michael Filimowicz (MF): 317
Scott Snibbe (SS): 317
Jussi Ängeslevä (JA): 318
MF: 318
SS: 319
JA: 320
MF: 320
SS: 320
JA: 321
Dimitri Nieuwenhuizen (DN): 321
MF: 322
SS: 322
JA: 323
MF: 323
SS: 323
MF: 324
SS: 324
JA: 325
MF: 325
SS: 325
JA: 325
DN: 326
MF: 326
DN: 326
SS: 327
JA: 328
MF: 328
SS: 328
JA: 329
DN: 330
MF: 330
SS: 330
DN: 330
MF: 331
DN: 331
MF: 331
DN: 331
MF: 332
DN: 332
Afterword: Toward a Curricular Synthesis 335
Index 341
1
Half Title 3
Title Page 5
Imprints Page
6
Contents 7
List of Figures 9
List of Tables 13
Notes on Contributors 15
Acknowledgments 23
Introduction: Pedagogies at the Intersection of Disciplines 25
New Foundations 32
Code as Medium 33
Physical{ly} Computing 34
Online Learning 35
Critical Pedagogy 36
Transdisciplinary 37
References 40
PART I: NEW FOUNDATIONS 43
1 Staying Current: Developing Digital Literacies for the Creative Classroom 45
Introduction 45
Developing the Syllabus – Future Proofing the Course 48
Projects – What We Did and What We Made 54
Future Impact of the Course Design 65
References 69
2 Teaching Interactivity: Introducing Computation to Art/Design Students 72
Introduction 72
Saam 75
Ting 81
Michael 88
Conclusion 94
References 95
PART II: CODE AS MEDIUM 97
3 ARRAY[ ]: Coding Slowly 99
ARRAY[ ]: Coding Slowly 99
Code Is Not Easy 101
Resistances to Code in New Media Art and Design Foundations: Code.edu Hype 104
Resistances to Code in New Media Art and Design Foundations: (Merely) "A Specialized Field of Its Own" 106
Code as Contemporary Art and Design Medium 108
An Example from ARRAY[ ]: Coding Slowly 109
Coding Slowly (Intro to Basic Programming with Processing) 110
Conclusion: The Future, Slowly, Now 117
References 117
4 Teaching for the Design Singularity: Toward an Entirely Code-based Design Curriculum 119
References 128
PART III: PHYSICAL{LY} COMPUTING 129
5 A Physical Computing Teaching Initiative in Brazil 131
Introduction 132
Physical Computing 134
LIFE Lab 137
Reflective Practice Learning Experience 138
Methodological Considerations 141
Case Study 142
Conclusions 162
References 164
6 Art and Technology Collaboration in Interactive Dance Performance 166
Introduction 166
Overview of Interactive Performance and Technology Course 167
Background 169
Interactive Performance and Technology Course Design 173
Students' Collaborations 175
Students' Projects 177
Challenges 180
Conclusion 182
References 183
PART IV: ONLINE LEARNING 185
7 Design Scenes of Online Code Learning Environments 187
DCOG 187
Affordance and Style 191
Three-Screen Scene 202
Design Parameters 209
Coda 212
References 212
8 Between Code and Culture: Developing a Creative Coding Massive Open Online Course 215
Introduction 215
Background 217
Creative Coding MOOC 219
Technical and Cultural Prism 221
Evaluating MOOCs as an Education Platform 228
Conclusions 231
References 232
PART V: CRITICAL PEDAGOGY 235
9 Process and Outcome Paradigms in Media Arts Pedagogy 237
Process and Outcomes Models 238
Process and Reflexive Learning 240
Disentangling Outcomes – Ideals and Measures 242
Project-based Learning, ICTs, and the Contested Internet 244
Possibilities of Learning Analytics – Expanding OBE Frameworks 249
References 250
10 Citizens of the Cognisphere 253
Introduction 254
Customs in the Cognisphere 255
Mapping the Cognisphere 260
From Person to Per Capita 266
Our Daily Turing Test 269
Passport to the Cognisphere 273
References 274
PART VI: TRANSDISCIPLINARY 281
11 From Growing Tools to Designing Organisms: Changing the Literacies of Design 283
Introduction 283
Literacies for Design 285
Tool-Making 286
Research 288
Literacy in Matter and Material 290
Integrative Design Studio 292
Conclusion 295
References 295
12 Pedagogical Experiments in Creative Coding 297
Introduction 297
Pedagogical Goals 300
Coding as a Fundamental Skill for Creative Research 302
Promoting Art–Science Acumen 303
Pragmatic Exercises for Developing Interdisciplinary Research Skills 305
Conclusion and Future Work 313
References 314
Interviews 317
Michael Filimowicz (MF): 317
Scott Snibbe (SS): 317
Jussi Ängeslevä (JA): 318
MF: 318
SS: 319
JA: 320
MF: 320
SS: 320
JA: 321
Dimitri Nieuwenhuizen (DN): 321
MF: 322
SS: 322
JA: 323
MF: 323
SS: 323
MF: 324
SS: 324
JA: 325
MF: 325
SS: 325
JA: 325
DN: 326
MF: 326
DN: 326
SS: 327
JA: 328
MF: 328
SS: 328
JA: 329
DN: 330
MF: 330
SS: 330
DN: 330
MF: 331
DN: 331
MF: 331
DN: 331
MF: 332
DN: 332
Afterword: Toward a Curricular Synthesis 335
Index 341
备用描述
This Book Examines The New Interdisciplinary Pedagogies Of Today's Coding-intensive Interactive Media And Design Curricula. It Covers A Comprehensive Overview Of Educational Practices Related In Fields Such As Digital Media, 3d Printing, Agile Development, Physical Computing, Games, Dance, Collaboration, Teacher Education And Online Learning.
开源日期
2025-10-27
🚀 快速下载
成为会员以支持书籍、论文等的长期保存。为了感谢您对我们的支持,您将获得高速下载权益。❤️
🐢 低速下载
由可信的合作方提供。 更多信息请参见常见问题解答。 (可能需要验证浏览器——无限次下载!)
- 低速服务器(合作方提供) #1 (稍快但需要排队)
- 低速服务器(合作方提供) #2 (稍快但需要排队)
- 低速服务器(合作方提供) #3 (稍快但需要排队)
- 低速服务器(合作方提供) #4 (稍快但需要排队)
- 低速服务器(合作方提供) #5 (无需排队,但可能非常慢)
- 低速服务器(合作方提供) #6 (无需排队,但可能非常慢)
- 低速服务器(合作方提供) #7 (无需排队,但可能非常慢)
- 低速服务器(合作方提供) #8 (无需排队,但可能非常慢)
- 下载后: 在我们的查看器中打开
所有选项下载的文件都相同,应该可以安全使用。即使这样,从互联网下载文件时始终要小心。例如,确保您的设备更新及时。
外部下载
-
对于大文件,我们建议使用下载管理器以防止中断。
推荐的下载管理器:Motrix -
您将需要一个电子书或 PDF 阅读器来打开文件,具体取决于文件格式。
推荐的电子书阅读器:Anna的档案在线查看器、ReadEra和Calibre -
使用在线工具进行格式转换。
推荐的转换工具:CloudConvert和PrintFriendly -
您可以将 PDF 和 EPUB 文件发送到您的 Kindle 或 Kobo 电子阅读器。
推荐的工具:亚马逊的“发送到 Kindle”和djazz 的“发送到 Kobo/Kindle” -
支持作者和图书馆
✍️ 如果您喜欢这个并且能够负担得起,请考虑购买原版,或直接支持作者。
📚 如果您当地的图书馆有这本书,请考虑在那里免费借阅。
下面的文字仅以英文继续。
总下载量:
“文件的MD5”是根据文件内容计算出的哈希值,并且基于该内容具有相当的唯一性。我们这里索引的所有影子图书馆都主要使用MD5来标识文件。
一个文件可能会出现在多个影子图书馆中。有关我们编译的各种数据集的信息,请参见数据集页面。
有关此文件的详细信息,请查看其JSON 文件。 Live/debug JSON version. Live/debug page.