PENCIL VS DEVICE: EXPLORING MOBILE APPS AS CREATIVE TOOLS IN ART & DESIGN EDUCATION - MEASTWOOD TDP 2015


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Abstract.

This report aims to explore how current higher education art & design students use their mobile devices for creative purposes and within their university projects. Where do their creative processes start in a time where smartphones and devices are man’s best friend? What are the limitations and/or advantages in mobile technology within arts & design education and creation? Is this the future?

It also aims to explore how to best improve and expand current digital literacy and software workshops by including creative mobile apps within technical teaching. How can educators best approach teaching mobile apps to a technology-saturated generation of students?

The data within this report has been collated from the results of surveys and focus group interviews, which consider the views of some of the art & design students at the London College of Communication.

The results of the data show varied opinions on the use of creative mobile apps at university level and for content creation. I have selected both quantitative and qualitative data to arrive at a more defined outcome.

Despite initial presumptions, the data reveals a healthy interest in learning more about the potential of these creative apps and in the possibility of expanding the initial workshop demonstrations into practice based workshops with set outcomes.

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To the extent possible under law, all copyright and related or neighboring rights to this Work, PENCIL VS DEVICE: EXPLORING MOBILE APPS AS CREATIVE TOOLS IN ART & DESIGN EDUCATION - MEASTWOOD TDP 2015, by meastwood are Reserved.
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