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This interdisciplinary book critically studies the processes of making art and creative arts education in the post-digital era.
Drawing from fields such as Philosophy and Pedagogy, it demarcates a meaningful understanding of what it is to make art and things, and to teach artmaking in this contemporary landscape. The book develops and articulates a phenomenology of aesthetic practices within the post-digital era and covers themes such as the aesthetic practices of making and the experience of an aesthetic act through a digital interface. Chapters also suggest new didactic approaches to understanding and creating form as an integral part of creative arts education in the post-digital era, and analyses creative arts pedagogy research in this light. The experience of materials and space, both real and virtual, are presented for theoretical reflection throughout the book.
This book will be of interest to scholars working in aesthetics, art, design, public art/public space, art education, digital culture, and human-computer interaction studies.
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This interdisciplinary book critically studies the processes of making art and creative arts education in the post-digital era.
Drawing from fields such as Philosophy and Pedagogy, it demarcates a meaningful understanding of what it is to make art and things, and to teach artmaking in this contemporary landscape. The book develops and articulates a phenomenology of aesthetic practices within the post-digital era and covers themes such as the aesthetic practices of making and the experience of an aesthetic act through a digital interface. Chapters also suggest new didactic approaches to understanding and creating form as an integral part of creative arts education in the post-digital era, and analyses creative arts pedagogy research in this light. The experience of materials and space, both real and virtual, are presented for theoretical reflection throughout the book.
This book will be of interest to scholars working in aesthetics, art, design, public art/public space, art education, digital culture, and human-computer interaction studies.