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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Artemídia e educação na UFRB: mapeando mudanças no contexto educacional a partir da cultura digital

Fiorelli, Marilei Cátia January 2016 (has links)
Submitted by marilei fiorelli (marifiorelli@gmail.com) on 2017-11-04T11:38:06Z No. of bitstreams: 1 tese_artemidia_educacao_fiorelli.pdf: 113039925 bytes, checksum: 99859690d6ff25163311da6d43e1df7e (MD5) / Approved for entry into archive by Maria Auxiliadora da Silva Lopes (silopes@ufba.br) on 2017-11-06T12:25:13Z (GMT) No. of bitstreams: 1 tese_artemidia_educacao_fiorelli.pdf: 113039925 bytes, checksum: 99859690d6ff25163311da6d43e1df7e (MD5) / Made available in DSpace on 2017-11-06T12:25:13Z (GMT). No. of bitstreams: 1 tese_artemidia_educacao_fiorelli.pdf: 113039925 bytes, checksum: 99859690d6ff25163311da6d43e1df7e (MD5) / O foco de investigação desta pesquisa são as obras de artemídia produzidas pelos primeiros estudantes formados pelo Bacharelado em Artes Visuais com ênfase em multimeios da UFRB, Universidade Federal do Recôncavo da Bahia, na cidade de Cachoeira. Através do processo de criação destas obras, podemos visualizar um panorama do processo educacional e de seu contexto em tempos de cultura digital. Nosso objeto de estudo são os Trabalhos de Conclusão de Curso, que tratam da temática de artemídia, e nosso corpus empírico são doze TCCs produzidos dentro deste recorte, defendidos em 2014-15, pela primeira turma de ingresso no curso. Trata-se do primeiro conjunto de produção artística de artemídia dentro de um espaço institucional de ensino superior no interior da Bahia. A questão central é discutir se esses alicerçam-se em práticas da cultura digital como o trabalho colaborativo em rede, na cultura hacker, e a cultura livre, e se estas se refletem também no campo da educação. A opção metodológica adotada é descritiva quanto aos objetivos; quanto aos procedimentos técnicos, é um estudo de caso; e quanto ao tratamento dos dados é predominantemente qualitativa. Analisamos os TCCs artemidiáticos produzidos, categorizando, identificando e articulando sua produção com o contexto educacional, mapeando algumas mudanças em curso, suas implicações e suas apropriações. Como referencial teórico, nos utilizamos de conceitos em torno dos campos da cultura e arte digital e da educação contemporâneas, e seus processos de reconfiguração na cibercultura. Os resultados da pesquisa apontam que dos doze TCC’s, nove são pautados por tópicos relevantes da cultura digital. Estes, criados em uma graduação recém implantada, de uma universidade também recém implantada no interior da Bahia. Mesmo deslocada de um grande centro urbano, esta graduação apresenta em seu currículo componentes que dão suporte e viabilizam a criação em artemidia. Pela leitura e interpretação qualitativa dos trabalhos criados, foram identificadas categorias de conceitos implicados da cultura digital, que apontam caminhos e nos apresentam um panorama do contexto educacional de ensino no qual estão inseridos. Nota-se assim indícios de um processo educacional que potencialmente se instaura a partir das tecnologias e da cultura digital, que também se apoia e se reflete - a exemplo das obras produzidas - nas práticas colaborativas, na cultura livre e na cultura hacker. / ABSTRACT The aim of this research is the works of media art produced by the first students graduated in Visual Arts with an emphasis on multimedia, at Federal University of Recôncavo da Bahia - UFRB - in the city of Cachoeira. Through the creation process of these artworks, we can have an overview of the educational process in digital culture times. Our object of study are those artmedia work, created as final graduation projetc. Our empirical corpus are twelve artworks produced within this cut, defended in 2014-15, the first gratuated alumni. This is the first artistic production set of media art in a higher education in the countryside of Bahia. The core issue is to discuss the digital culture practices such as collaborative networking, the hacker culture and free culture, and if whether they are also reflected in education. The adopted methodological option is descriptive and a case study; and is predominantly qualitative. We analyze the produced media artworks, categorizing, identifying and articulating their production with the educational context, mapping out some changes in course, whith its implications and appropriations. As a theoretical concept, we use culture and digital art and contemporary education, as well as its reconfiguration process in cyberculture. The results show that nine out of twelve artworks are guided by relevant topics of digital culture. These artworks were created in a newly implemented graduation course, at a university also recentely created. Even being located far from a large urban center, this graduation show in its curriculum components that give support and enable the creation of media art. categories were identified implicated concepts of digital culture, pointing paths and present an overview of the educational teaching context in which they are inserted from reading and qualitative interpretation of the artwowks. Through this evidences we could notice that the educational process is potentially established from digital culture, which also supports and reflects the collaborative practices, the free culture and hacker culture.
2

Codeinskij : Art and programming as part of young children’s creative exploration / Codeinskij - Art and programming as part of young children’s creative exploration : Exploring and developing tangible interactions for children to explore simple concepts of computer science, geometry and digital art in a fun an playful way.

Paolo, Camerin January 2021 (has links)
This is a project that explores the realm of programming and art education for young children, trying to bring these two disciplines together in a fun and playful way. The aim is to allow children to express themselves creatively and at the same time explore and understand basic concepts of coding and programming. From the idea of creating a tool for education, this project has evolved, throughout the iterative design process of prototyping and testing, into a toolbox for personal exploration and discovery of Art and technology. This toolbox not only aims to give children the opportunity to grow and develop their understanding of digital media but also aims to help them create stronger bonds with people around them, by sharing and participating together in the activities that they will create. Prototyping is here used as an explorative tool to not only develop the final design but to also investigate children, their interests and aspirations. The different iterations have helped getting a deeper understanding of the user and the concepts revolving around the topic of art and programming to which this project try to talk to. The outcome is a physical modular interface that allows children to build, piece by piece, a digital and interactive art experience that they can eventually share and play with family and friends.

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