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dc.contributor.authorBrowne, Victoria Rowena
dc.date.accessioned2023-01-13T11:38:46Z
dc.date.available2023-01-13T11:38:46Z
dc.date.issued2021
dc.identifier.urihttps://hdl.handle.net/11250/3043336
dc.description.abstractThe digital embodiment of a craft process requires comprehensive knowledge and experience to master a hybrid form of art production; in which some of the operations have predetermined results whilst others depend on the care, judgement, and dexterity of the workman (Pye 1968). In a post-digital learning situation this demands a diverse range of skills, attention, and self-motivation to integrate new technology into traditional craftsmanship. I wanted to develop an active learning situation to motivate a diversity of learners through the intersection of tacit knowledge, machine tools and digital technology; where the master guides the apprentice through a series of demonstrations in a printmaking workshop, a photomechanical darkroom, and a digital media suite.en_US
dc.titleLearning Environments and Motivations: Photopolymer Courseen_US
dc.typeLectureen_US
dc.identifier.cristin2089514


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