Up date and save 05/01/2025
Last week-Monday 15th to Friday 19th, has been a week of reviewing what I do, how I work; what is my ‘practice’? How do I teach, how do I communicate, how do I give technical instruction; how I manage teaching/material/purchase/technical resources in delivering course curricular? How do support educate…
Here are my thoughts and notes on this:
Looking at pedagogies, and the elements that contribute to teaching; the above questions that I have posed to myself; my practice seems to be centred around the studio environment. With reference to article ‘Teaching practices for creative practitioners’ briefly summarised-the main points are:
Here is a summary of some of the headings:
- The studio as a signature pedagogy. The studio is the physical and social space where learning occurs in art and design disciplines. It reflects and shapes the culture and practices of the creative professions. It is a place where students can experiment, collaborate, and receive feedback from peers and tutors.
- The benefits and challenges of the studio. The studio enables students to develop a critical and evaluative approach to their own and others’ work, to engage in dialogic exchange, and to experience materiality and embodiment of their ideas. However, the studio also poses some difficulties, such as the availability and accessibility of resources, the potential for uncritical reproduction of norms, and the issues of power and exclusion that may arise in the studio environment1.
- The changing nature of the studio. The studio is not a fixed or static concept, but rather a dynamic and evolving one. The studio may expand beyond the physical boundaries of the university, and incorporate digital, online, and hybrid spaces. The studio may also become a metaphor for the ways of thinking and practising that characterise art and design pedagogies. The studio may also be influenced by the sensory experiences and material conditions of the learners and teachers
- The studio is a physical and social space where learning occurs through collaboration, experimentation, and feedback1. It is influenced by the professional working environments of artists and designers, but also by the cultural and sensory experiences of the learners and teachers.
- Pedagogies of ambiguity are approaches that embrace the uncertainty and complexity of creative practice, where no specific outcomes are predetermined. Students must learn to manage and work through ambiguity, and tutors must reassure and support them in this process2.
- The brief is a written document that presents the learning task or project for the students3. It may be designed to look like a professional design task, and may involve industry partners or community stakeholders. The brief may create tensions between different expectations and requirements of the university and the external partners.
- The live project is a type of assignment that simulates a real-world design problem or situation, where students work with or for an external client or partner. The live project may expose students to the challenges and opportunities of professional practice, but may also create conflicts between the learning objectives and the client’s demands
As you can see these are just a few headings that that comes under this subject.
This I will look into closer as well as reading other articles to help review my practice..
Reference
Orr, S @ Shreeve, A (2017) ‘Teaching practices for the Creative practitioners’: Knowledge, Values and Ambiguity in the Creative Curriculum, Taylor & Francis Group, Milton. Available from: ProQuest Ebook Central. { 1 January 2024 }