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REPORT 4:
REPORT 4: CONTENTS:
EXECUTIVE SUMMARY 2
SECTION 4
AIMS HOW MIGHT WE TEACH FOR
CREATIVITY WITH DIGITAL
This review is intended to provide: TECHNOLOGIES? 13
The key findings and implications of the report are presented within the
Executive Summary and Implications Sections. The main body of the review enables
readers to explore in more detail the background to these headline issues.
1
EXECUTIVE SUMMARY
2
REPORT 4
LITERATURE REVIEW IN CREATIVITY, NEW TECHNOLOGIES AND LEARNING
AVRIL M. LOVELESS, SCHOOL OF EDUCATION, UNIVERSITY OF BRIGHTON
Understandings of the nature of creativity WHAT ARE THE POTENTIAL ROLES understandings
have changed in scope and depth over the OF DIGITAL TECHNOLOGIES IN
last hundred years. Many have focused on of the nature of
SUPPORTING CREATIVITY?
the characteristics of exceptional creativity have
individuals in our culture, from van Eyk to
The use of the term ICT is inadequate to changed in scope
Van Gogh, Darwin to Dawkins, Telemann to
describe the variety of technologies,
Thelonius Monk. More recently there has and depth over
settings and interventions through which
been an acknowledgement of the creative
new technologies have an impact on the last hundred
potential of all individuals in different
people’s lives. Digital technologies exhibit
knowledge domains, or subjects not years
features of provisionality, interactivity,
confined to traditional definitions of the
capacity, range, speed and automatic
‘arts’ or ‘sciences’. An ethos which
functions which enable users to do things
encourages creativity in different
that could not be done as effectively, or at
communities and environments also has
all, using other tools. People who are ‘ICT
an influence on individuals and groups.
capable’ are certainly able to use a variety
Creativity can now be recognised and
of skills and techniques with particular
valued at the level of individuals, peer-
technologies. More importantly, they are
groups or the wider society and considered
also able to understand the reasons why
as an essential element in participating in
digital technologies might be appropriate
and contributing to the life and culture of
for particular tasks and situations, make
society. There have been many attempts to
informed choices in their use, evaluate
define ‘creativity’ and useful theoretical
their impact and be open to new
frameworks have been formulated which
developments and possibilities. It is the
describe the interaction between qualities
interaction between the distinctive features
in people and communities, creative
of ICT and the characteristics of creativity
processes, subject areas and social
that opens up new perspectives on the
contexts. The National Advisory Committee
development of creativity in education.
on Creative and Cultural Education
(NACCCE) draws upon a range of
conceptualisations of creativity and
presents a definition which is a useful HOW MIGHT WE TEACH FOR
framework for educators - ‘imaginative CREATIVITY WITH DIGITAL
activity fashioned so as to produce TECHNOLOGIES?
outcomes that are both original and of
value’. This definition is helpful in that it Teaching for creativity with digital
expresses five characteristics of creativity: technologies presents challenges in two
using imagination; a fashioning process; areas – the use of ICT to support creativity
pursuing purpose; being original and in traditional settings such as schools,
judging value. Creativity in education can and the development of ICT resources
encompass learning to be creative in order to support innovation in new learning
to produce work that has originality and environments for creative activity and
value to individuals, peers and society, as collaboration. Within the more familiar
well as learning to be creative in order to settings of schools and classrooms,
support ‘possibility thinking’ in making models of access to ICT resources
choices in everyday life. should reflect characteristics of creative
3
EXECUTIVE SUMMARY
4
HOW CAN WE ASSESS CREATIVITY, WHAT ARE THE IMPLICATIONS
LEARNING AND DIGITAL FOR PRACTICE, CURRICULUM
TECHNOLOGIES? AND DESIGN?
Attempts to produce methods for the Thinking about the potential of digital
assessment of creativity have not been technologies to promote teaching and
straightforward, and few of the many learning for creativity raises a number of
instruments and tests devised have been issues for teachers’ work in classrooms
able to measure the concept adequately. and informal sessions, for teacher
There are tensions between assessment of education and for the types of questions
creative activities for different reasons. Do investigated in research. It is important to
we want measures of creativity for ‘high realise that there are a number of
stake standards’, such as statutory tests frameworks for describing and supporting
and national examinations? Do we want our shared understanding of creativity, and
to be able to assess creativity in order recognise that the use of digital
to give feedback to individuals on their technologies can make a unique
achievements and ways forward for contribution to creative processes. It will
progression? Do we want to have means be challenging to approach the planning
to recognise and celebrate meaningful and and management of creative learning
original personal expression? Assessment environments and develop confidence in
of pupils’ ICT capability is no less appropriate teaching strategies. The
problematic. It is easier to identify whether design of strategies for assessment of
pupils can or can’t use particular skills pupils’ creativity with ICT will be complex,
and techniques than to find correlations and will need to recognise the ways in
between the use of these techniques and which our understanding of the interaction
their attainment in other subjects. It is not between creativity and digital technologies
easy to use traditional measures and tests is emerging from practice and reflection.
to identify the indirect effects of the use We can therefore learn much from careful attempts
of ICT on motivation, attitude, problem- case studies of each other’s experiences
solving capability, critical thinking and and discussion of a range of imaginative
to produce
information handling abilities. Some research methodologies for further methods for the
teachers and researchers have developed investigation. Lastly we need to continue in
positive approaches to the complexity our attempts to find ways in which we can
assessment of
of assessment by using dimensions describe, explain and analyse our creative creativity have
along a range of criteria for the use practices with ICT, in order to contribute
of technologies to support creative to theoretical frameworks which are
not been
processes. Many have recognised that useful to educators in a variety of contexts. straightforward
traditions and expertise in assessment
in both art and media education can
inform approaches to peer review, WHAT ARE SOME OF THE BARRIERS?
evaluation and formative assessment,
recognising the unique contributions The review has indicated that there are key
of new technologies. factors which underpin creative processes
and have an impact on the success of
5
SECTION 1
INTRODUCTION
6
SECTION 2
experiences in a range of media and literature in order to inform the debate thinking about
social settings (Healy 1998). among educators, policy makers,
The British Government has responded to technology developers and the wider the concept of
the debates about creative and cultural community. It emphasises the complexities creativity has
education to meet the economic, of the interaction between a variety of
technological and social challenges of the factors in the consideration of creativity, changed in
21st century. The Minister of State for the ICT and learning, in contrast to a clear recent years
Arts, Baroness Blackstone, identified a distinction between ICT as an ‘Electronic
range of projects and initiatives to Prometheus’ (Kirschenmann 2001) or a
enhance learners’ experiences of the ‘Fool’s Gold’ (Cordes and Miller 2000).
creative arts. These initiatives highlight the
role of new technologies in developing
particular projects. The potential of digital 2 WHAT IS THE ROLE OF
technologies to enable new forms of CREATIVITY IN EDUCATION?
engagement, access and educational
achievement is recognised in the
2.1 HOW HAS CREATIVITY
development of proposals such as ‘Culture
Online’ - a service offering interactive BEEN DEFINED?
access to national arts and cultural
resources through the internet and digital 2.1.1 WHAT ARE SOME KEY
television. BBC Education produces THEMES IN DEFINING CREATIVITY?
programming and content for television,
radio and the BBC Learning website and, The development of different perspectives
at the time of writing (summer 2002), a in describing creativity has been traced,
digital Curriculum Online is being from the concerns of the 1950s to 1970s in
developed to supply digital content for areas of personality, cognition and the
schools (Blackstone 2002). The National stimulation of creativity in individuals, to
Foundation for Educational Research in the awareness in the 1980s and 1990s of
England and Wales (NFER) carried out a the influence of environments and social
thematic review on behalf of the contexts on the creativity of individuals,
Qualifications and Curriculum Authority groups and organizations (Rhyammar and
(QCA), focusing on information from 19 Brolin 1999). Cropley (2001) reviews a
educational systems to provide a range of attempts to classify creativity:
comparative analysis of the arts, creativity from Guilford’s address to the American
and cultural education. The potential of Psychological Association in 1949 in which
new technology to provide resources for he called for attention to ‘divergent’
arts education was recognised in many thinking in human psychology, to the
countries (Sharp and Le Metais 2000). At imperative to consider the role of creativity
the time of writing the QCA is also in successful technological and economic
undertaking a literature review in the area ventures after the shock to the US of
of Creativity and Education and developing Sputnick in 1957. He identifies common
materials which will be available in 2003. elements to the variety of discussions of
creativity – novelty, effectiveness and
This review attempts to present a ethicality - and focuses his approach to
framework of themes arising from the creativity on people demonstrating
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SECTION 2
characteristics and interacting with others A key issue in discussing and defining
in environments congenial to creativity. creativity is whether the focus is upon
Jeffrey and Craft argue that thinking about exceptional creative individuals, such as
the concept of creativity has changed in Albert Einstein or Charlie Parker, who shift
recent years and suggest that current paradigms in society’s ways of knowing, or
creativity discourse also encompasses: upon all individuals and their potential for
self-actualisation through ‘little c
• ‘operating in the economic creativity’ or ‘possibility thinking’
and political field supporting people in making choices in
• acting as a possible vehicle for everyday life (Craft 2000). It is this broader
individual empowerment in institutions view of promoting creativity in all
and organizations; and individuals which underpins this paper.
There have been several recent reviews of A useful starting point for considering
the literature which help to describe and frameworks for creativity is to consider
theorise understandings of the nature of characteristics in individuals. Examples of
creativity (Yeomans 1996; Dust 1999; personal qualities of creative individuals
Rhyammar and Brolin 1999; Sternberg have been collated by Shallcross (1981)
1999; Beattie 2000; Craft 2000; Edwards and described as: openness to experience;
2000 - 2001; Cropley 2001). Dust’s review independence; self-confidence; willingness
(1999) draws upon the work of a number of to take risk; sense of humour or
researchers such as Barron, Gardner and playfulness; enjoyment of experimentation;
Csikszentmihalyi to discuss the processes sensitivity; lack of a feeling of being
and levels of creativity, the characteristics threatened; personal courage;
of creative individuals and the role played unconventionality; flexibility; preference for
by the domain of endeavour and the wider complexity; goal orientation; internal
society. The review addresses the stated control; originality; self-reliance;
aims of the National Endowment for persistance (cited in Craft 2000, p13).
Science, Technology and the Arts (NESTA), Another perspective on the personal
making recommendations for achieving qualities of creative individuals is
the objectives of exploration, exploitation described in Sternberg and Lubart’s
and explanation in order to fulfil the main ‘confluence model’, in which six resources
aim to promote talent, innovation and converge: intellectual abilities; knowledge;
creativity in the fields of science, styles of thinking; personality; motivation
technology and the arts. Craft reminds us and environment (Sternberg and Lubart
that much of the work cited in the 1999). Gardner presents a pluralist theory
literatures has been undertaken in the US, of mind which recognises multiple
UK and Europe and the debate needs to intelligences in individuals (Gardner 1983;
acknowledge the possibilities of ‘cultural Gardner 1996).
saturation’ in western concepts of
creativity which might limit our Csikszentmihalyi identifies a common
understandings of creativity in other characteristic of creative people as ‘flow’ –
cultures (Craft, 2000, p14). the automatic, effortless, yet highly
8
focused state of consciousness when asserts that creativity involves people
engaged in activities, often painful, risky or having agency over their environment,
difficult, which stretch a person’s capacity being able to make and act upon choices
whilst involving an element of novelty or to be creative and inventive. People can
discovery (Csikszentmihalyi 1996). He adapt to existing problems and find ways of
elaborates the description of this getting round them, or innovate and do
characteristic in identifying nine things differently. Creativity involves being
elements which such activity provides: in relationship with oneself, other people
and with subject domains, and such
• clear goals relationships can also be reflected in the
• immediate feedback need for an audience and feedback for the
outcomes of creative activity. She also
• balance between challenges and skills includes discussion of people’s multiple intuition,
• merging of action and awareness facets of mind or intelligences, including
unconscious intelligence and ‘flow’ as well rumination,
• elimination of distractions
as essentialist personality factors. The reverie, even
• lack of fear of failure description of creative processes in Craft’s
• lack of self-consciousness framework identifies the impulse or source boredom play
of creativity which feeds the unconscious, a role in
• distortion of sense of time
intuitive, spiritual and emotional levels,
• autotelic activity (enjoyment for which in turn support levels of creativity and
its own sake). imagination, problem-solving and problem-solving
divergent thinking. Being able to take
Individual states of intuition, rumination, risks is the next level in which the person
reverie, even boredom play a role in engages in the ‘creativity cycle’ of
creativity and problem-solving, and some preparation, letting go, germination,
studies indicate how creativity is enhanced assimilation, completion and preparation.
in a state of reverie and imagery (Lynn and These processes express, shape and
Rhue 1986; Claxton 1999; Claxton 2000). encourage creativity as an approach to life.
Such states are not just ‘letting it flow’ or
‘leaving it to luck’, but acknowledging a Domains are suggested in her framework
way of knowing which is not necessarily as a way of describing ways of knowing
conscious and draws upon resources of beyond rigid subject definitions, and open
knowledge, skill and experience in order to up the consideration of creativity in all
make new combinations, explorations and areas of knowledge, not just the traditional
transformations (Boden 2001). ‘arts’ or ‘creative subjects’. The term
‘creative subjects’ refers to curriculum
areas broadly corresponding to Bell’s
2.1.3 CREATIVITY IN SUBJECTS framework for ‘Education through the Arts’
(Bell 2000, p11):
A different conceptual framework for
describing creativity acknowledges the • visual and performing arts, minimally
influence of a range of researchers in the music/art/drama including dance
field, yet presents a holistic view of people, • designing and making, minimally three-
processes and domains (Craft 2000). She dimensional design including crafts,
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SECTION 2
10
SECTION 3
education to ensure a broad and flexible and creative teaching (Jeffrey 2000;
education that recognised the talents of Prentice 2000; Joubert 2001). The five
all children. The report, ‘All Our Futures’, elements arising from the NACCCE
defined creativity as, ‘imaginative activity definition can be used with the interactive
fashioned so as to produce outcomes that dimensions of people and communities,
are both original and of value’ (NACCCE processes, domains, and fields, discussed
1999, p29). This definition is helpful in in the definitions of creativity in Section
that it expresses five characteristics 2.1, to provide a framework to describe the
of creativity: contribution of ICT to creativity in learning.
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SECTION 3
the speed and Digital technologies exhibit features which capability in knowing, not only how to
can be exploited by users in order to make search the world wide web or manipulate a
automatic a distinctive contribution to activities, that digital photograph, but also why and when
functions of ICT is, enable the users to do things that could such skills might be appropriate for
not be done as effectively, or at all, using different reasons in different situations to
allow tasks of other tools. These features have been solve different problems. Such a
storing, described as provisionality, interactivity, description of ICT capability relates to an
capacity, range, speed and automatic ecological concept of ability in which
transforming functions (Department for Education and ‘ability is person plus the opportunities for
and displaying Employment 1998). The provisionality of assistance which their environment
ICT enables users to make changes, try affords, plus the skill at detecting, creating
information to out alternatives and keep a ‘trace’ of the and managing these resources’ (Claxton
be carried out by development of ideas. Interactivity can 1999, p226).
engage users at a number of levels, from
the technologies the playing of a game which gives A characteristic of creativity with digital
feedback on decisions made, to the technologies would be the recognition of
monitoring of a space probe through the potential of the features of ICT to be
immediate and dynamic feedback. ICT exploited and experimented with to support
demonstrates capacity and range in the creative processes. Learners and teachers
ways in which it affords access to vast therefore need to have a range of
amounts of information locally and globally experiences in which they can engage, play
in different time zones and geographical and become familiar with the distinctive
places. The speed and automatic functions contributions that ICT can make to their
of ICT allow tasks of storing, transforming creative practices which other media and
and displaying information to be carried tools do not offer. See Table 1.
out by the technologies, enabling users to
read, observe, interrogate, interpret, Table 1: The features of ICT and the
analyse and synthesise information at NACCCE Framework for Creativity
higher levels. Recognising the potential of
these features is a significant element of Features NACCCE
ICT capability, enabling children and of ICT Framework
teachers to make decisions about when
for Creativity
the use of ICT in a particular context is
appropriate (Sharp, Potter et al 2000).
Provisionality Using imagination
Loveless argues that ‘ICT capability’ is Interactivity A fashioning process
more than competence with a set of skills
Capacity Pursuing purpose
and techniques with particular digital
technologies, but encompasses such skills Range Being original
being turned to use. It can be described as Speed Judging value
an ability which is used actively, involving
understanding, informed choice, critical Automatic
evaluation and being open to or functions
susceptible to development (Loveless
1995). Learners can demonstrate such
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SECTION 4
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SECTION 4
14
SECTION 5
15
SECTION 5
16
Media Laboratory have developed a range design. One example of such applications
of programmable ‘toys’ or ‘digital is provided in the description of a course in
manipulatives’ - beads, blocks and Virtual Design and Representation at
bricks - which reflect this purpose Cornell University (winter 2000). The
(Sargent, Resnick et al 1996) (see application of cheaper and more
http://toys.media.mit.edu/). The Beyond accessible versions of such software for
Black Boxes (BBB) Project used tiny, developing ideas with children and young
programmable computational devices people is taking place in some contexts
called Crickets which could be embedded within and out of schools.
into everyday objects to control, sense and
communicate with one another via infrared Web based resources are also available for
light. The aim of the project was to learners to explore and test ideas online.
‘reintroduce a vigorously creative, Cannon et al investigated the design of a
aesthetic, and personal dimension into the web-based National Laboratory of Virtual
design of scientific instrumentation – Manipulatives, in which elementary school
particularly in the context of science children could interact with and design
education’ (Resnick, Berg et al 2000, p2). new mathematical objects that are not
Such work was also an attempt to counter easily constructed physically (Cannon, Heal
the ‘opacity’ of computers in scientific et al 2000). Other examples of the
processes. This project has been provisionality, interactivity and range of ICT
developed further in the Playful Invention which can underpin playful approaches to
and Exploration Network (PIE), which has trying out imaginative ideas include the
established a network of museums Tracy Beaker web pages on the BBC
working in collaboration with the MIT Schools website (see http://www.bbc.co.uk/
Media Laboratory, to disseminate the cbbc/tracybeaker/); the BlockCorner site
constructive use of new digital (see http://www.blockcorner.com
technologies (see http://llk.media.mit.edu/ /content.html) or the Sodaplay site
projects/pie). In Europe, the eTui project is which enables users to construct and
part of the i3 – ‘I cubed’: Intelligent animate models on screen (see
Information Interfaces – research http://www.sodaplay.com/). Building on
organization. The collaborative project developments in shared 3D Virtual
investigated ‘tool-cases’ for learning Environments accessible on the internet,
about learning, and in the UK, Ultralab The Vertex Project focused on the ways in digital
developed an interactive toy that can which children explored the design and
learn, and be taught by children (see creation of virtual spaces and objects technologies
http://www.ultralab.ac.uk/projects/etui/ using interactive virtual reality software have also
index.shtml). (Bailey and Moar 2001).
been used to
There is a wealth of high specification Digital technologies have also been used support the early
digital technology available for exploration to support the early stages of imaginative
and creation of ideas from film production play, speculation and ‘brainstorming’. stages of
tools to CAD/CAM and virtual reality Baron et al review the literature to support imaginative play,
simulations. These are used in a range of the development of methodologies for
professions and occupations such as investigating representations of the speculation and
architecture, engineering, film-making and relationships in IT systems using concept ‘brainstorming’
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SECTION 5
maps and computer-based concept of such sites, but examples of sites with
mapping tools (Baron, Bruillard et al 1999). news, events, resources, research and
The use of software applications such as links to related sites can be found through
Inspiration is supported by a bibliography government and public agency portals.
on visual learning to underpin an (See Table 2 for examples in the UK.)
approach to the use of concept maps
by individuals and groups (see As reviewed in Section 1, the British
http://www.inspiration.com/vlearning/sugg Government has identified a number of
estread/index.cfm?fuseaction=suggested). initiatives to provide online access to
creative practitioners and materials
An innovative use of ICT in drama has been (Blackstone 2002). Culture Online will
developed by Simpson, who describes the provide new digital materials for the
ways in which digital cameras and image school curriculum and lifelong learning.
manipulation software can be used in They will be made available in a variety of
exploration and improvisation ‘within’ ways, including new and existing websites,
drama activities rather than just recording through a Culture Online gateway and
final outcomes. Digital images are used in linked to the DfES Curriculum Online
the ‘sketching’ stages of the exploration portal and the National Grid for Learning.
and interpretation of texts, such as the Projects will be developed by partnerships
multi-layered illustrated children’s book, which might include cultural and arts
‘Not Now, Bernard’. They are then organisations, broadcasters, creative
developed as an integral element of the media companies and educational
drama as children respond to their publishers (see http://www.
constructed, manipulated images and cultureonline.gov.uk/).
incorporate them into their developing
finding things improvisations (Simpson 1999). Table 2: Examples of websites for
out in order to information and networking in the UK
18
A key aim of DARE is to enable teachers
National Drama – the association and young people to access some of the
for drama educators ideas, issues and processes of a culturally
http://www.nationaldrama.co.uk and stylistically diverse matrix of recent
work. The internet is probably unique in its
Association for Science existence as both an experimental medium
Education (ASE) and as a space for research, display and
www.ase.org.uk exchange, and the DARE site allows users
to view how artists have been exploiting
Design and Technology as well as critiquing the internet.
Association (DATA) (Sinker 2001, p33)
http://www.data.org.uk
Access to worldwide galleries and
National Society for Education in museums can provide resources for
Art and Design (NSEAD) stimulation and research. Access to
http://www.nsead.org/ practitioners such as artists, designers,
engineers and architects through e-mail or
Creating Spaces, network of education video conferencing can establish networks
professionals promoting the creative and communities sharing expertise,
use of digital technologies questions and work in progress. The 24
http://www.creatingspaces.org.uk Hour Museum is the National Virtual
Museum which acts as a gateway to
over 2,500 museums, galleries and
There are also many examples of websites heritage attractions in the UK (see
created by individuals or organizations to http://www.24hourmuseum.org.uk). The
provide resources for particular age Museum Open Learning Initiatives (MOLLI)
phases and subject areas. One example is is another example of such a ‘window’ to
the EarlyBirds Music website which artefacts, activities and work produced by
provides multimedia examples of video, children and adults in the community in
sound and links to music resources for response to particular exhibitions and
early, primary and special education (see to individual artists’ work (see
http://www.earlybirdsmusic.com). BBCi http://www.molli.org.uk). The Quest
provides access to artists’ work which can website of the Natural History Museum in
be downloaded, viewed and listened to London is an example of a constructivist
through its website (see approach to use of the web for scientific
http://www.bbc.co.uk/arts/digital/guestarti enquiry (see www.nhm.ac.uk).
sts/index.shtml). Another example in the
secondary sector is the Digital Art
Resource for Education, DARE (see 5.3 CREATING AND MAKING
http://www.dareonline.org). This initiative MEANING
is a collaboration between the Institute of
International Visual Arts (inIVA), Middlesex The weaving of imagination, fashioning,
University’s School of Lifelong Learning pursuing purposes and being original
and Education (LLE) and the Lansdown needs to move beyond the use of tools and
Centre for Electronic Arts (LCEA). techniques for their own sake in the
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20
becomes part of a transmittable and stifle creativity (Cordes and Miller 2000),
infinitely repeatable set of information’ Abbott et al present a critique and
(Long 2001, p261). describe a range of examples of children’s
creating and making work with multimedia
In these examples the technology played a and web technologies (Abbott, Lachs et al,
distinctive role in these activities by 2001; Lachs and Wiliam 1998; Lachs 2000).
providing opportunities for the pupils to However, there could be a danger of
capture, edit and transform digital data in reading many of the published examples
order to make meanings. The creative and descriptions of creative production as
processes of imagination, fashioning and positive and progressive. Some
‘flow’ were supported by the immediacy of researchers, however, draw attention to
the presentation, the ease of manipulation more problematic aspects of the creating
and the possibilities of ‘leaving a trail’ of and making work with digital technologies.
work in progress in order to trace the Sefton-Green and Buckingham noted the
development of ideas, or revisit them in limited nature of ‘creative production’ that
order to explore other possible routes. was taking place in young people’s
These characteristics of ICT are also being experience with and access to digital
exploited in software applications which technologies at school and at home
are accessible for young learners for the (Sefton-Green and Buckingham 1998).
creative moving images with digital video, Sefton-Green and Parker investigated how
music, and the creation of 3D virtual worlds. primary school children used edutainment
software to create and edit stories,
The British Educational Communications recognising that editing is the key creative
and Technology Agency (Becta) is running act in the production of moving image
an award scheme for Creativity in Digital ‘texts’ such as films or television
Video (www.becta.org.uk) which will programmes. The research demonstrated
present examples of DV work in schools. that the software available for this age
See also the website of Apple Computer, range supports animation and
Inc for examples of pupils’ work with composition, rather than conventional
creating and editing digital video editing and the report argued that
(see http://www.apple.com/education/dv/). existing edutainment software packages
The Interactive Education Project at the aimed at children are severely limited
University of Bristol includes work with in their creative potential (Sefton-Green
digital music (Sutherland, Breeze et al and Parker 2000)
2002) (see also http://www. (see http://www.bfi.org.uk/
interactiveeducation.ac.uk/music_designs. education/research/edit-play/).
htm ). The Vertex Project at Middlesex
University is exploring the ways in which
children build and use structures, spaces 5.4 COLLABORATION
and avatars in virtual worlds shared with
other users on the Internet (Bailey and Recent understandings of the
Moar 2001). characteristics of human learning have
recognised its social, situated and
In a response to concerns from the distributed nature in which knowledge is
Alliance for Childhood that computers constructed through interaction and
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22
an artist in residence sharing his art in their curriculum. She discusses the
own painting and digital work (see reinterpretations and changes which would
http://www.hitchams.suffolk.sch.uk/ict_art need to take place in understandings of
/index.htm). Similarly, initiatives such as pluralistic styles, realism, interactivity,
‘Walkers’ Showcase’ enable children to originality and ownership with ‘digital art’
publish a wide variety of their creative (Mak 2001).
work, from scanned images of art work in
other media to poetry and sound files of Some theatre practitioners warn against
them playing musical instruments (see the loss of spontaneity and community
http://www.walkersshowcase.co.uk/ which can accompany the use of
index.jsp). Examples of a range of pupils’ technology in the theatre and theatre
work with multimedia, digital video and research practices (Carson 1999). Beardon,
web publishing can also be seen in the however, draws attention to the ICT resources
work of Highwire, a City Learning Centre development of Visual Assistant software
in Shoreditch, London (see designed to promote improvisation, can support the
http://www.highwire.org.uk). expression and communication of visual creation and
and spatial ideas about theatre
It is the consideration of purpose and performances (Beardon 1999). Designers development
audience which can lead children into also express concern that the high levels of ideas if they
more detailed evaluation of the levels of of technical expertise required in new
originality and the critical, reflective inter-disciplinary design studies may lead reflect an
consideration of value in their work. Lachs to a loss of quality without evaluation of approach to
emphasises the importance of the processes and outcomes. Neilson and
awareness of audience in the whole Trias propose a model for evaluation which open-ended
design, creation and presentation process reflects reason, function, emotion and exploration in
of making multimedia (Lachs 2000). In senses and technology (2000). Examples of
Atherton’s work with multimedia in the work of artists using digital media are design and use
primary classrooms, the children may be commissioned and exhibited by galleries
making a game for their younger siblings such as ‘Wired Worlds’ at the UK National
or a presentation for a visiting dignitary, Musuem of Photography, Film and
but she places appropriate interaction and Television (Ferris 2000); new works are
communication with audiences centrally to presented and discussed at conferences
the processes of design, making and such as ISEA (see http://www.isea.qc.ca),
evaluation (Atherton 2002). whilst ‘tradigital’ is a term used to
describe artists and groups whose works
It is beyond the scope of this review to bridge traditional and digital worlds
consider a particular domain in detail, but (Gollifer 2000).
there are some useful indications of the
potential of ICT in creativity and learning in
the ways in which practitioners in the arts 5.6 MOVING FORWARD
and cultural industries employ digital
technologies. Mak presents evidence of The practices described in the previous
negative attitudes towards computers in examples illustrate how people have
art amongst 64 high school students who engaged their imagination in recognising
were familiar with digital technologies and the potential of ICT to make a distinctive
23
SECTION 5
24
SECTION 6
25
SECTION 6
There are, however, examples in the Sinker offers a detailed discussion of the
literature which indicate approaches to issues associated with evaluating young
meaningful evaluation and assessment of people’s creative multimedia production
learners’ creativity and ICT capability. (Sinker 2000). She suggests that there is a
McFarlane et al describe how the use of need to draw upon traditions and expertise
multimedia authoring enabled 9/10 year in both art and media education in the use
old pupils to create multimedia pieces of multimedia technologies in teaching and
which demonstrated their understanding learning, echoing earlier calls for such
of content and conceptual relationships in collaboration in the development of
drugs education topics more clearly than photography. She recognises that such
written tests. In discussing the potential of work is still in its infancy and that the use
such tools and processes in assessment, of digital technologies raises questions
they call for further research and about the evaluation and judgement of
discussion of how teachers can ‘interpret, creative processes and products that
evaluate and assess the processes, are different from more traditional tools
practices, skills and competences in arts practice.
evidenced in the form, structure and
content of pupil-authored multimedia The multimedia terrain, with its strata of
work’ (McFarlane, Williams et al meanings, its combination of media, its
2000, p210-211). compilation of data, and its branching,
tangential connections would seem the
ideal tool for this ‘postmodern’ age. But its
6.3 ASSESSING CREATIVITY AND chameleon character – a tool for writing,
ICT CAPABILITY reading, talking and listening, a tool for
drawing and looking, a tool for animating
Useful starting points for the discussion of and viewing and a tool for gaming,
evaluation and assessment of creativity interacting and consuming – makes it less
and ICT have been offered by Jonassen easy to gauge in evaluative terms.
(Jonassen 2000) and Lachs (1998) who (Sinker 2000, p195)
both suggest dimensions along a range of
criteria. Jonassen focuses on the use of a
range of ICT applications (or ‘Mindtools’)
within subject domains to demonstrate
knowledge construction, self-regulation,
collaboration, critical thinking and creative
thinking. Lachs emphasises the
26
SECTION 7
7 WHAT ARE THE IMPLICATIONS the curriculum, not just the ‘arts’
FOR PRACTICE, CURRICULUM and that the rules and structures
underpinning ‘conceptual spaces’ in
AND DESIGN?
different knowledge domains can be
combined, explored and transformed
7.1 IMPLICATIONS FOR PRACTICE
• opportunities for exploration and play
In the context of this review, implications with materials, information and ideas
for practice are focused on three areas: • opportunities to take risks and make
mistakes in a non-threatening
• classrooms or planned informal settings atmosphere
• teacher education • opportunities for reflection,
• research. resourcefulness and resilience
• flexibility in time and space for the
different stages of creative activity
7.1.1 IMPLICATIONS FOR PRACTICE • sensitivity to the values of education
IN CLASSROOMS OR PLANNED which underpin individual and local
INFORMAL SETTINGS interest, commitment, potential and
quality of life
A Creativity Framework should underpin • teaching strategies which acknowledge
planning, practice and evaluation. ‘teaching for creativity’ as well as
The framework should recognise the ‘teaching creatively’.
interaction between individuals and
communities, processes, domains and
fields, and the characteristics of The models of access to ICT resources
imagination, fashioning, pursuing pur should provide opportunities for whole
pose, originality and value judgements. class, group and individual work which can
In planning, for example, teachers be focused and flexible according the a creativity
nature and demands of the processes and
could identify the learning intentions,
activities. This may involve a reappraisal of
framework
teaching strategies and opportunities
for assessment to reflect an area such access to ICT in classrooms, dedicated should underpin
suites, clusters, sets of portable resources
as Developing Ideas or Collaboration,
and provision in the home.
planning,
in which the features of ICT contribute
to the NACCCE framework for practice and
Hardware and software resources should
creative processes.
reflect a range of tools and media suitable
evaluation
for activities throughout the Creativity
The learning environment established in Framework, from developing ideas to
educational settings should acknowledge publishing and reviewing outcomes.
and reflect characteristics which are
conducive to creative developments: Learners should have opportunities
to develop ICT skills and techniques
• awareness of the ways in which in authentic and challenging creative
creativity is related to knowledge across contexts.
27
SECTION 7
28
SECTION 8
appropriate use of ICT as a tool and Guidelines for the design of creative digital artistry required
as a medium. learning resources should provide
opportunities for interaction between of teachers to
Assessment strategies which are higher order ICT capability and creative inspire and
appropriate for identifying the interaction processes. The design and development of
between creativity and ICT capability, and learning resources, whether by encourage
useful in providing formative feedback commercial or non-commercial producers, pupils’ creativity
within knowledge domains, should be should recognise potential to support
developed and evaluated. progression and interaction in creative is marginalised
processes, from imaginative activity and and damaged by
Ongoing examples of innovative practice making informed decisions about
should be analysed in terms of their appropriate media and tools, to engaging the ‘dead hand’
potential to inform curriculum in critical evaluation. of the regulatory
development.
organisations
8 WHAT ARE SOME OF
7.3 IMPLICATIONS FOR THE DESIGN THE BARRIERS?
OF LEARNING RESOURCES
The review has indicated that there are key
Guidelines for a ‘creative toolkit’ of ICT factors which underpin creative processes
resources should be identified to enable and have an impact on the success of
individuals and communities to have teaching for creativity, and that digital
access to technologies which enable them technologies can play a distinctive role in
to engage in a range of creative processes both of these aspects of creativity and
from conjecture to evaluation. This might learning. There are, however, barriers to
include descriptions of the types of ICT the development of creativity in traditional
applications and equipment which could educational settings. None are
support a range of creative practices - insurmountable, but each needs to be
from portable devices to capture digital recognised as a constraint upon learners
images and sound to multimedia authoring realising the potential of the creative use
software or programmable toys. of digital technologies.
Guidelines for the evaluation of ‘creative There are some critical concerns about the
learning resources’ should be developed to development of creativity in schooling in
enable designers and users to make the UK. Kimbell has highlighted the
informed decisions about the claims made ‘profound state of alarm about the creative
for products and materials. These might condition of the experience received by our
include exemplars and questions to ask youngsters in school’ (Kimbell 2000, p206).
about ICT resources to determine their He states that the necessary conditions for
potential to support developing ideas or creative acts are affective and cognitive
creating and making, or their potential to support and a trusting relationship
promote individual or collaborative work, between children and teachers which
or publish outcomes of creative work in allows risk and failure. Yet he argues that
order to engage in evaluative feedback the artistry required of teachers to inspire
from others. and encourage pupils’ creativity is
29
SECTION 8
marginalised and damaged by the ‘dead It is said that fear and vanity are often the
hand’ of the regulatory organisations, such two emotions which prevent us from
as Ofsted, which value standards and realising our potential in many areas of
management over creativity and risk- life, and addressing them takes
taking (p208). confidence, trust and courage in
individuals and within communities. New
Although many countries focus on approaches to flexibility and exploration in
creativity and cultural education, there are ways of working, pedagogy, curriculum,
recognised to be challenges in curriculum assessment and management of time and
overload and low status of the arts in resources in schools could be tried, but
schools (Sharp and Le Metais 2000). In the this will require the encouragement of an
English National Curriculum the time and ethos of creative challenge and celebration
teachers need attention given to creative subjects in the of imagination and ‘possibility thinking’.
primary curriculum is also being squeezed
a framework by the demands of the National Literacy
to promote and Numeracy Strategies and the focus
upon school performance in league tables
understanding of children’s achievement in Standard
and confidence Assessment Tests in English, Mathematics
and Science. There is also evidence that
in their own the time allocated to consideration of
creative teaching creative subjects is also limited in teacher
education provision (RSA 1998).
practice and
professional Access to a range of technologies to
support creative practices is important and
development sizeable government resources have been
given to support the development of ICT in
schools, libraries, museums and
community spaces. Many of the British
government initiatives relate to providing
access to the internet to support the
development of ICT capability in the
creative spheres, yet in a preliminary
consideration of the impact of the National
Grid for Learning Initiative (NGfL),
researchers note the need for caution in
claiming significant and purposeful access
to the internet for children and young
people in school and home (Furlong,
Furlong et al 2000). Teachers need not
only access to technologies, but also a
framework to promote understanding and
confidence in their own creative teaching
practice and professional development.
30
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31
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