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CA1: we create identity
author: A. Eliëns
information
creative application, semester 1, 3 ects
contents -- (CA1) we create identity
The goal of the course, which will take the structure of
a group project, is to set a new group of students to work,
to learn about the topics of
creative technology,
to get to know eachother and the staff, and find ways
of expressing there interests and viewpoints.
course outline(s) -- ca1: we create identity
In this part a more detailed discussion will be provided
of
topics,
learning goals,
materials used, and the
actual
structure of the course, as well as a sketch
of the
assignments given. Also
references to releveant
literature is provided, including
online resources.
At the end,
advice for students following the course
will be given, as well as
hints for the instructor(s).
course topic(s)
The course covers a somewhat bewildering number of topics.
However, keep in mind that the main aim of the course
is to get familiar with the means to express ideas,
and communicate thoughts.
topic(s)
- basic content creation -- editors, image tools, video
- use of blogging sites, and media content management systems
- topics of creative technology
-- mathematics, smart systems & new media
- communication and presentation issues
- presence in oral & written presentation(s)
- individual on-line (digital) portfolio(s)

The CA1 course underlying aim, obviously is to bring about
an awareness of Creative Technology and first ideas
on what this means for the individual students' aspirations
and, why not, dreams.
The focus on communication tools may be then justified by observing
that such a process may easily lead to many undigested notions,
for which expression may hopefully bring some relief.
learning target(s)
More specifically, the learning goals may be summarized as:
CA1 target(s)
- skill(s) -- (digital) content creation
- knowledge -- information management & presentation
- theory -- relation technology, science & art(s)
- experience(s) -- presentation of ideas, concepts & plans
- attitude -- exploration, communication, discovery, presentation

In particular, experience and attitude are relevant
since Creative Technology is relatively
unique in targeting
creativity at an academic
level in a bachelor curriculum.
lesson material(s)
We may expect that our first year students already have
some degree of media literacy, at least as it concerns
using the tools and the facilities, such as socila networks
a la Hyves.
we create identity -- media in context

The online references should suffice for enabling the
students to fullfill their assignments.
However, when neceesay, the references will be augmented by
explicit instruction material(s).
viewing(s)
Apart from the regular meetings and lectures it seems
worthwhile to have a number of viewings, where
selected videos or documentaries are shown.
In addiotion to
the famous edgcodes
documentary, about film editing, and technological innovations
in digital video editing, the following selection
of video lectures and examples
may considered:
inspiration(s) -- video(s)

Such viewings may provide a preparation for
the later creative explorations,
and may also serve to create a honors track
in developing a creative technology game.
course structure
The we create identity course takes place in the
first month, and allows for only a limited number of seesions.
A first indication sessions included may look as follows:
course structure
- introduction of tool(s) and platform(s)
- topics in creative technology (1)
- teamwork -- identity as a group
- topics in creative technology (2)
- identity -- individual portfolio(s)
- topics in creative technology (3)
- presentation(s) -- individual & group work
- evaluation -- reflection(s) on we create identity

Apart from the sessions and viewings indicated above,
we plan a number of excursions to places of interest:
excursion(s)

These excursions should provide the students with
ideas about what to expect later in the study
and motivate them to set their individual targets
and aspirations for follow-up courses.
assignment(s)
Assignments range over individual tasks,
assignments for small groups of 3-5 students,
and some collective tasks.
individual
- create account(s) at -- google site, blogspot, flickr
- maintain blogs & records -- minimal 5, with pictures
- create personal portfolio -- with (symbaloo) start page
- prepare poster and pitch for final session(s)

The individual assignments have as a goal to
ensure that each student becomes familiar with
the tools and technologies needed for later work.
The main focus of the course
is the creation of a creative technology map,
a brief (1-2 min) clip, and am interactive video,
usig the ximpel platform.
small group(s)

Since self-organisation is one of the
learning targets of the course, the students
are supposed to take responsibility for the final evaluation
session(s) as a group.
collective assignment(s)
- create and maintain group site -- groups.google.com
- maintain creative technology wiki
- organize final poster exhibition

Although some competitive elements will be part of the course,
in particular in selecting the best interactive video(s) & map(s),
the individual grading of the course will largely depend on
participation and effort.
A selection of the students' work will be made
available online permanently for public exposure, as a reference for future
creative technology students and other interested parties.
reference(s)
An initial set of references should include the list below,
although many more are available.
- Mitchel Resnick, Sowing the Seeds for a more Creative Society -- online video
- Facets of Fun -- On the Design of Computer Augmented Entertainment Artefacts,
available in online version
- Kress G. and van Leeuwen T. (1996), Reading Images: The Grammar of Visual Design, Routledge
- Geert Lovink and Ned Rossiter (eds), MyCreativity Reader, A Critique of Creative Industries, Institute of Network Cultures, Amsterdam 2007
- A. Eliëns, topical media & game development -- media.eliens.net

A wealth of material and references can be found at my
topical media & game development site, including
tutorials and examples.
online resource(s)
As a mix of examples, tools and possible inspiration(s)
we may present the following list of links:

It must be emphasized that rather than presenting all the examples
exhaustively,
the students should be an actual selection of links
available on their site(s), since as we all should realize
an overload of examples is generally considered to
be a creativity killer.
Equally important is that students discover the means that
are at their disposal to communicate and document their work,
using basic tools for web development and content creation.
prerequisites
admission to curriculum
goals and attainment targets
Although at an introductory level, a wide variety of skills,
both technical and communication skills need to be developed
in a short time, in a playful manner.
learning target(s)
More specifically, the learning goals may be summarized as:
CA1 target(s)
- skill(s) -- (digital) content creation
- knowledge -- information management & presentation
- theory -- relation technology, science & art(s)
- experience(s) -- presentation of ideas, concepts & plans
- attitude -- exploration, communication, discovery, presentation

In particular, experience and attitude are relevant
since Creative Technology is relatively
unique in targeting creativity at an academic
level in a bachelor curriculum.
In close cooperation with the staff, students will be invited to explore
the topics of creative technology, and present their view
in a creative way, using whatever means suit that purpose best,
including blogs, wiki(s) and interctive video.
place in curriculum
Introductory course for all students, just after arrival.
application area, motivating examples
There are various way to create identity, form social
networks and communicate personal and professional information
using the web, examples of which are collected in the online material(s)
listed below:
lesson material(s)
We may expect that our first year students already have
some degree of media literacy, at least as it concerns
using the tools and the facilities, such as socila networks
a la Hyves.
we create identity -- media in context

The online references should suffice for enabling the
students to fullfill their assignments.
However, when neceesay, the references will be augmented by
explicit instruction material(s).
viewing(s)
Apart from the regular meetings and lectures it seems
worthwhile to have a number of viewings, where
selected videos or documentaries are shown.
In addiotion to
the famous edgcodes
documentary, about film editing, and technological innovations
in digital video editing, the following selection
of video lectures and examples
may considered:
inspiration(s) -- video(s)

Such viewings may provide a preparation for
the later creative explorations,
and may also serve to create a honors track
in developing a creative technology game.
Students are encouraged to explore these means of expression,
and select those that fit their needs, in discussiong with supervising staff.
As an example, to emphasize the use of adequate media, students
may take parts of the lecture by Mitchel Resnick, on aspects
of a Creative Society, available as online video [1], and mix
part of this material with own video material,
to create an interactive video, reflecting (on)
the topics treated in the lecture(s) in creative technology.
teaching methods
Apart from a number of topical lectures by senior staff members, this
first CA course will primarily be an exercise in self-organisation,
with an important goal to create coherence in a group of new students,
with a variety of backgrounds.
course structure
The we create identity course takes place in the
first month, and allows for only a limited number of seesions.
A first indication sessions included may look as follows:
course structure
- introduction of tool(s) and platform(s)
- topics in creative technology (1)
- teamwork -- identity as a group
- topics in creative technology (2)
- identity -- individual portfolio(s)
- topics in creative technology (3)
- presentation(s) -- individual & group work
- evaluation -- reflection(s) on we create identity

Apart from the sessions and viewings indicated above,
we plan a number of excursions to places of interest:
excursion(s)

These excursions should provide the students with
ideas about what to expect later in the study
and motivate them to set their individual targets
and aspirations for follow-up courses.
Additional instruction may be needed to clarify issues
of communication and presentation, and to prepare students
for the creation of an individual (digital) portfolio,
which will be used for later courses and assignments.
It might also be useful to let students develop a wikipedia,
similar to AV WIKI,
providing information on the various topics of
creative technology.

reference(s)
An initial set of references should include the list below,
although many more are available.
- Mitchel Resnick, Sowing the Seeds for a more Creative Society -- online video
- Facets of Fun -- On the Design of Computer Augmented Entertainment Artefacts,
available in online version
- Kress G. and van Leeuwen T. (1996), Reading Images: The Grammar of Visual Design, Routledge
- Geert Lovink and Ned Rossiter (eds), MyCreativity Reader, A Critique of Creative Industries, Institute of Network Cultures, Amsterdam 2007
- A. Eliëns, topical media & game development -- media.eliens.net

A wealth of material and references can be found at my
topical media & game development site, including
tutorials and examples.
[]
readme
new(s)
masterclass
workshop(s)
CA1
CA2
CA3
CA4
CA5
project(s)
NM1
NM2
NM3
NM4
NM5
resource(s)
_
/ .
(C) Æliens
09/09/09
creativetechnology.eu