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      How might Generative Art be a Proposition for Cross Curricular Learning in Schools

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      proceedings-article
      Electronic Visualisation and the Arts (EVA 2017) (EVA)
      Electronic Visualisation and the Arts
      11 – 13 July 2017
      Generative art, GCSE education, UK education policy
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            Abstract

            Computing is the dominant media of our times and a cultural artifact; generative art is a subject to make art and technology relevant to young people’s experiences and bring art and the Stem subjects closer together as a value proposition for Steam. Generative art promotes the value of creativity, the creative industries and smart manufacturing within education to art, design and the core science subjects. It can also address the gender gap in Stem. It makes the scientific become the organic and can be used for young people to express themselves, socially, politically and economically. Whilst there is a declining uptake in GCSE art and design, arguably being not supported by the incoming EBacc curriculum, computer science forms part of the core science subjects. Policy makers are insistent that every child learns to code, but code what? 14–17 year olds, dubbed by the media in the UK as the “Gen Z’s” view learning computer science as boring, for the geeks and male dominated. Generative art is a fun and approachable way of teaching programming and fits the curriculum as an extension of existing units of enquiry.

            Content

            Author and article information

            Contributors
            Conference
            July 2017
            July 2017
            : 121-125
            Affiliations
            [0001]School of Communication

            Royal College of Art

            London, UK
            Article
            10.14236/ewic/EVA2017.29
            7a9386ae-6b0a-4a9d-9a32-ff6bae159d78
            © Newman. Published by BCS Learning and Development Ltd. Proceedings of EVA London 2017, UK

            This work is licensed under a Creative Commons Attribution 4.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/

            Electronic Visualisation and the Arts (EVA 2017)
            EVA
            London, UK
            11 – 13 July 2017
            Electronic Workshops in Computing (eWiC)
            Electronic Visualisation and the Arts
            History
            Product

            1477-9358 BCS Learning & Development

            Self URI (article page): https://www.scienceopen.com/hosted-document?doi=10.14236/ewic/EVA2017.29
            Self URI (journal page): https://ewic.bcs.org/
            Categories
            Electronic Workshops in Computing

            Applied computer science,Computer science,Security & Cryptology,Graphics & Multimedia design,General computer science,Human-computer-interaction
            GCSE education,Generative art,UK education policy

            REFERENCES

            1. 2016 Gen Z in the Classroom: Creating the Future, UK Findings October http://www.adobeeducate.com/genz/UK-education-genz 1 May 2017

            2. 1979 Design in General Education. Royal College of Art April

            3. 2016 Brexucation. Loughborough Design Press 29 October http://www.ldpress.co.uk/brexucation-by-ken-baynes/ 1 May 2017

            4. Creative Industries Federation 2016 http://www.creativeindustriesfederation.com 1 May 2017

            5. 2014 LiveCodeLab 2.0 and its language LiveCodeLang

            6. JCQ 2016 Joint Council for Qualifications

            7. Secretary of State for Culture, Media and Sport 2017 UK Digital Strategy 2017 Policy paper March

            8. TOPLAP 2010 ManifesttoDraft. https://toplap.org/wiki/ManifestoDraft 1 May 2017

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