This course is part of a larger course called Digital Art and science, a project instigated by our partner Het Koorenhuis.
The project was initialised for students of the first and second class of the Dutch secondary school who want to explore their talents.
It is not part of the normal school curriculum but should intertwine with this.
The main objective is to broaden the students vision and skills in the digital world. The ’21st century skills’ they learn should be of use during their entire school career, paying extra attention to collaboration, creativity and problem solving.
The lessons are cloudbased, meaning that the lessons are available on the internet and that students can follow the lessons at their own pace. A specialised teacher is not necessary but can be of extra value. This could also be in the form of guest lectures etc.
Every participant has his own e-portfolio on which he posts his work so his progress is visible.
- Stimulating the imagination and helping give that imagination a form
- Enjoying modern day media, and being able to use them in daily life
- Developing digital skills and knowledge of the digital world
- Stimulating receptive, reflective and investigative powers
- developing skills to present oneself
- Being able to use these acquired skills in other parts of the school curriculum
- Bridging a gap between the sciences and the arts
- Collaboration between pupils, also of different levels
- Creating a network between the participating students
- Knowledge of coding, gaming, digtal artforms, artists and scientists
This should be achieved by
- Differentiation in pace, content and technical levels
- Variation in active, receptive and reflective moments of the lessons
- Overarching content, usable in other lessons
- End products as well as products per lesson
- One class website where all material is collected and also a digital portfolio for each pupil.
- Helping each other, giving feedback on each others work and progress. Peer to peer coaching
- Planable with certain ‘go/no go’ situations and use of gamification
- Student works towards his own end goal and product
- Use of experts from within own peergroup and online community’s
- Extra attention on being able to work independantly and solve creative problems
This part of the course is built around media literacy. The Dutch organisation Mediawijzer.nl has devised a model for media literate competences: Understanding, usage, communication and strategy. The programme pays extra attention to these concepts.