Sunday, October 30, 2016

8/4 Two take aways from readings: section III

1. Kylie Peppler (July 2013) has claimed that although creative coding can be used to create a wide array of genres, including animations, digital stories, music, simulations, and interactive art, one of the most well-defined uses of creative code it to create video games. Immensely popular with today;s youth, game design is the relatively recent addition to the field of arts education. I very agree with that, one of my favorite video game is called Minecraft.  Brain Hught (2016) has claimed that Metcraft is the first step in developing the Minecraft gaming platform as a teaching and outreach tool. It is intended to serve as a proof of concept that shows Minecraft can be a useful tool to create fun and creative educational museum experiences. /Metcraft's ultimate goal is to foster a spirit of independent exploration and experimentation in young museumgoers both before and after they visit The Met.Minecraft is a popular multiplayer online gaming platform. It enjoys roughly 27 million players worldwide, 43.7% of whom are between ages of 15 and 21, and 20.5% are under 15 years old. It's a bit like virtual Legos. I like this idea. Also, my favorite part is the open-ended "creative mode," I can create a lot of interesting artworks in this mode. Also, I feel like this could be a new way of teaching new media art in the class, especially for students who don't like painting and drawing, they will explore more interesting ideas in art.
http://www.metmuseum.org/blogs/digital-underground/2016/metcraft

2.A new culture of learning.
In this book, it talks about a lot of different way of learning, the click here to start learning part gave a strong impression because I can know that learning is not only about get a technique skill. In the forums, Tom found support among fellow diabetics. In my opinion, this online chat room can help people to know the knowledge of diabetes, also they can make a lot of friends in this web. I believe this is a new culture of learning, learning is not only in the classroom, but it can also happen in everywhere.

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