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Paperback. Condition: new. Paperback. An essential guide for teaching and learning computational art and design- exercises, assignments, interviews, and more than 170 illustrations of creative work.An essential guide for teaching and learning computational art and design- exercises, assignments, interviews, and more than 170 illustrations of creative work.This book is an essential resource for art educators and practitioners who want to explore code as a creative medium, and serves as a guide for computer scientists transitioning from STEM to STEAM in their syllabi or practice. It provides a collection of classic creative coding prompts and assignments, accompanied by annotated examples of both classic and contemporary projects, and more than 170 illustrations of creative work, and features a set of interviews with leading educators. Picking up where standard programming guides leave off, the authors highlight alternative programming pedagogies suitable for the art- and design-oriented classroom, including teaching approaches, resources, and community support structures. "This textbook provides artists, designers, and educators the necessary tools and curricula to employ "creative coding" in their school work and professional practice"-- Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
Published by The MIT Press, 2021
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Language: English
Published by MIT Press 2021-02-02, 2021
ISBN 10: 0262542048 ISBN 13: 9780262542043
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Published by Penguin Random House
ISBN 10: 0262542048 ISBN 13: 9780262542043
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Paperback. Condition: new. Paperback. An essential guide for teaching and learning computational art and design- exercises, assignments, interviews, and more than 170 illustrations of creative work.An essential guide for teaching and learning computational art and design- exercises, assignments, interviews, and more than 170 illustrations of creative work.This book is an essential resource for art educators and practitioners who want to explore code as a creative medium, and serves as a guide for computer scientists transitioning from STEM to STEAM in their syllabi or practice. It provides a collection of classic creative coding prompts and assignments, accompanied by annotated examples of both classic and contemporary projects, and more than 170 illustrations of creative work, and features a set of interviews with leading educators. Picking up where standard programming guides leave off, the authors highlight alternative programming pedagogies suitable for the art- and design-oriented classroom, including teaching approaches, resources, and community support structures. "This textbook provides artists, designers, and educators the necessary tools and curricula to employ "creative coding" in their school work and professional practice"-- Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability.
Paperback. Condition: New.
Kartoniert / Broschiert. Condition: New. Golan Levin is Professor of Electronic Art at Carnegie Mellon University, where is also Director of the Frank-Ratchye STUDIO for Creative Inquiry. Tega Brain, an Australian-born artist, educator and researcher, is Assistant Professor of Integrated D.