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Module Specifications..

Current Academic Year 2023 - 2024

Please note that this information is subject to change.

Module Title Expanding the strands of the Art Curriculum
Module Code AP208
School 73
Module Co-ordinatorSemester 1: Colin MacAulay
Semester 2: Colin MacAulay
Autumn: Colin MacAulay
Module TeachersColin MacAulay
NFQ level 8 Credit Rating 5
Pre-requisite None
Co-requisite None
Compatibles None
Incompatibles None
Coursework Only
Art Assignment/project: Complete a set of practical art assignments (traditional and contemporary) and visualise how to conceptualise into meaningful art experiences within and beyond he classroom.
Description

In general usage, Media, which is the plural of medium, refers to forms of mass communication, such as newspapers, magazines, television, radio and the Internet. In the arts, media refers to the materials, methodologies, mechanisms, technologies or devices by which an artwork is realised, a substance through which an effect is transmitted. Traditional or old media include Painting and Sculpture. The specific materials used, such as paint, charcoal or marble, can also be referred to as media. ‘New’ is a relative term in that something is new when it is first created, discovered or used, and its status as ‘new’ diminishes both over time and as it is replaced by something newer. In Contemporary Art, New Media refers to a range of materials and technologies developed relatively recently and utilised in the creation, presentation and disemmination of New Media Art. These new media are drawn from a range of sources both within the arts and the wider field of communications, entertainment and information technologies. Informed by the rapid pace of technological development, New Media Art is a constantly changing category referring to all forms of contemporary art made, altered, or transmitted using new forms of media technology. It encompasses Film, Video, Photography, Lens-Based Media, Digital Technology, Audio Technology, Computer, Web 2.0 technologies, Video Games and STEAM based learning. This includes digital art, interactive art, internet art, and virtual art, as well as works of art made using robotics, video games, biotechnology, 3D printing, and computer animation Innovative artists have always been interested in new media and materials. During the Renaissance, artists’ practice was transformed by the use of the new medium of Oil Paint which provided artists with greater flexibility and versatility than Tempera. The introduction of the Camera Obscura contributed to new developments in perspective, and Printmaking radicalised the notion of the unique or one-off artwork, establishing an early precedent for mass media communication.

Learning Outcomes

1. Experiment and create art with confidence by engaging with a universal design for learning framework in experimenting with traditional and contemporary art mediums.
2. Respond and reflect insightfully to artworks considering both technical and affective aspects of historical and contemporary art/culture. Communicate an awareness of the multiple ways in which the visual arts have a role in meaning making for the individual and for society keeping in line with Global Citizenship Educational principles.
3. Demonstrate and record how ideas take shape and are expressed visually from preparatory drawings to final art pieces.
4. Incorporate the use of a wide range of technology and digital media in creating, documenting and in teaching art.
5. With reference to art education literature, demonstrate understanding, knowledge, critical reflection and analysis of the role of art in education in the planning of an art project for the primary classroom. Demonstrate how art projects can be digitally archived and assessed through portfolios display. Develop procedures to share visual artworks with wider community through digital online platforms, apps and social media.
6. Working with and through sound. Students create musical compositions from sounds in the local environment and invent their own sound effects using their bodies and found objects. Students work in groups to select a piece of popular music and collaborate together to choreograph an artistic response using digital and traditional art materials.
7. Introduction to STEAM learning concepts. Students will create a moving drawing machine comprising of various electrical components and traditional art methods/mediums,.
8. Gain new understanding into the complexities of 'New Media' art and develop students own Identity and Agency through personal creative exploration.



Workload Full-time hours per semester
Type Hours Description
Workshop20Practical art making workshops in traditional and contemporary mediums. Documenting process digitally throughout and presenting through personal digitised art journal.
Independent Study105Art Independent work: Completion of art works; collaborating with peers; Digital recording of art works; Art appreciation; Reading.
Total Workload: 125

All module information is indicative and subject to change. For further information,students are advised to refer to the University's Marks and Standards and Programme Specific Regulations at: http://www.dcu.ie/registry/examinations/index.shtml

Indicative Content and Learning Activities

Indicative Content
This module offers students the opportunity to work on a variety of projects. They will enhance their artistic skills in traditional and contemporary art methods while incorporating a wide range of new media practices.

Create a digital avatar
Create a personal digital representation by bringing a self portrait to life using basic apps on iPad/phone. Add a voice over description as an. introduction to the rest of the group. Create a website portfolio and upload avatar on the welcome page.

Free choice activity using traditional art media
Create a piece of art using any traditional art medium.

Digital drawing/painting
Using the same concept/inspiration as the previous activity now use a digital device to make the artwork. Compare and contrast. Upload onto website.

Collaborative music animation
Working in groups, select a piece of popular music to create an original stop motion animation music video.

Drawing machine
Design and build a machine from electrical components that can draw/paint a picture unaided.

Assessment Breakdown
Continuous Assessment100% Examination Weight0%
Course Work Breakdown
TypeDescription% of totalAssessment Date
PortfolioDigital journal which incorporates: practical art works, digital art, sound art, collaboration and critical reflection.100%n/a
Reassessment Requirement Type
Resit arrangements are explained by the following categories;
1 = A resit is available for all components of the module
2 = No resit is available for 100% continuous assessment module
3 = No resit is available for the continuous assessment component
This module is category 1
Indicative Reading List

  • 3D Total Publishing,Publishing 3dtotal: 2020, Beginner's Guide to Digital Painting in Procreate, 3dtotal Publishing, 1912843145
  • Alison Jardine: 2020, Make Great Art on You iPad and iPhone with Procreate (revised reissue), Ilex Press, 1781577714
  • Sanne Krogh Groth,Holger Schulze: 2020, The Bloomsbury Handbook of Sound Art, Bloomsbury Academic, 150133879X
  • Thomas Kingsley Troupe: 2019, Create Crazy Stop-Motion Videos, Make a Movie! 4D, 1543540074
  • Laura Bellmont,Emily Brink: 0, Animation Lab for Kids, 1631591185
Other Resources

51602, Website, 0, Music experiment, https://musiclab.chromeexperiments.com/Experiment, 51603, Website, 0, Music experiment, https://www.unspokensymphony.com/make-a-melody, 51604, Website, 0, Sound art, https://www.tate.org.uk/kids/explore/what-is/sound-art,
Programme or List of Programmes
BEDBachelor of Education
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