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Abstract(s)
A criatividade tem sido legitimada pela investigação como uma competência crucial na formação de indivíduos, capazes de responder aos desafios emergentes impostos por este século (OECDa, 2021; Thinking Outside the Box [TOB], 2022). Por conseguinte, as ações de educação para a promoção da criatividade desempenham um papel preponderante no contexto educativo, particularmente as atividades artísticas, como é o caso da dança. Neste contexto, a adolescência é uma fase com características próprias para esta educação sistemática, no entanto, o relatório da OCDE de 2021 destaca uma diminuição dos níveis de criatividade durante esta fase e reforça a necessidade de desenvolver estratégias adequadas para a promoção do potencial criativo (OECDa, 2021). Como resposta a esta problemática, o trabalho de mestrado descrito neste relatório tem como objetivo conceptualizar e implementar um projeto de investigação artístico, intitulado CHARACTER, direcionado para adolescentes entre os 14 e os 16 anos, que visa estimular a criatividade, recorrendo à Dança Criativa, como linguagem artística e à Tecnologia Digital, como ferramenta do processo criativo. O projeto CHARACTER foi dividido em três fases: investigação teórica, desenvolvimento do conceito e estrutura e, por fim, a sua implementação em formato workshop, com uma duração de 4 dias, num total de 18h de prática intensiva. Através de uma metodologia de investigação qualitativa, recorrendo a uma revisão da literatura alicerçada em fontes bibliográficas cientificamente validadas, bem como da análise dos resultados obtidos ao longo do processo a partir dos instrumentos de recolha de dados selecionados para este estudo (Creswell, 2014), foi possível aferir que o projeto tem potencial como estratégia de promoção da criatividade na adolescência. Concluiu-se também que a dança, como linguagem artística, estimulou o processo criativo e a exploração do movimento individual, e que a incorporação do sistema digital, como ferramenta auxiliar deste processo, teve um impacto significativo e benéfico no projeto. De acordo com os resultados obtidos nesta prova de conceito, apresenta-se também neste relatório um estudo e proposta de modelo de negócio aplicado ao projeto, enquadrando-se nos objetivos das indústrias culturais e criativas.
Creativity has been validated by research as a crucial competence in preparing future generations, essential for enabling them to respond effectively to the emerging challenges imposed by this century (OECDa, 2021; Thinking Outside the Box [TOB], 2022). The importance of education programsto promote creativity is reinforced in the educational context, particularly artistic activities such as dance. In this context, adolescence is a phase with specific characteristics for systematic education, however, the 2021 OECD report highlights a decrease in creativity levels during this phase and emphasises the need to develop appropriate strategies for the promotion of creative potential (OECDa, 2021). In response to this problem, the master's work described in this report aims to conceptualise and implement an artistic research project, named CHARACTER, for adolescents between 14 and 16 years old with the goal of stimulating creativity. It uses Creative Dance as the artistic language and Digital Technology as a tool for the creative process. The CHARACTER project was divided into three phases: theoretical research, concept development and planning and, lastly, its implementation into a workshop format, which lasted 4 days, resulting in a total of 18 hours of intensive practice. Through a qualitative research methodology, using a literature review based on scientifically validated bibliographic sources, as well as analysing the results obtained throughout the process from the data collection instruments selected for this study (Creswell, 2014), it was possible to conclude that the project holds potential as a strategy for developing creativity in adolescents. Furthermore, dance proved to stimulate the creative process and individual movement exploration, while the incorporation of the digital system as a tool in this process had a significant and beneficial impact on the project. According to the results obtained in this concept proof, this report also includes a study and a proposal for a business model applied to this project, aligning with the goals of cultural and creative industries.
Creativity has been validated by research as a crucial competence in preparing future generations, essential for enabling them to respond effectively to the emerging challenges imposed by this century (OECDa, 2021; Thinking Outside the Box [TOB], 2022). The importance of education programsto promote creativity is reinforced in the educational context, particularly artistic activities such as dance. In this context, adolescence is a phase with specific characteristics for systematic education, however, the 2021 OECD report highlights a decrease in creativity levels during this phase and emphasises the need to develop appropriate strategies for the promotion of creative potential (OECDa, 2021). In response to this problem, the master's work described in this report aims to conceptualise and implement an artistic research project, named CHARACTER, for adolescents between 14 and 16 years old with the goal of stimulating creativity. It uses Creative Dance as the artistic language and Digital Technology as a tool for the creative process. The CHARACTER project was divided into three phases: theoretical research, concept development and planning and, lastly, its implementation into a workshop format, which lasted 4 days, resulting in a total of 18 hours of intensive practice. Through a qualitative research methodology, using a literature review based on scientifically validated bibliographic sources, as well as analysing the results obtained throughout the process from the data collection instruments selected for this study (Creswell, 2014), it was possible to conclude that the project holds potential as a strategy for developing creativity in adolescents. Furthermore, dance proved to stimulate the creative process and individual movement exploration, while the incorporation of the digital system as a tool in this process had a significant and beneficial impact on the project. According to the results obtained in this concept proof, this report also includes a study and a proposal for a business model applied to this project, aligning with the goals of cultural and creative industries.
Description
Keywords
Criatividade na adolescência Dança criativa Sensor kinect Projeto artístico Character Creativity in adolescence Creative dance Kinect sensor Character art project
