Language : English
Published : 2017-07-17
Pages : 230
Dance, Access and Inclusion
The arts have a crucial role in empowering young people with special needs through diverse dance initiatives. Inclusive pedagogy that integrates all students in rich, equitable and just dance programmes within education frameworks is occurring alongside enabling projects by community groups and in the professional dance world where many high-profile choreographers actively seek opportunities to work across diversity to inspire creativity. Access and inclusion is increasingly the essence of projects for disenfranchised and traumatised youth who find creative expression, freedom and hope through dance. This volume foregrounds dance for young people with special needs and presents best practice scenarios in schools, communities and the professional sphere. International perspectives come from Australia, Brazil, Canada, Cambodia, Denmark, Fiji, Finland, India, Indonesia, Jamaica, Japan, Malaysia, New Zealand, Norway, Papua New Guinea, Portugal, Singapore, Spain, South Africa, Taiwan, Timor Leste, the UK and the USA. Sections include: inclusive dance pedagogy equality, advocacy and policy changing practice for dance education community dance initiatives professional integrated collaborations
Creative Activities and Curriculum for Young Children, 11th Edition, is filled with fun, creative, and easy-to implement activities for young children. You’ll be encouraged to exercise your own creativity as well as learn how to help young children do the same. Hundreds of activities, up-to-date research, recipes, finger plays, information on how to select children’s books, and more make this book an invaluable resource for you and others planning to work creatively with children across the curriculum. This is a book you’ll want to use throughout your professional career.
About the Author
Mary Mayesky, Ph.D., is a certified preschool, elementary, and secondary teacher. She is a former professor in the Program in Education at Duke University, former director of the Early Childhood Certification Program, and supervisor of student teachers. She has served as assistant director for programs in the Office of Day Services, Department of Human Resources, State of North Carolina. She is also the former principal of the Mary E. Phillips Magnet School in Raleigh, North Carolina, the first licensed extended day magnet in the Southeast. She has served several terms on the North Carolina Day Care Commission and on the Wake County School Board. Dr. Mayesky has worked in Head Start, child care, kindergarten, and YWCA early childhood programs and has taught kindergarten through grade 8 in the public schools. She has written extensively for professional journals and for general-circulation magazines in the areas of child development and curriculum design. She is a member of Phi Beta Kappa and was named Woman of the Year in Education by the North Carolina Academy of the YWCA. Her other honors include being named Outstanding Young Educator by the Duke University Research Council, receiving the American Association of School Administrators Research Award, and being nominated for the Duke University Alumni Distinguished Undergraduate Teaching Award.
This handsome catalogue presents the Dutch artist Theo Van Doesburg (1883-1931) as a nomadic propagandist on a quest for a new aesthetic that, in conjunction with contemporary science and technology, sought to reform the world. Van Doesburg was a central figure of the De Stijl movement, characterized by a pared-down aesthetic centered in basic visual elements such as geometric shapes and primary colors, and this book highlights the artist’s collaborations with other leading members, including Piet Mondrian, Bart van der Leck, and Georges Vantongerloo. It also traces the stylistic trajectory of the artist’s career from his Neo-Plasticist and Dadaist creations to his Elementarist and Conrete artworks and brings together art, architecture, cinema, poetry, literature, design, and typography to illuminate Van Doesburg’s enduring contributions to De Stijl.
About the Author
Gladys C. Fabre is an art historian, curator, and author specializing in 20th-century modernity and the avant-gardes.
Trained as an art historian but viewing architecture from the perspective of a “displaced philosopher,” Hubert Damisch in these essays offers a meticulous parsing of language and structure to “think architecture in a different key,” as Anthony Vidler puts it in his introduction. Drawn to architecture because it provides “an open series of structural models,” Damisch examines the origin of architecture and then its structural development from the nineteenth through the twenty-first centuries. He leads the reader from Jean-Francois Blondel to Eugene Viollet-le-Duc to Mies van der Rohe to Diller Scofidio, with stops along the way at the Temple of Jerusalem, Vitruvius’s De Architectura, and the Louvre. In the title essay, Damisch moves easily from Diderot’s Encylopedie to Noah’s Ark (discussing the provisioning, access, floor plan) to the Pan American Building to Le Corbusier to Ground Zero. Noah’s Ark marks the origin of construction, and thus of architecture itself. Diderot’s Encylopedie entry on architecture followed his entry on Noah’s Ark; architecture could only find its way after the Flood. In these thirteen essays, written over a span of forty years, Damisch takes on other histories and theories of architecture to trace a unique trajectory of architectural structure and thought. The essays are, as Vidler says, “a set of exercises” in thinking about architecture.
About the Author
Hubert Damisch is Emeritus Professor of the History and Theory of Art at the Ecole des Hautes Etudes en Sciences Sociales, Paris. Over the course of a long and distinguished career, he has held posts at Cornell University, Columbia University, and the Center for Advanced Studies in the Visual Arts, Washington. He is the author of The Origin of Perspective, The Judgment of Paris, Skyline: The Narcissistic City, and A Theory of Cloud: Toward a History of Painting. Anthony Vidler is Dean and Professor of the Irwin S. Chanin School of Architecture at The Cooper Union, New York. He is the author of Warped Space: Art, Architecture, and Anxiety in Modern Culture (2000), and The Architectural Uncanny: Essays in the Modern Unhomely (1992), both published by The MIT Press, and other books.
This is a renaissance moment for video games — in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples — drawn from popular, indie, and art games — that unpack the gamer’s experience. Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players’ emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony’s Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero’s Train. Isbister’s analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.
About the Author
Katherine Isbister is Professor of Computational Media at the University of California, Santa Cruz, and is the author of Better Game Characters by Design. She was the founding Director of the Game Innovation Lab at New York University.