Undergraduate research in Art and Design
Author(s):
Manuelle Freire (presenting / submitting)
Conference:
ECER 2013
Format:
Paper

Session Information

ERG SES C 05, Art and Creativity in Education

Paper Session

Time:
2013-09-09
11:00-12:30
Room:
A-105
Chair:
Dennis Beach

Contribution

The pedagogical approach of introducing undergraduate students to research as part of the core curriculum emerged from two decades of pedagogical experimentation, suggesting that project based curricula (as opposed to units of study divided into topics) and collaborative work in interdisciplinary teams (Boyer Commission Report, 1998; Kinkead, 2003) can better foster a student-centered context of inquiry in which knowledge is constructed from, and applied to real problems (Baxter, 1998).

Undergraduate research has been predominantly discussed in relation to programs in the STEM areas, with a significant increase of social sciences and humanities programs gradually adopting this approach. There is however a striking absence of references to undergraduate research in Art and Design. Healy and Jenkins (2009) explain this is due to the stronger tradition of teamwork and established research methodologies in the STEM disciplines, making it easier to involve and train new team members. Although the Humanities have a more individualistic approach to research, its participatory and ethnographic approaches are conducive to engaging students in projects of research.

In this presentation, I will be analyzing the context for undergraduate research in the third domain of knowledge – Art and Design. I investigate the context underlying the lack of references to undergraduate research in Art and Design, and I present this approach as timely and necessary for both students and institutions. I identify a number of contemporary challenges to defining and articulating research in Art and Design, which I associate to the “malaise” around the old disjunct between practice and academia. In spite of the fragile research background of practice-based domains, I build an argument, supported by a case study conducted in 2009, for the idea that Design and Digital art programs specifically, have long been exposing their students to processes of research as part of the core curriculum, and thus the prevalent model of education in Design and Digital Art lends itself to, and in fact already is preparing students for research. 

Method

An analysis of literature on the topic of undergraduate research in STEM, Humanities and Social Sciences programs, including literature on student-centered and active learning education is juxtaposed to a review of the findings of a case study research project conducted in 2009. This case study examined the curricula and pedagogical approaches of an undergraduate program in Computation Arts, within a Faculty of Fine Arts (Freire, 2009). It involved content analysis of the program and course documents (programs objectives, syllabi), in-class observation in three courses in the program as well as interviews with each instructor. Although the research questions and the research project design in 2009 did not seek specifically to address the concept of « undergraduate research », this concept emerged from the analysis of the data.

Expected Outcomes

The findings revealed that, although the concept of undergraduate research, as defined in other disciplines, is rarely articulated in the Art and Design education literature, in written curricula and instructor’s descriptions of teaching strategies, the nature of this area lends itself to training students in research skills (i.e. inquiry, analytical skills, students discover and experimentation with unconventional, sometimes innovative tools appropriated for a specific project) and established processes of research (i.e. situating the project within references of the field, establishing and articulating conceptual frameworks, working collaboratively) . Furthemore, this study provides insight into the emerging Third domain of knowledge and the place of practice-based research practices in academia. It is hypothesized, as a result of this study, and further literature review, that the concept of « undergraduate research » is not articulated as such in the literature of Art and Design education due to the absence of research tradition and lack of consensus in the definition of academic research in these domains, focusing on Design and Art and Technology.

References

Baxter Magolda, M.B. (1999) Creating contexts for learning and self-authorship: constructive developmental pedagogy. San Francisco: Jossey-Bass. Boyer Commission Report (1998). Reinventing undergraduate education: A blueprint for America’s research universities. The Carnegie Foundation for the Advancement of Teaching, Stony Brook, NY. Freire, M. (2009). A case-study of curricula design and teaching strategies for educating tomorrow’s new media artists. Masters of Arts (Art Education). Concordia University, Montreal. Jenkins, A. & Healy, M. (2009). Developing undergraduate research and inquiry. The Higher Education Academy. York, UK. Kinkead, J. (2003). Learning through inquiry: An overview of undergraduate research. In New Directions for Teaching and Learning, Vol.93, Spring 2003, pp.5-17. Whiley Periodicals.

Author Information

Manuelle Freire (presenting / submitting)
Concordia University
Art Educatio
Montreal

Update Modus of this Database

The current conference programme can be browsed in the conference management system (conftool) and, closer to the conference, in the conference app.
This database will be updated with the conference data after ECER. 

Search the ECER Programme

  • Search for keywords and phrases in "Text Search"
  • Restrict in which part of the abstracts to search in "Where to search"
  • Search for authors and in the respective field.
  • For planning your conference attendance, please use the conference app, which will be issued some weeks before the conference and the conference agenda provided in conftool.
  • If you are a session chair, best look up your chairing duties in the conference system (Conftool) or the app.