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Fashion x game : how can the fashion industry excite Generation Alpha to acquire computational thinking skills?

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Fashion x game : how can the fashion industry excite Generation Alpha to acquire computational thinking skills?

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ABSTRACT The idea of acquiring Computational Thinking Skills gained recent interest by institutions and companies as part of the core competencies shaping the 21st-century. Due to existing stereotypes and gender roles in technical related fields, research has been carried out in how to best excite kids about new technological related professions. Therefore, in this paper, I’m discussing the key Computational Thinking constructs and how these ideas relate to existing activities within the fashion industry. As a result, connections have been made between simplified activities carried out in the fashion technology industry and computer science. Lastly, I looked into how these ideas can be translated best in an engaging environment that is educational yet entertaining. Latest research suggested that touch devices and apps can be highly educational once the design process follows the four pillars of educational apps (discussed in chapter four). Therefore, the end product is presented in an interactive storybook played on a touch device. In conclusion, it is suggested that in order to improve one’s problem-solving skills in a highly creative industry it is best to combine Creative Thinking with Computational Thinking and to find solutions that are relevant in a symbiosis of a digital and physical world. RESEARCH QUESTION How can the fashion Industry excite Generation Alpha to acquire computational thinking skills? TABLE OF CONTENTS Abstract. - CHAPTER 1: Introduction. - 1.1 relevance. - 1.2 aim. - 1.3 methodology. - CHAPTER 2: Computational Thinking. - 2.1 definition. - 2.2 identifying CT processes, - 2.3 creativity and the thinking process in the fashion industry. - 2.4 21st century skills shaping the fashion technology industry. - CHAPTER 3: Generation Alpha. - 3.1 who is Generation Alpha? - 3.2 Generation Alpha as fashion influencer. - 3.3 Generation Alpha and technology. - CHAPTER 4: Educational Games. - 4.1 video game industry. - 4.2 games in education. - 4.2.1 kids learning shift. - 4.2.2 games and fashion. - 4.2.3 touchscreen devices and apps. - CHAPTER 5: Conclusion. – Limitation // References. - Appendix: interviews; fashion technology skills according to industry lecturers; generation alpha and their use of technology ABOUT THE PRODUCT The fashion industry depends on highly Creative Thinking Skills and is about to evolve in an industry that combines Creative Thinking with Computational Thinking. Therefore the following product takes a new approach to the book series ‘Little People, BIG DREAMS’ that engages children in Computational Thinking activities by introducing Coco Chanel: the 3D Designer. - The following skills are key aspect of the product: problem solving, collaborating, having guts.

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OrganisatieHogeschool van Amsterdam
AfdelingMedia, Creatie en Informatie
Jaar2017
TypeBachelorscriptie
TaalEngels

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