Skip to content
Thesis Info
- LABS ID
- 00913
- Thesis Title
- Electronic art in the 20th century. The case of Frank J. Malina A STEAM methodology educational program for primary school children
- Author
- Kiriaki Genitsaridou
- E-mail
- kiriakigenitsaridou AT gmail.com
- 2nd Author
- 3rd Author
- Degree
- 9.5
- Year
- 2019
- Number of Pages
- 108
- University
- Hellenic Open University
- Thesis Supervisor
- Korakidou Veroniki
- Supervisor e-mail
- vkorakidou AT gmail.com
- Other Supervisor(s)
- Moullou Theodora
- Language(s) of Thesis
- Greek
- Department / Discipline
- Applied Arts
- Copyright Ownership
- Kiriaki Genitsaridou
- Languages Familiar to Author
- Greek, English
- URL where full thesis can be found
- apothesis.eap.gr/handle/repo/43552
- Keywords
- Electronic art, Lumino kinetic art, Light design, Light art, Media art, visual perception, STEAM, Frank J. Malina, History of art, 20th century
- Abstract: 200-500 words
- This MA dissertation examines the work of Frank J. Malina and aims to design and implement an educational STEAM program targeting primary school children.
Following an introduction to early kinetic and lumino-kinetic art pioneers who integrated computer science and modern technology with lighting design and applied these ideas and experiments into their artworks, the research focuses on the work of pioneer artist-scientist Frank J. Malina while exploring his multi-talented personality. Another research aspect is to study his influence, upon both his contemporaries and descendants, looking for possible links and connections with today’s light art practice, such as the work of fellow artist Valerios Kaloussis, who is of Greek origin and lived and worked, mostly in Paris, France and Crete, Greece.
The outcome of this research is the design and implementation of an art-science educational program for primary school children, utilising contemporary digital programming tools, such as Arduino and hands-on methods in order to teach basic principles of lighting design and visual perception within the formal educational curriculum of informatics. This STEAM program consists of several sessions, designed to encourage primary school children to become familiar with notions of both electronics (i.e. Arduino, Tinkercad software etc), visual perception and lighting design while creating their own kinetic artworks. More specifically, this STEAM program aims to familiarize primary school children with the effects of light and in particular the “play of brilliants”, based on visual examples from the work of Frank J. Malina.
This thesis offers a cross-disciplinary, holistic and innovative approach to STEAM (Science, Technology, Engineering, Arts & Mathematics) methodology within the school learning process by describing step-by-step the methodology set from design to implementation of a classroom experiment which took place on the island of Crete, the south-most piece of the European continent. Participants were with two different primary school-children groups (aged 11-12).