This project has ensured that the Digital Art Lab is now an integral part of the CKC. New knowledge and skills are gained and new training workshops developed. But what are the concrete outcomes of this pilot besides the development of new workshops? We will discuss the results of our work by listing the objectives.
Attract Adolescents
Throughout the year we have collected data on our partcipants, the so called head count. The head count calculated the number of people entering the lab and participating in productions/events, their age and names, the cultural institution involved, and the duration of the event/production. This data was used as an indicator for project improvement. It should be noted that the data obtained for the headcount is indicative and not based on statistical measurements. The results, however, do give an indication of which age group attended the most productions/events of the Digital Art Lab.
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Graph 1 (left) is based on the data collected from the headcount. The graph shows that 38,35 % (945 participants) of the total (2464 participants) were adolescents. This is the largest group. The second largest age group were kids between 5-10 years old. They take on 12,09 % (298 participants) of the total. The third largest age group were adults between 40-50 years old. They take on 11,81 % (291 participants) of the total. This graph shows that we have achieved the objectives of attracting more adolescents and new audiences.
Eductional Innovation
The goal was to develop new digital artistic productions/events where the participants should have the initiative. This is the reason why we have incorporated a variety of teaching models in our productions/events. For example, peer to peer teaching, cooperative learning and coaching. All of our productions/events consist of a combination of these models. New workshops were created that not only attracted new audiences, but could also be synchronised with the well-established courses and teaching models of the CKC.
Graph 2 (left) illustrates the sum & age of the participants of each production. It should be noted that certain productions consisted of more than 1 lesson. This had its affect on the outcome of the production’s participants percentage. ‘Digitaal Danstheater’, ‘Wii Dance’, ‘Cello Films’ and ‘The Long Take’, for instance, both involved weekly sessions with a small group. In these sessions they were working on their final performance. The bars of these productions are thus the sums of the recurring number of participants of the workshop sessions and the number of participants attending the final performance.
‘Floor Storm’, ‘Open Dag’ and ‘Kaarsjesavond’ were events that only took place once. The high results were thus not the result of a combination of sessions. See ‘Productions‘ and ‘Events‘ for detailed descriptions of the projects.