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RAPPORT WWW.RECORDINGACHIEVEMENT.AC.UK Issue 2 (2015) evidence that are prioritised in compulsory education favour logico-deductive reasoning and traditionally ‘academic’ subjects. Arnheim (1969) similarly argues that visual thinking has long been seen as the poorer relative of cognitive practices-= but that cognitive engagement can’t happen without the senses. Creative approaches to learning, including the playful and exploratory, move away from the false separation of brain (intellect) and hand (doing). The artist Nathan Sawaya, famous for recreating iconic art works in LEGO® such as Klimt’s The Kiss and the Sistine Chapel ceiling, also created a piece that embodied the impact on him if he were handless (Fig.3) Arnheim and Sawaya in their own ways argue for the reinstatement of visual and kinaesthetic knowing alongside the cognitive and are backed by the extensive work by neurologist Frank Wilson. He has conducted extensive research into the importance of the hand, which must be one of the most taken-forgranted assets of the human configuration: “ the hand’s neurological and biomechanical elements are so prone to spontaneous interaction and reorganization and the motivations and efforts which give rise to individual use of the hand are so deeply and widely rooted that we must admit we are trying to explain a basic imperative of human life” (Wilson, 1998:10). The hands are central to constructionist learning, based on neuroscientific data showing that nerve receptors in our fingers send electrical codes to the brain via our central nervous system. There, in the cerebral cortex, these messages are interpreted, thus we can envisage thinking as starting with our hands, as opposed to the popular assumption that the brain ‘thinks’ first and tells the hands to act (James, 2015a, p.285). Constructionism, as defined by Seymour Papert (Papert and Harel, 1991), suggests that students learn best when they are constructing something. When they do this they produce two outcomes, one being a physical item and the other new knowledge. This can be seen at work in any number of creative interventions involving making of some kind, although it is not limited to physical outputs. Sellers’ work (2013) with labyrinth walking to quieten the mind or stimulate new approaches to teaching and learning has shown how the use of space and movement for reflection adds a new dimension to engagement and understanding. This has been taken into newer realms in an in-house project by Rachel Clowes, embroidery technician at the London College of Fashion (LCF), who prototyped wearable labyrinths by incorporating their design into the surface of garments, building on the tradition of traceable hand-held labyrinths in wood. The spaces to think offered by labyrinths are physical ones which can be walked or touched, but also engender a certain kind of mental space. Similarly the creation of items through the examples which follow are about creating a space in which the item lives, as well as the space in which it is made. In the case of LEGO® it is also about building a different, metaphorical space in which to examine reality and options. The importance of tactility and material to creative exploration is evident, although the nature of materials can also have an effect on engagement. Playdoh, for example, evokes quite different responses, ranging from wistful nostalgia for its fruity smell, squishiness and connotations of childhood to disdain for its dreadful pong, clamminess, and the way it declines from multi-coloured to sludgy brown. (Some of us are even old enough to remember the rivalries that divided ‘Playdoh children’ from those in the Plasticine camp.) Emma Jenkins and Rachael Stead, writing separately in the online magazine Creative Academic (2015) describe two very different cases where they have used Playdoh as a means of teaching complex ideas or the acquisition of technical skills unrelated to the dough. Emma used it to help model patterns, visualise grading theory and get students to sculpt bodies and consider how they grew and changed over time. Rachael encouraged nursing students to create models of concepts they were grappling with. Of particular relevance to this article is her reminder, following Tosey and Morrison (cited in Stead, 2015), that much learning is ‘emergent or constructed’; that we cannot control or determine learning; and that if learning is viewed as a product we may limit what is learnt and how. Creative exploration encourages willingness to be open to, and travel with, the unknown. The idea of creating a reflective quilt came from Clare Lomas wh o devised a PDP activity to get students to decorate or embroider quilt patches as part of mapping their transition into university (James & Brookfield, 2014). It was piloted at a conference on motivating learning and teaching in 2013 at which it was agreed that all presentations and contributions would involve ‘getting stuck in’, not sitting down and being talked at. People therefore ended up analyzing kitsch objects, decoding clothing, making 18th century pockets, learning about the psychology of motivation and all sorts. Instead of capturing people’s thoughts through vox pops and post-its the decision was taken instead to create a patchwork quilt. Plain fabric squares were made available in advance of the day and a quilting station set up where colleagues could come and decorate a square using a range of beads, pens, and other treasures. As the squares become completed we raced against the clock to tie them all together to make an artefact which could be admired, displayed and discussed as the closing plenary activity. 10