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Creative Education


“The self is not something ready-made, but something in continuous formation through choice of action.” - John Dewey

Stories as explanation – Water Stories at the Cubbon Park Metro Station, Bangalore


Creative Education is a space to rethink current educational practices and push frontiers of new learning. Positioning itself at the confluence of creative possibilities, it builds potential for future educators to work across a multi-disciplinary range of domains, knowledge bases and traditions in a manner that reflects creative wisdom in action.

Creative Educators will mediate between traditional and technological spaces. They will create content, design teaching and learning aids/artefacts and materials, curate learning experiences in museums and galleries, design maker spaces to foster exploration, design interactive exhibits for visitors in parks, zoos and interpretation centers, and transform learning spaces such as schools, labs and libraries.

Educators who are also art and design practitioners are able to use an expansive approach with strong emphasis on art, science and technology. They are able to constantly iterate experiment and playfully tinker to refine and test prototypes, craft learning experiences both collaboratively and individually. They will push the boundaries of innovative learning.

At the undergraduate level, students will have the advantage of being exposed to a variety of art and design disciplines and practices. They will learn through sketching, movement and performance, mapping, materials and critical making and technology (both high and low). These experiences will inform their work in Creative Education, giving them the tools to make their individual voices heard.

Toys to think with

Core Values

The core values that this course is built around are:

  • Beginner's mind-set: curious, speculative, experiment and explore
  • Passion: use play and iterate to allow for imagination
  • Lifelong learning:  a way of being, knowing, persevering as a way of life
  • Equanimity: being aware, courageous in uncertain and unpredictable circumstances
  • Empathy: understanding people in different situations and contexts; and act from this.
  • Embodiment: recognition of the body as a learning site

Experimenting with interactive electronics

Sensing and visualizing weather

Learning Approach

The learning approach of this program will include:

  • Playful learning which involves experimentation, testing boundaries and  iteration
  • Mindfulness and reflective practice
  • Actively working on meaningful projects
  • Framing failure as an opportunity for learning
  • Learning through absorbing or osmosis from master practitioners/artists
  • Building on one another’s work; collaborating and sharing ideas.
  • Collaboration with peers, practitioners and the community in real world situations
  • Bringing together theoretical and practical knowledge and experience
  • Designerly ways to draw upon insight for action

Course Structure

The curriculum comprises of different ways of learning as follows:

  1. Foundation introduces students to basic principles and tools of Art, Design and Technology as methods, tools and processes
  2. Disciplinary Studios are learning spaces where students develop core disciplinary capabilities, while navigating a trans-disciplinary environment
  3. Workshops are hands on making and doing opportunities to develop core skills
  4. General Studies is a common and compulsory programme of study that integrates Humanities, Sciences, Development and Policy Studies and also offers Languages-English, Indian- Hindi and Kannada as well as Foreign (Spanish, French and German) 
  5. Interim is an introduction to practice in new and emerging areas of art and design
  6. Electives allows students to expand their skills, develop the interests as well as provide opportunities for travel exchange
  7. Internship/Apprenticeship is compulsory work experience done over the summer-break between the 6th and 7th semester
  8. Project involves the application, synthesis and demonstration of capabilities acquired, and is a qualifier to the thesis
  9. Thesis is culmination of the 4-year program, which allows for demonstration of an integration of values, positions, capabilities and practice.

Students from the unit “Picturing Processes and Phenomena” developing a mural at the Cubbon Park Metro Station

Capability Sets

  • Facilitation

    Organise and facilitate learning situations and activities with different types of learners.
    Be familiar with a variety of tools to facilitate learning in groups and from peers.
    Understand and use strategies to build exploration, collaboration and interaction while working with learners.

  • Making and learning with materials

    Work with both physical and digital materials to build objects
    Play with and explore unfamiliar materials to learn how they can be used
    Use materials to build learning in various contexts keeping in mind factors such as availability, safety and skill levels of learners.

  • Communication and visualisation

    Use appropriate tools and media to communicate processes and procedures
    Use tools to synthesize and visualise data
    Use documentation both as a leaning and communication tool

  • Design thinking tools

    Consider resources, users and functions while designing/deconstructing/redesigning objects
    Collect meaningful feedback and respond to it by changing parameters
    Use iteration meaningfully in the process of building experiences or objects

This that and the other – exploring duality


Graduates of this course will find opportunities as education service providers, content/artefact designers, entrepreneurs, innovators, resource persons and specialists who:

Deliver learning experiences and programmes in diverse contexts such as

  • Museums, galleries and publishing houses
  • Performing and fine art studios
  • Schools and colleges
  • Maker spaces and laboratories
  • Community centres and NGOs

Design and create educational artefacts

  • Film, text, new media and digital platforms
  • Interactive Technologies and digital platforms
  • Toolkits: DIY, DIWO and mobile

Re-imagine, conceptualize and create learning spaces such as

  • Libraries
  • Maker spaces and gardens as studio and labs
  • Classrooms
  • Schools
  • Parks, malls, street and other public spaces


For more information about this program, kindly email Gautham Dayal at

Mazes – exploring structure and materials

Disciplinary Intersections

The course is informed by the following learning disciplines:

Research and Collaboration

Exploring tesselations


View Eligibility for Admission, Fee Schedule & Other information for this Program >>