Research and education strategies as a factor of cultural innovation: experience of the United Kingdom
DOI:
https://doi.org/10.32461/2226-3209.1.2024.302014Abstract
The purpose of the article is to reveal the essence of research and educational strategies as factors of cultural innovation by analysing the practical experience of research and educational institutions of the United Kingdom. The methodology of the study is to use a systematic approach to determine the systemic vision of cultural innovation by different institutions of the United Kingdom. The main research methods are: comparative method – for a comparative analysis of institutional development approaches, concepts of research projects and educational programmes; structural and typological method – to identify the features of the institutional system and identify its typological features; method of semiotic analysis – to interpret the content of cultural projects and art educational programmes as sign systems in the cultural space; method of theoretical generalisation – to summarise the research results. The scientific novelty lies in the generalisation of the experience of government institutions (Ministry of Culture, Media and Sport, Arts Council England), research institutions (Research and Innovation, Arts and Humanities Research Council) and educational institutions (King's College London, Kingston University School of Art, College of Arts, Social Sciences and Humanities, University of Lincoln) of the United Kingdom aimed at developing research programmes, projects, determining their priorities and funding conditions as substantive components of promising research. Conclusions. The strategic priorities that ensure the development of cultural innovations are research and development of the latest technologies, including artificial intelligence, immersive technologies in art, virtual, augmented and mixed reality, digital culture, and integration of their results in the cultural industries. Educational strategies are characterised by interdisciplinarity, focus on digital humanities, visual arts, media, and creative industries. This makes it possible to overcome traditional disciplinary boundaries, create new specialisations, and use the potential of art to solve complex real-world problems and achieve real socially significant change.
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