Karl Bayek EDU699: Capstone Project Dr. Jessica York
Digital Art Course Design 2 Digital Art Course Abstract The capstone project presented herein involves the design and development of a high school level, semester-length, digital art course, designed specifically for implementation through the Visual Arts department of Wethersfield High School. This digital art course is consistent with trends and developments in visual art creation tools, learner characteristics of the current generation of students, effective pedagogical practices in art education, and integration of technology as a means of instruction and learning. The creation and future implementation of this digital art course responds to recognized instructional gap within the curricular offerings of Wethersfield High School, and embraces the opportunity presented through the current large- scale, school-wide renovation. The course is designed for face-to-face implementation in a Mac computer lab and will utilize a Learning Management System (LMS) to structure teaching and learning. Rationale Technological developments have led to the creation of a variety of new visual arts media as rich in creative possibilities as traditional media such as paint, graphite, and film (Geiger, 2009). Art educators must reevaluate the visual arts curricula in relation to the infusion of technology in the creation of art (Gouzouasis, 2006). Wethersfield High School currently does not offer a digital art course; a fact that is recognized by both the Art and Technology departments as a major instructional gap. Students that chose to pursue a degree and career in the visual arts can gain comprehensive knowledge and skill through WHSs fine arts program, but lack formal learning in digital art. Modern visual literacy and the preparation for art related careers are contingent on educating students about the use and significance of digital media Digital Art Course Design 3 (Geiger, 2009). Wethersfield High School is currently going through a complete renovation, slated to take three years and provide all disciplines with improvements in space, classroom fixtures and especially instructional technology. The plans include relocating the art classrooms to create an Art/Technology wing of the building, including a Mac lab. The renovation will provide the ideal opportunity for the realization of a digital art course to meet the instructional need. The digital art course project would culminate in advance of the completion of the Art/Technology wing, so that the course could be offered upon opening of the Mac lab. Research The twenty-first century student is growing up immersed in a technologically-rich society, driven by innovation and communication. Unrath and Mudd (2011) dub this new generation of learner the iKid, a group propelled by the connection and interaction with digital technologies that suit their multimodal learning capacities. The digital technologies engaged in by the iKid offer the ability to think critically, create and re-create, and combine and re-combine multiple sources to produce something new (Unrath & Mudd, 2011, p.10). Freire and McCarthy (2014) contend that todays students engage in digital media experimentation and production on a regular basis, and the majority of this activity happens outside school settings (Freire & McCarthy, 2014, p. 28). Wilks, Cutcher and Wilks (2012) confirm that this generation can be characterized as intuitive learners of digital technologies, driven to develop their skills through motivations unconnected to formal, school-based learning. Self-motivated, informal creation allows students to express themselves through the ever-expanding modes of visual communication provided by technology. It is a challenge, yet a necessity, for teachers to structure their education environments to match the changing needs and learning characteristics Digital Art Course Design 4 of students. Educators must expand their perspectives and update their approaches to develop engaging and effective pedagogical practices designed for the new generation of learners (Unrath & Mudd, 2011). Visual literacy is the ability to understand, interpret, and analyze the meaning of the information contained and presented through an image. Visual literacy has never been so important in the lives of students who seek out the latest technologies and get involved with the creative dynamics of graphic design, altered images, animations and movies (Geiger, 2009). Our visually bombarded world requires heightened perceptive skills, awareness, and a self- conscious posture (Wilks, Cutcher, & Wilks, 2012, p.56). Chung (2010) indicates that cybermedia literacy, the ability to critically consider the digital world of visual stimulation, must become an essential consideration of art educators, as digital visual communication is a constant force in the lives of our youth. Freire and McCarthy (2014) believe that student creations are seldom informed by sensitivities and understandings of the technical, political, and artistic dimensions of visual communications through digital media (Freire & McCarthy, p. 28). Wilks, Cutcher and Wilks (2012) agree that visual art teachers, skilled in challenging and developing students capacities to visually and conceptually examine, make connections, and think creatively and imaginatively about imagery, are well positioned to respond to the need for visual literacy education. Art educators must reevaluate the visual arts curricula in relation to the infusion of technology in the creation of art (Gouzouasis, 2006). Digital technology has become a relevant and powerful art creation medium as rich in expressive potential as traditional media. Krug (2004) believes art educators must critically analyze their own positions, practices, and policies concerning the effective use of technology in learning. Art educators must guide students in Digital Art Course Design 5 learning how to use digital technologies to imagine, generate, develop, and produce artworks and to critically and creatively evaluate both products and ideas (their own and others) (Wilks, Cutcher & Wilks, 2012, p.56). Freire and McCarthy (2014) assert that art educators should introduce students to new forms of digital culture that explore processes and properties that are recurrent, yet not necessarily recognized, in their daily experiences with commercial and entertainment driven sites as a method for understanding the mechanisms utilized to entice and engage the viewer (Freire & McCarthy, 2014, p.31). Stephen Wilson (2008) expresses the importance of art educators designing instructional activities to promote student investigation of the role that technologies influence our visual realities as a means of understanding the impact that the digital world has on our lives. Carpenter and Tavin (2010) call for a reconceptualization of art education, in response to new technologies of our visual culture and the global communication potential of digital imagery. "The integration of the computer and other forms of electronic technology represents the next logical step in the evolution of the arts" (Robyler & Doering, 2010, p. 366). Wilks, Cutcher and Wilks (2012) contend that visual arts educators are ideally situated to support students in the development for critical analysis and evaluation skills needed to make sense of the communicative languages of new visual technologies. Creation through new digital art media can develop students problem-solving abilities, visual literacy skills, and creative idea exploration and individual expression (Black & Browning, 2011). Visual art teachers are well- positioned to leverage the intrinsic motivation of student self-expression, and to educate learners in the skills of visual literacy and critical perception of the imagery that they encounter on a daily basis. Digital Art Course Design 6 Implementation This project involved the design and development of a high school level, semester-length, digital art course, designed specifically for implementation through the Visual Arts department of Wethersfield High School. The ADDIE model was utilized to structure the instructional design process. Learner analysis, thorough research of existing high school digital art courses (including research of comparable courses, analysis of course curricula, lesson plans and student work) and identification of requisite digital art skills for college-level courses provided the necessary information from which the course objectives were developed. Research of potential software and hardware, including discussion of compatibility and technical support with the district IT department allowed for the selection of the necessary technology. Research and trial of several Learning Management System platforms provided the knowledge and experience by which the most effective option was selected; Schoology was the chosen LMS. Learners in this art department elective course will range from grades nine through twelve. Students that have been educated in the Wethersfield school system since kindergarten will have no previous formal educational foundation within the districts art or technology curricula. For this group of learners, prior knowledge and practice is limited to informal learning experiences. Prior experience will be determined by the learners individual interests and access to digital art technologies and tools. Therefore, a wide variety of related learning experiences and skills is likely to exist in any group of learners. Learning styles and capacities will vary greatly in this audience. It is most effective to utilize instructional methods and strategies that access various learning styles within each lesson, as well as throughout the course. Visual presentations and demonstrations, verbal and written instructions and explanations, hands-on application and practice, individual and group activities Digital Art Course Design 7 should all be designed and implemented in the course to target the variety of ways that this audience develops knowledge and skill. Curriculum development and documentation was completed following alignment with district, state and national standards. From the course objectives, the course content outline was structured and sequenced. Beginning with the first sequential course unit, the content of each specific unit (description, objectives, and assessments) was developed. Learning activities, materials and resources within the first unit, Artistic Selfies, were developed in the following ways: selected and used as found from existing sources, selected and modified to fit unit and course specifics, and created from scratch. The course LMS was developed to demonstrate the course structure and functionality, instructional content and resources, student learning activities, student interactions, assessments of learning, and as a venue for the display of student artwork and for communication with parents/student body/community/general public. The ideological outcomes of the digital course creation and implementation revolve around the educational impact on student learning. The long-term goal in the continued development of this project, is to create a course that will develop students creativity, critical thinking, problem-solving, visual perception and visual communication skills. This project included the development of one curricular unit, presented via the LMS, which demonstrates this goal. The subject matter, processes and creations of the course align with and are supported by student informal learning and engagement in the creation of digital art, through use of a variety of tools, and for a multitude of purposes. Evidence of Implementation
To create a Schoology account, students will go to www.schoology.com and click on the Digital Art Course Design 8 Sign Up button on the top menu (or www.schoology.com/register),
then complete the following steps: Step 1. Click on the Student button.
Step 2. Enter your Access Code. This code is given to you by one of your instructors. (image shown with actual Digital Art Course access code, TJCM3-XS56R.
Step 3. Fill out the form with your information. Digital Art Course Design 9
Step 4. Click Register to complete. Schoology LMS
Fig. 1 Digital Art Course home page. Figure 1 displays the Digital Art course home page developed using the Schoology Digital Art Course Design 10 Learning Management System (instructor view). Each colored folder represents a different unit of the semester-long course. Artistic Selfies (green folder) is the first sequential unit of the course that exemplifies the instructional content and student learning experiences and assessments of the course as a whole. The long-term goal is the development the entire course curriculum through this LMS structure.
Fig.2 Artistic Selfies unit materials page. Figure 2 shows the learning and assessment materials within the Artistic Selfies unit. The Unit Outline provides an overview of the entire project. The remainder of the materials includes content and resources for individual student assignments, entire class instruction and practice, entire class discussion, peer critique, and final submission of the completed unit project. Digital Art Course Design 11
Fig. 3 Artistic Selfies Unit Outline. The Artistic Selfies Unit Outline depicted in Figure 3, provides students with a thorough Digital Art Course Design 12 overview of the unit. Included in this section are the unit description, learning objectives, image exemplars to illustrate the project objectives, list of digital resources and assessments of learning.
Fig. 4 Origins of the Selfie, image and article links. Figure 4 shows the initiation content to the entire unit, Origins of the Selfie. These two links will provide the art historical background information for students to understand the prominence and importance of the self-portrait throughout the history of visual communication. The instructor would utilize this content to lead a face-to-face discussion on the first day of the unit. Digital Art Course Design 13
Fig. 5 Photoshop tutorials page. Figure 5 represents one of multiple pages that contain Photoshop tutorials that will be used for in-class instruction of digital software tools and techniques. These tutorial pages additionally allow students individual access to learning resources as necessary during the student practice activities as well as outside the classroom.
Fig. 6 Why Do We Hate Selfies? YouTube resource.
Digital Art Course Design 14
Fig. 7 Sociological Impact of Selfies slideshare resource. Figures 6 and 7 are examples of video and slideshow resources that will provide course content and be the basis of entire class discussion through use of site-based discussion boards.
Fig. 8 Why Do We Hate Selfies? discussion board assignment. Figure 8 is representative of a discussion board prompt and requirements. The discussion board allows for student interaction and dialogue, and allows for instructor assessment of student learning. Digital Art Course Design 15
Fig. 9 In-progress Peer Critique discussion.
Fig. 10 Final Peer Critique Figure 9 and 10 display discussion boards based on the process of critiquing the digital artwork of classmates. These discussions allow students to benefit from the criticism of their peers and to develop skills in assessing artwork. Digital Art Course Design 16
Fig. 11 Artistic Selfie project submission page. Figure 11 illustrates the method by which students will turn-in completed projects for final grading and feedback. The Digital Art course curriculum document can be found in Appendix A.
Project Evaluation The evaluation that occured continuously throughout the first four (Analysis, Design, Development & Implementation) phases of ADDIE was formative evaluation. Formative evaluation (sometimes referred to as internal) is a method for judging the worth of a program while the program activities are forming (in progress) (Clark, 2013). Continuous evaluation throughout all phases of this project ensured that all elements of the process were effectively completed, aligned and focused on the purpose and goals of the instructional program. In this project, the creator utilized the project objectives, project outcomes and project timeline as the basis of continuous formative evaluation to ensure the alignment in quality, consistency, scope and evolution with the project plan. The evaluation that occurred as its own element, as represented by the E in the ADDIE sequence, was summative evaluation. A summative evaluation (sometimes referred to as external) is a method of judging the worth of a program at the end of the program activities (summation), the focus is on the outcome (Clark, 2013). The summative evaluation involved making judgments about the entire project at the completion. Two types of summative evaluation were utilized in the assessment of this project, expert evaluation and self-evaluation. Digital Art Course Design 17 These summative evaluations will aid the instructional designer in further developing and modifying the project for future implementation. Expert evaluation was completed by an art/technology teacher at Wethersfield High School, who will likely be an instructor of the Digital Art Course once completed for implementation. Additionally, this educator has specific expertise in the field of Instructional Design and Technology; she will earn her M.Ed. with this concentration within the next two months. While the course was designed for face-to-face instruction, the use of an LMS to structure teaching and learning correlates to many of the essential criteria contained in the Rubric for Online Instruction (ROI), California State University, Chico (2009). The evaluator supplemented this specific, rubric-based evaluative feedback with examples from the project that support the evaluation.
Category 1: Learner Support & Resources A: Online Support for campus resources do not apply to this project. B: Exemplary; Course information is complete including a description, meeting times, and location. C: Exemplary; Multiple resources are used (such as YouTube videos, visual examples, and links to various related sites) to support course content. Digital Art Course Design 18
Category 2: Online Organization & Design A: Exemplary; Course is extremely well organized and easy to navigate. B: N/A. C: Exemplary; Course is aesthetically pleasing and aids in understanding with its simplicity and straightforward presentation of materials and tasks. D: Exemplary; Unit 1 is consistent on the site. Subsequent unit outlines in curriculum are equally consistent in design. E: N/A for this application of the project. Digital Art Course Design 19
Category 3: Instructional Design & Delivery A: Exemplary; Students are given multiple opportunities to interact, and give and receive feedback. Included are several higher order thinking questions, an in progress critique of work and a final critique of work including required responses to two peers. B: Exemplary; Course goals and objectives clearly align in the curriculum and design. C: Exemplary; All objectives are addressed with the learning in the unit. D: Exemplary; A wide variety of resources are used to address differentiation for student learning. E: Exemplary; There are multiple opportunities for students to use critical thinking and use problem solving skills within this unit.
Digital Art Course Design 20
Category 4: Assessment & Evaluation of Student Learning A: Exemplary; Students are given response activities prior to the implementation of the assignment, as well as an in progress critique to assess student readiness. B: Exemplary; Learning objectives, instructional and assessment activities are directly aligned. C: Exemplary; Multiple activities are assigned to address student learning in this unit. D: Effective; Opportunities for student feedback are present but until the course is actually run, it would be hard to assess this area at the time. E. Exemplary; Students are able to self-assess as well as informally assess their peers and provide feedback for one another.
Digital Art Course Design 21
Category 5: Innovative Teaching with Technology A: Exemplary; The course well utilizes technological tools available to aid in the instructional tools of the lesson, appropriately facilitating communication and learning. B: Exemplary; New teaching methods are applied and creatively enhance student learning, and interactively engage students. With provided instructional materials correlating activities engaged learner participation enhancing their learning experience. C: Exemplary; A variety of tools are used to address different learning styles. D: Exemplary; Schoology is a very well-suited format for this course and the supplementary technological tools of the unit optimize use of the internet to engage learners. The evaluator provided informal, qualitative feedback after completing the rubric-based evaluation, and reflecting upon the entire project. The proposed curriculum for the WHS Digital Art Course was very thorough and would offer the school a complete proposal of a valuable course. After viewing the project and completed unit, it would be recommended that the district adopt the plan and implement as soon as the building could accommodate the course. Digital Art Course Design 22
In reflecting on the developed unit, the course required a simple log-on process into the Schoology site, and the site itself it very easy to navigate. The formatting is easy to read and the processes for the unit are simply outlined which will improve the usability of the site. Less time will be needed addressing the general functionality of the site enabling students to get into the lessons sooner. The content used in the unit is well-rounded with different supporting resources to engage learners. Required participation and responses to the unit materials offer opportunities for students to reflect and use higher order thinking skills when responding to and reflecting on the subject and their work. Another great feature is having students respond to one another for interaction and engaged experiences in the course. The unit offered different perspectives of the subject which would allow students to see different perspectives and a more educated look at the subject before beginning the creation. The tutorials provided students with the tools to increase their understanding of the functions in order to create the work required. The objectives of the unit were clearly outlined and all supporting information provided would allow students to be successful in the execution of the project. One added feature may be to include a rubric for the students to self- assess upon completion, which may also provide more details of the project expectations.
Learning styles, capacities, prior knowledge and previous experiences will vary greatly in this student audience, therefore, variety in instructional methods and assessments, as well as, creative flexibility in the development of individual projects is essential to a curriculum and Digital Art Course Design 23 learning environment must represent equality and diversity. Curriculum development was guided and evaluated based on the self-evaluation framework entitled Embedding equality and diversity in the curriculum, May and Thomas (2010). Specifically, strands: 3- Curriculum design, 4- Curriculum delivery, 5- Academic assessment and feedback , 6- Student engagement, and 8- Learning resources, sites and environment, provide the necessary evaluation criteria by which to asses the quality of the critical elements of curriculum design and development. While this framework is intended to evaluate the instructional implementation of the curriculum, the course curriculum document and Artistic Selfies unit implemented through the LMS provide sufficient evidence for application of this assessment tool to this project.
Rating system for Embedding equality and diversity in the curriculum, May and Thomas (2010).
Digital Art Course Design 24
Digital Art Course Design 25
Digital Art Course Design 26
Digital Art Course Design 27
Digital Art Course Design 28
Digital Art Course Design 29
Digital Art Course Design 30
Digital Art Course Design 31
Digital Art Course Design 32
Discussion and Reflection
The design of this digital art course project is consistent with trends in visual art creation tools, learner characteristics of the current generation of students, effective pedagogical practices Digital Art Course Design 33 in art education, and integration of technology as a means of instruction and learning. The creation and future implementation of this digital art course responds to a recognized instructional gap within the curricular offerings of Wethersfield High School, therefore advancing the Art department by embracing a greater variety of art creation tools, and involving a greater number of learners. The course will provide Wethersfield High School students with the digital art knowledge and skills directly related to numerous college and professional pursuits, and capitalize on student informal learning and involvement in internet-based, digital, visual communication. The variety in instructional methods, course resources and assessment types, the freedom of creative idea development, and flexibility for personal interpretation and personal expression are designed to suit the needs and interests of the diverse learner audience. Peer-to-peer and peer-to-teacher interaction is built into the curriculum through the course LMS, and will be supplemented through face-to-face discussion, differentiation and dialogue. The visual literacy skills developed through student learning and art creation in this course correlate to the growing need for heightened visual perception abilities in our current, visually dominate culture. Contribution to Personal Skills Creation of this capstone project challenged and demonstrates the creativity and innovation in applying knowledge and skills acquired through the M.Ed. Instructional Design and Technology program. The development of this course required the real-world, authentic application of instructional design learning in order to develop a highly effective and relevant course design. Several facets of this project were outside the designers areas of expertise and experience, and therefore, provide the opportunity to improve as a professional (entire-course curriculum design, LMS development, and use of technology as the primary instructional Digital Art Course Design 34 method). The realization of this course exemplifies the designers professional goals of technology integration into teaching and learning practices in art education. Implementation of the completed digital art course will allow the creator to take a leadership role in utilizing technology as a tool for learning, recording, sharing, communicating, critiquing and creating within the Visual Art curriculum of Wethersfield Public Schools. Key M.Ed. Outcomes This course design project is representative of M.Ed. Core and Instructional Design and Technology Program Outcomes. Core Program Outcomes Students will demonstrate an understanding of creativity and innovation as applied to education.
Creativity and innovation are evident in the creation of an original course curriculum, unit content, and a variety of assessments, learning activities and resources, all structured through the course LMS. Utilizing an LMS as the primary instrument of instruction in a face-to- face learning environment capitalizes on the innovative concept of the instructor as a facilitator of individual student learning, providing maximum classroom time for individualized instruction, differentiation and personalized feedback. Innovation is apparent in the creators vision to develop a technology-based art education course within the Visual Art department at Wethersfield High School, a strictly studio-based, fine arts district curriculum. Students will be able to identify and use current relevant technology in the service of better learning.
The digital art course project integrates technology as a tool of instruction, learning, art creation, communication, assessment, student interaction, and student digital portfolio development. Art educators must guide students in learning how to use digital technologies to Digital Art Course Design 35 imagine, generate, develop, and produce artworks and to critically and creatively evaluate both products and ideas (their own and others) (Wilks, Cutcher & Wilks, 2012, p.56). The course LMS provides the structure, organization and functionality necessary to effectively incorporate all of these purposes into a cohesive course site. In addition to the web-based course LMS, student learning will include use of Mac computers, iPads, various digital art creation programs and apps, digital image scanners, digital cameras, and digital projectors. Learning environments that integrate technology suit the needs of modern, diverse learners when students are engaged in activities involving creativity, communication, critical thinking and problem solving. Students will develop and demonstrate leadership thinking in critical areas of interest within their field.
The creation and implementation of this course will fill a major instructional gap in WHSs Art and Technology programs, and provide a valuable educational offering for all students. The course content is designed to connect to student involvement and engagement in technology-based informal learning and artistic visual expression. The visual communication practiced and experienced through technological tools is a highly relevant area of art education that is not adequately addressed in traditional, studio-based, fine arts classes, and therefore, merits the creation of a unique course designed with this purpose at heart. Instructional Design & Technology Program Outcome Students will be able to design and develop learning environments using models of instructional design, such as the ADDIE model.
The ADDIE model was utilized to structure the instructional design process of the digital art course. The analysis, design and development phases have been followed to create the project content and products (course curriculum document and course LMS). The initial project plan has been implemented and the project products have been evaluated. This evaluation will Digital Art Course Design 36 guide further development and necessary modifications as the curriculum and course LMS continue to be advanced towards the goal of authentic implementation of the Digital Art course at Wethersfield High School.
Digital Art Course Design 37 References Black, J., & Browning, K. (2011). Creativity in Digital Art Education Teaching Practices. Art Education, 64(5), 19-24. Retreived from http://eds.b.ebscohost.com/ehost/pdfviewer/pdfviewer?sid=6e03d720-446f-419f-b250- 51a54a64282c%40sessionmgr113&vid=12&hid=115. California State University, Chico. (2009). Rubric for Online Instruction (ROI). Retreived from http://www.csuchico.edu/roi/documents/rubricpdf. Carpenter, B. S., II, & Tavin, K. M. (2010). Drawing (past, present, and future) together: A (graphic) look at the reconceptualization of Art Education. Studies in Art Education, 51, 327352. Chung, S. K. (2010). Cybermedia literacy art eduation. In R. W. Sweeny (ed.), Inter/actions/inter/sections: Art education in a digital visual culture (p. 63-71). Retreived from http://www.ufg.ac.at/fileadmin/media/institute/kunst_und_gestaltung/bildnerische_erzieh ung/materialien_und_links/art_education/InterActions_Keifer-Boyd_chapter.pdf. Clark, D. (2013). Evaluation in Instructional Design. Retrieved from http://www.nwlink.com/~donclark/hrd/sat6.html Freire, M. & McCarthy, E. (2014). Four approaches to new media art education. Art Education. 67(2), 28-31. Retreived from http://eds.b.ebscohost.com/ehost/pdfviewer/pdfviewer?sid=6e03d720-446f-419f-b250- 51a54a64282c%40sessionmgr113&vid=7&hid=115. Geiger, W. (2009). The Art Educators Role in Technology Education. Retrieved from http://www2.uwstout.edu/content/lib/thesis/2009/2009geigerw.pdf. Digital Art Course Design 38 Gouzouasis, P. (2006). Technology as arts-based education: Does the desktop reflect the arts? Arts Education Policy Review, 107(5), 3-9. Retrieved from https://www.academia.edu/2536429/Technology_as_arts- based_education_Does_the_desktop_reflect_the_arts. Hodell, C. (2011). ISD From the Ground Up: A No-Nonsense Approach to Instructional Design. (Third ed.) Alexandria, VA: The American Society for Training & Development. Krug, D. H. (2004). Leadership and research: Reimagining electronic technologies for supporting learning through the visual arts. Studies in Art Education, 46(1), 3-5. May, Dr. H, & Thomas, L. (2010). Embedding equality and diversity in the curriculum: Self- evaluation framework. Retrieved from http://jisctechdis.ac.uk/assets/Documents/inclusion/Embedding_EandD_Selfevaluation_F ramework.pdf. Roblyer, M. D. & Doering, A. H. (2010). Integrating educational technology into teaching (5 th
ed.). Boston, MA: Allyn and Bacon. Unrath, K. A., & Mudd, M. A. (2011). Signs of Change: Art Education in the Age of the iKid. Art Education, 64(4), 6-11.Retreived from http://eds.b.ebscohost.com/ehost/pdfviewer/pdfviewer?sid=54a9d014-d32a-4448-a69b- 0873ca227924%40sessionmgr198&vid=2&hid=115. Wilks, J., Cutcher, A., & Wilks, S. (2012). Digital technology in the visual arts classroom: An [un]easy partnership. Studies In Art Education, 54(1), 54-65. Retreived from http://eds.b.ebscohost.com/ehost/pdfviewer/pdfviewer?sid=6e03d720-446f-419f-b250- 51a54a64282c%40sessionmgr113&vid=10&hid=115. Wilson, S. (2008). Beyond the digital: Preparing artists to work at the frontiers of technoculture. Digital Art Course Design 39 In M. Alexenberg (Ed.) Educating artists for the future: Learning at the intersection of art, science, technology and culture (p.29-45). Retreived from http://artsci.unsw.wikispaces.net/file/view/Educating+Artists+for+the+Future_introductio n.pdf.
Digital Art Course Design 40
Appendix A Wethersfield Public Schools Course Outline
Course Name: Digital Art Department: Art Grade(s): 9-12 Level(s): Unleveled Credits: 0.5 (Semester)
Course Description Digital Art is an introductory course focused on teaching students the knowledge and skills to effectively utilize computer technology to produce an artistic image. Students will learn computer illustration techniques, image manipulation, digital photography techniques, graphic design visual literacy, and the Elements of Art and Principles of Design in composition.
Overarching Skills
Enduring Understandings
Materials, process, and environment complement each other. Artists use Elements of Art and Principles of Design to organize visual communication. Artistic progress is often characterized by cycles of experimentation. Art embodies the inner quest for self-knowledge and reflects relationships between humans and nature. Art can be used to record what one sees as well as what one feels. Artists of different cultures express meaning and ideas in different ways. Art reflects the time period, culture, geography, and status of a regions inhabitants. The process of reflection enables one to understand and appreciate art. Art is a distinct form of communication that enriches the understanding of other disciplines. Art is an inherent and integral part of our environment. Digital Art Course Design 41 Essential Questions
Why and how do people create art? Where is art found? How do people express themselves through art? What is beauty/aesthetics? Do artists have a responsibility to their audience/society? (i.e., to produce work that does not continue to stereotypes or further prejudice) How and why does the choice of composition affect artwork? How can observational skills gained through the visual arts and the artistic process carry over into daily life? How can the design principles be utilized to organize ideas? How do artists choose tools, techniques, and materials to express their ideas? Why are some media choices better than others? (for communicating particular ideas and/or emotions to particular audiences) What can we learn from studying the art of others? What problem solving skills are needed to create art? What choices must an artist make before/during beginning a work? Why is exhibiting artwork important to an artists creative process? How does media choice affect an artwork? What makes good art/design? What are some strategies for approaching an artistic problem? What would the world be like without art? Is the use of visually communicated information a skill? How does art express emotion/ideas without words? In what ways has technology effected/enhanced the value of art as a form of communication? What is the role of a museum? Who determines what art is? Why do certain themes recur in works of art? How can art and design reflect the culture and/or status of a region's inhabitants? How and why do artists make stylistic choices such as realism, abstraction, non-objective, surrealism, postmodernism, etc.? How an artist increase best express their artistic vision? Digital Art Course Design 42 What Principles of Design work best to demonstrate an artists intention? What are some strategies for approaching an artistic problem; how are they best used; and which ones are most successful? What would the world be like without art? How does the organization of space reflect good design? How can one best express their artistic vision in concept and media? How do the Elements of Art and Principles of Design interact to create an artwork? How does experimentation and exploration lead to more creativity?
Essential Experiences Observation and reflection. Engaging in the creative process. Imaginative thinking through creative problem solving. Making choices/decisions to communicate ideas. Conceive and create original artwork. Analyze, interpret, evaluate, and judge artwork. Refining application of media.
Objectives (link to Standards in parentheses) Knowledge/Content Students will: study and understand the proper and effective use of a variety digital tools, techniques, and processes. (1abc) study and apply the Elements of Art and organizational Principles of Design. (2ab, 3ab) make compositional choices/decisions, selection, and application of a range of subject matter, symbols, and ideas. (3ab) study the visual arts in relation to history and culture. (4abc) describe, analyze, interpret, and judge their own and the artwork others. (5abcd) connect the visual arts to other disciplines, daily life, and the world. (6abcd) create original and creative artwork. (1abc, 2ab, 3ab, 6abcd) engage in planning and creative problem solving to achieve multiple solutions to visual problems. (1abc, 2ab, 3ab, 4abc, 5abcd, 6abcd) understand and engage in research, observation, and imagination, and apply one or more of these to the creation of original artwork. (1abc, 2ab, 3ab, 4abc, 5abcd, 6abcd)
Skills Students will: Digital Art Course Design 43 plan and create artwork/design (real or imaginary) utilizing the Elements of Art and Principles of Design. (2ab, 3ab) choose and apply the appropriate Elements of Art and Principles of Design to create a well-balanced and unified composition. (1abc, 2ab, 3ab, 4abc, 5abcd, 6abcd) engage in observation and use imagination. (1abc, 2ab, 3ab, 4abc, 5abcd, 6abcd) be able to describe, analyze, interpret, and judge their own and the artwork of others by engaging in oral/written critiques, (formal and informal, verbal, written reviews, self-assessments, etc.). (5abcd) use constructive criticism and develop a language in which they can converse and discuss artistic decisions, aesthetics, history, and possible solutions to problems. (1abc, 2ab, 3ab, 4abc, 5abcd, 6abcd) problem solve and plan using the creative process to achieve multiple solutions to visual problems. (1abc, 2ab, 3ab, 4abc, 5abcd, 6abcd) utilize a variety of digital tools, techniques, and processes in creating artwork. (1abc, 2ab, 3b) make compositional choices/decisions to communicate ideas, express mood and/or feeling. (2ab, 3ab, 4abc, 5abcd) create original artwork. (1abc, 2ab, 3ab, 5bcd 6abcd) understand the visual arts in relation to history and cultures and connect to their artwork. (2ab, 3ab, 4abc, 5abcd, 6abcd) be diligent in time management, organization, communication, discipline, and decision-making, maintaining a strong work ethic at all times. (1abc, 2ab, 3ab, 4abc, 5abcd, 6abcd) work toward accepting self-evaluation as a positive part of personal and artistic growth and become more receptive to new ideas, experiences, and criticisms of one's own work and that of others.(5abcd) explore imaginative thinking through creative problem solving. (1abc, 2ab, 3ab, 4abc, 5abcd, 6abcd) maintain artistic integrity and original ideation. (1abc, 2ab, 3ab, 4abc, 5abcd, 6abcde)
Standards Students will: 1. understand, select and apply media, techniques and processes. a. apply media, techniques and processes with sufficient skill, confidence and sensitivity that their intentions are realized. b. conceive and create original works of art that demonstrate a connection between personal expression and the intentional use of art materials, techniques and processes. c. communicate ideas consistently at a high level of effectiveness in at least one visual arts medium. 2. understand and apply elements and organizational principles of art. a. judge the effectiveness of different ways of using visual characteristics in conveying ideas. b. apply comprehension and skill in incorporating the elements of art and principles of design to generate multiple solutions and effectively solve a variety of visual art Digital Art Course Design 44 problems. 3. consider, select and apply a range of subject matter, symbols and ideas. a. use, record and develop ideas for content over time. b. use subject matter, symbols, ideas and themes that demonstrate knowledge of contexts and cultural and aesthetic values to communicate intended meaning. 4. understand the visual arts in relation to history and cultures. a. analyze and interpret artworks in terms of form, cultural and historical context and purpose. b. analyze common characteristics of visual arts evident across time and among cultural/ethnic groups to formulate analyses, evaluations and interpretations of meaning. c. compare works of art to one another in terms of history, aesthetics and culture, justifying conclusions made in the analysis and using these conclusions to inform their own art making. 5. reflect upon, describe, analyze, interpret and evaluate their own and others work. a. research and analyze historic meaning and purpose in varied works of art. b. reflect critically on various interpretations to better understand specific works of art. c. defend personal interpretations using reasoned argument. d. apply critical and aesthetic criteria for the purpose of improving their own works of art (i.e., technique, formal and expressive qualities, content). 6. make connections between the visual arts, other disciplines and daily life. a. analyze and compare characteristics of the visual arts within a particular historical period or style with ideas, issues or themes of that period or style. b. compare the process of creation used in the visual arts with the process of creation used in the other arts and non-arts disciplines. c. create and solve interdisciplinary problems using multimedia. d. apply visual arts knowledge and skills to solve problems relevant to a variety of careers.
Instructional Support Materials See individual units for materials/equipment, as they are specific to the units content. Resources include but are not limited to: digital images digital videos internet resources past student artwork current student artwork teacher exemplars
Suggested Instructional Strategies Instructional strategies may include but are not limited to: direct instruction exemplars modeling brainstorming discussion (class/peer) Digital Art Course Design 45 discussion boards art making assessment
Suggested Assessment Methods (Include use of school-wide analytic and course specific rubrics) Assessments may include but are not limited to: critique (verbal and or written) rubrics self assessments artist statements discussion boards in-progress and completed artwork
Unit 1: Artistic Selfies Description A selfie is a self-portrait photograph, typically taken with a hand-held digital camera or camera phone. Selfies are often shared on social networking services such as Facebook, Google+, Instagram, Snapchat, Tumblr and Twitter. They are usually flattering and made to appear casual. Most selfies are taken with a camera held at arm's length or pointed at a mirror, rather than by using a self-timer. - Wikipedia Selfies are (usually) easy to shoot and allow the photographer full control over the way that he/she is presented. Selfies range from simple to complicated, clich to creative, and tasteful to disgraceful. In 2013, the word "selfie" was selected as the word of the year by the Oxford English Dictionary. Your challenge is to take the selfie to a new level creatively. Using a digital, self-portrait photograph as the starting point, you will use a variety of Photoshop techniques to create a personally expressive photo-manipulation/digital drawing.
Objectives Students will: Utilize Photoshop to create an original digital artwork. Plan, capture, and upload a digital self-portrait, selfie, to be used as the starting point for a personally expressive composition. Display effective and creative use of the following Photoshop techniques/features: color/lighting/contrast alteration, removing/changing background, layering, drawing/painting tools, and various opacities. Use the Elements of Art and Principles of Design to develop a visually interesting composition. Critically analyze and respond to the artwork of classmates. Describe and explain the creative process and intent of his/her own work. Critically consider and respond to the ideas of others (authors of resources, peers, and teacher) through structured discussion.
Digital Art Course Design 46 Resources - 35 Artists Who Were Unashamed Of Their Selfies (Images) - Why Do We Hate Selfies? (YouTube video) - Why Selfies Matter (Article) - Sociological Impact of Selfies (Slideshare presentation)
Assessments - Discussion in response to Why Do We Hate Selfies? - Discussion in response to Why Selfies Matter - Response to Sociological Impact of Selfies - In-progress Peer Critique - Final Peer Critique - Artistic Selfie (completed project) - Artist Statement
Unit 2: Logo Design Description A logo is a recognizable and distinctive graphic design, stylized name, unique symbol, or other device for identifying an organization. - businessdictionary.com
A logo can be purely image (symbol/icon), strictly text, or a combination of both.
Select three from the following six categories of organizations, and design a logo for each using Adobe Illustrator. Bank/insurance/financial management Healthcare (doctor/clinic/hospital/medical research) Sports team Charity organization Bakery Plant business (florist/landscaping)
Objectives Students will: Utilize Illustrator to create an original digital artwork. Develop at least four hand-drawn thumbnail sketches for each logo design to generate ideas and various possible solutions. Create one original vector-based digital logo design for each of the three selected categories. Display effective and creative use of the following Illustrator techniques/features: Text tool, Paths, Pen tool, Shape tools, Color Fill, Gradient. Use the Elements of Art and Principles of Design to develop a series of visually interesting logos. Critically analyze and respond to the artwork of classmates. Describe and explain the creative process and intent of his/her own work. Digital Art Course Design 47 Select and analyze an example of an effective logo from popular culture. Critically consider and respond to the ideas of others (authors of resources, peers, and teacher) through structured discussion.
Assessments - Idea sketches - Discussion boards - Responses - Popular culture example assignment - In-progress Peer Critique - Final Peer Critique - Logo designs (completed project) - Artist Statement
Unit 3: Animated GIFs Description Animation is the process of creating motion and shape change illusion by means of the rapid display of a sequence of static images that minimally differ from each other. Wikipedia
Animations that you view in a web browser are called animated GIFs. A GIF (Graphic Interchange Format) is a computer file format for the compression and storage of digital video images. Animated GIFs create the illusion of movement by displaying a sequence of images, or frames, over time.
You create three short animated GIFs, using Adobe ImageReady each based on a different type of animation. Value/color change Shape change Place change
Objectives Students will: Utilize ImageReady to create an original digital artwork. Develop at least 3 hand-drawn thumbnail sketches for each animation design to generate ideas and various possible solutions. Create on original animated GIF for each of the three different types of animations. Use the Elements of Art and Principles of Design to develop a series of visually interesting animations. Critically analyze and respond to the artwork of classmates. Describe and explain the creative process and intent of his/her own work. Select and analyze an example of an interesting animated GIF from the internet. Critically consider and respond to the ideas of others (authors of resources, peers, and teacher) through structured discussion.
Digital Art Course Design 48 Assessments - Idea sketches - Discussion boards - Responses - Internet example assignment - In-progress Peer Critique - Final Peer Critique - Animated GIFs (completed project) - Artist Statement
Unit 4: Music Album Packaging Description An album cover is the front, but also the entire packaging, of an audio recording. Album cover artwork serves an important role in visually communicating the artistic expression of the musical artist. From records, to tapes, to CDs, to a digital icon that is included with the download of a song, this artwork plays a crucial role in developing identity of an artist.
Your challenge is to design the entire set of items that would be included in the packaging of a musical CD: CD design Front cover Back cover Spine Booklet *any other promotional items you wish to include (stickers, poster, pins, etc.)
You can use the provided templates to ensure the functional size of these items, or creatively expand upon the norm.
Objectives Students will: Utilize Photoshop and Illustrator to create a connected set of original digital designs. Use the Elements of Art and Principles of Design to develop visually interesting designs. Critically analyze and respond to the artwork of classmates. Describe and explain the creative process and intent of his/her own work. Select and analyze the design of a favorite album cover design. Critically consider and respond to the ideas of others (authors of resources, peers, and teacher) through structured discussion.
Assessments - Idea sketches - Discussion boards - Responses - Favorite album cover assignment Digital Art Course Design 49 - In-progress Peer Critique - Final Peer Critique - Packaging design (completed project) - Artist Statement
Unit 5: Digital Stylized Portraits Description The stylized, simplified, cartoon-like avatar is a major trend in self-representation through a digital means: video games, on-line profiles, virtual worlds.
You will use your digital design skills to create both a pixel-based (Photoshop) and a vector- based (Illustrator) stylized portrait.
You must create two different stylized digital portraits: one using Photoshop and one using Illustrator. Each design should display a different part of your personality.
Objectives Students will: Utilize Photoshop and Illustrator to create a connected set of original digital portraits. Use the Elements of Art and Principles of Design to develop visually interesting designs. Critically analyze and respond to the artwork of classmates. Describe and explain the creative process and intent of his/her own work. Critically consider and respond to the ideas of others (authors of resources, peers, and teacher) through structured discussion.
Assessments - Idea sketches - Discussion boards - Responses - In-progress Peer Critique - Final Peer Critique - Stylized portraits (completed project) - Artist Statement
Unit 6: Virtual Graffiti Description Graffiti is writing or drawings that have been scribbled, scratched, or sprayed illicitly on a wall or other surface, often in a public place. Graffiti ranges from simple written words to elaborate wall paintings, and it has existed since ancient times, with examples dating back to Ancient Egypt, Ancient Greece, and the Roman Empire.
Digital Art Course Design 50 In modern times, paint (particularly spray paint) and marker pens have become the most commonly used graffiti materials. In most countries, marking or painting property without the property owner's consent is considered defacement and vandalism, which is a punishable crime. wikipedia
Virtual graffiti consists of virtual objects, images, multimedia or graphics applied to public locations, landmarks or surfaces such as walls, train stations, bridges, etc. Virtual Graffiti applications utilize Virtual Reality and Ubiquitous Computing to anchor Virtual Graffiti to physical landmarks or objects in the real world. The virtual content is then viewable through devices such as personal computers, set-top boxes or mobile handsets, such as mobile phones or PDAs. The virtual world provides content, graphics, and applications to the user that are not available in the real world. Virtual Graffiti is a novel initiative aimed at delivering messaging and social multimedia content to mobile applications and devices based on the location, identity, and community of the participating entity. - wikipedia
Your goal is to create a piece of virtual graffiti, based on the heritage and history of Wethersfield, and virtually located upon a town landmark.
Objectives Students will: Utilize Photoshop and Illustrator to create an original digital artwork. Use the Elements of Art and Principles of Design to develop a visually interesting design. Critically analyze and respond to the artwork of classmates. Describe and explain the creative process and intent of his/her own work. Select and analyze the design of a real example of graffiti. Critically consider and respond to the ideas of others (authors of resources, peers, and teacher) through structured discussion.
Assessments - Idea sketches - Discussion boards - Responses - Internet example assignment - In-progress Peer Critique - Final Peer Critique - Virtual Graffiti (completed project) - Artist Statement
Unit 7: Infographic Description Information graphics or infographics are graphic visual representations of information, data or knowledge intended to present complex information quickly and clearly. They can improve cognition by utilizing graphics to enhance the human visual systems ability to see patterns and trends. The process of creating infographics can be referred to as data Digital Art Course Design 51 visualization, information design, or information architecture. wikipedia
Your challenge is to create an infographic that clearly and simply communicates your research data through graphics.
You must ask yourself and answer the questions: 1. Which information, facts, and data are essential to include? Which arent? 2. What colors and layout works best in sharing the information? 3. What graphs and graphics best convey information and data to the viewer? 4. What is the order, or flow, of information?
Objectives Students will: Utilize Illustrator to create an original digital design. Use the Elements of Art and Principles of Design to develop a visually interesting design. Critically analyze and respond to the artwork of classmates. Describe and explain the creative process and intent of his/her own work. Select and analyze the design of an effective infographic. Critically consider and respond to the ideas of others (authors of resources, peers, and teacher) through structured discussion.
Assessments - Idea sketches - Discussion boards - Responses - Effective infographic assignment - In-progress Peer Critique - Final Peer Critique - Infographic (completed project) - Artist Statement
Unit 8: Typographic Objects Description Typography is the art and technique of composing different types of fonts, in different sizes, in a specific manner to convey messages effectively. Typefaces can also become the basis of forming recognizable objects, through the development of positive and negative space.
Using Illustrator, you must create two typographic objects: one based on an object smaller than yourself, and one based on an object larger than yourself.
Objectives Students will: Utilize Illustrator to create original digital designs. Use the Elements of Art and Principles of Design to develop visually interesting designs. Digital Art Course Design 52 Critically analyze and respond to the artwork of classmates. Describe and explain the creative process and intent of his/her own work. Critically consider and respond to the ideas of others (authors of resources, peers, and teacher) through structured discussion.
Assessments - Idea sketches - Discussion boards - Responses - In-progress Peer Critique - Final Peer Critique - Typographic Object (completed project) - Artist Statement
Unit 9: Web site/Digital Portfolio Description Portfolios have long been a mainstay in the visual arts, where skill and expertise cannot be accurately represented by percentage points and letter grades. Electronic portfolios have been around for years, but the advent of powerful new technologies makes building, maintaining, sharing, and archiving student learning in digital form easier than ever before. - creativeeducator.tech4learning.com
A digital portfolio is a computer-based collection of student performance over time. You must use Blogger, Photoshop and Illustrator to create a web site/digital portfolio that showcases your artwork created in this Digital Art course.
Objectives Students will: Utilize Blogger to create an original web site/digital portfolio of all the projects created during the Digital Art course. Utilize Photoshop and Illustrator to create the background design and logo for the site. Use the Elements of Art and Principles of Design to develop a set visually interesting designs. Critically analyze and respond to the designs of classmates. Critically consider and respond to the ideas of others (authors of resources, peers, and teacher) through structured discussion. Critically reflect and explain personally development through the course.
Assessments - Discussion boards - Responses - Effective digital portfolio example assignment - In-progress Peer Critique - Final Peer Critique Digital Art Course Design 53 - Web site/Digital Portfolio (completed project) - Course Reflection