Showing posts with label HW Response. Show all posts
Showing posts with label HW Response. Show all posts

Monday, November 28, 2011

Video Game Article Responses

In our Technology in the Art Room class, we are going to be creating a project using the Scratch Software. Many people use Scratch to create their own videogames. The readings for this week all focused on videogames and learning.
In Paul Gee’s article, Video Games and Embodiment, he talks about different ways the player thinks while playing a video game. In many video games the player inhabits the goals of a virtual character, the player is acting as if the character’s goals are his goals. An example of this would be Zelda, you are playing as Link but you are taking on his persona and goals.
Simkins’ article, Critical Ethical Reasoning and Role-Play, discusses role playing video games and how they develop our critical and ethical reasoning skills. This article talked about the usual argument of video games’ effects on children, such as dehumanization and desensitizing violence. Many role playing games allow players freedom to act socially or antisocially. The example given was Elder Scrolls: Oblivion, where the player can become a hired assassin and either murder innocent  people and steal from their corpses, or they could become a servant of the law and defender of the weak. The game doesn’t require the player to take one route over the other but it does provide a set of plotlines and rewards for each path. The article goes on to discuss how video games are learning environments. Roll playing video games allow the player to learn to take on the role of character in either a realistic or fictional society. This reminds me of when  I worked at a camp once a little boy was talking about how he plays grand theft auto and kills prostitutes, but he said “Its ok I just kill the bad women.”
The Gill article, entitled Usefulness of Video Game Experience for Students Learning and Creating Digital 3-D, reported findings from research which investigated learning outcomes in a high school digital art class which used animation softwear to create short animations. The study was with two classes, an advanced class and a beginner class, where groups of students had the entire semester to complete a short narrative using the program Maya. The teacher provided only minimal lecture and demonstration, and allowed the students to explore Maya on their own. The students were motivated to learn because of their love of visual culture, video games, movies, and TV. Many students used their video game experiences while creating their animations. The classes benefited from teaching themselves the program. I don’t know if I necessarily agree with this. When we were introduced to Scratch, we were just given the entire period to explore it and learn it on our own. I found it very frustrating and hard. I’m not familiar with the Maya program, but maybe it is more straightforward than Scratch. Although I agree that it would probably be beneficial to give minimal instruction and let the students explore and do what they want, I feel that an initial introduction lesson on how to use the program is necessary. When we learned photoshop, garageband, and iMovie, we were given a small introduction to the program. With Scratch, we were just left on our own, and I found it very annoying and counterproductive. 

Thursday, November 3, 2011

Boyd – Why Youth (Heart) Social Networks

Boyd – Why Youth (Heart) Social Networks

This article discusses social networking websites as they relate to teens and other young people. The article focused mainly on myspace, but can be applied to facebook as well. The difference between myspace and facebook was that myspace seemed to be more personalized. I remember learning basic HTML coding so that I could change my myspace layout. I even still remember some of it! (</img src=”” for image, I think #FFFFFF is black or white?) I remember myspace as a personalized page where you can put pictures of all of your favorite bands, movies, and interests.

I liked how Boyd described the concept of a public network with this example, “Thus when I say that I embarrassed myself in public by tripping on the curb, the public that I am referencing includes all of the strangers who visually witnessed my stumble.” I think that it is important to remember that everything you put on the internet is public, and can be found. I think that if you are going to have the profession of a teacher, that you should either not have a Facebook or change your name and keep it extremely private. I do not want my students trying to look me up on the internet and finding pictures of me or any information about my personal life. I know somebody who upon completing her student teaching, added all of her high school students to her Facebook, which is basically just an online log of the fact that she is an alcoholic. I would never do such an unprofessional thing. I also think that it is important to educate students about online privacy as many students tend to overlook the seriousness of sharing personal information over the internet.


Some art making concepts which relate to this article are:
-Web design
-Lesson about sharing information online
-Create a MySpace profile for a famous artist. (art history)
-Identity performance online vs. real world

Monday, October 24, 2011

Jones & Fox - "PIP Generations"

The reading for this week shows data about internet usage for different generations. The adult population of internet users is 30 % Generation Y (age 18-32), 23% Generation X (age 33-44), and 22% Younger Boomers (Age 45-52) . However, there is an increase in older generations using the internet. In 2005, only 26% of ages 70-75 were on line. In 2008, 45% of that generation is on line. Ages 64 and older use the internet mainly for sending e-mails, while ages 18-32 use the internet for entertainment and for communicating with friends and family. 12-17 year olds use the internet most for playing online games. The older generations use the internet less for social use and more for searching, e-mailing, and online shopping. This data proves true in my own life. My mom, who is in the Younger Boomers generation, uses the internet for e-mails and online shopping. Her friends always send her chain e-mails. My grandma also uses the internet for e-mails. She is always sending me chain e-mails which I never read. I use the internet for entertainment, communicating with friends, researching, and online shopping, while my 17 year old sister predominately uses the internet for entertainment and communicating with friends.

Monday, October 17, 2011

Critiques in the K-12 Classroom

The readings from this week focused on critiques and how they are used in the classroom. Students K-12 do not know how to critique art. The traditional method of having the student hold the piece of art up while the rest of the class comments on the piece is not effective. The way to make critiques more educationally beneficial is by talking about description, interpretation, and theory.

There are many different ways to approach a critique.The article Critiques in the K-12 Classroom hi-lights some of these methods. Hartung's method is to provide students with cards which have written terms such as line and contrast on them. Students will then place their cards on the work that best exemplifies the term. The "put your two cents in" method works by giving each student two pennies. Each student places his or her pennies on the two works which they want to discuss. Another method is called "PQP" which stands for praise, questions, proposals.

Whatever the method is, the teacher must lead students by asking questions that direct the conversation. This will help the conversation to develop slowly, instead of just jumping ahead to the judgement stage of the critique. For example, the teacher may first only ask students to describe what they see rather than what they think the meaning of the work is. The teacher must guide students through each phase of the critique; description, interpretation, analysis, and judgement.

Monday, October 3, 2011

Jenkins – Media Education for the 21st Century

According to a study conducted in 2005, more than one half of all teens have created media content, and one third of teens have shared their content over the Internet. In a participatory culture there are low barriers to artistic expression and civic engagement, strong support for creating and sharing creations, and informal mentorship. The way that teens use the Internet in these participatory cultures suggests evidence of learning.

It is true that many teens spend more time and engage more deeply with popular culture than they do with their textbooks, but instead of looking at this as a bad thing, educators can look at this as an opportunity for learning. Within this participatory culture, students of all ages, races, gender, and education levels depend on peer teaching and feedback, creating an ideal peer-to-peer learning community. This informal learning experience is different than formal education systems because it is less rigid, experimental, innovative, and has the potential to evolve and respond to temporary interests. Teens are interested in this type of learning because they have power and they matter as individuals.

People are realizing how important participatory cultures are. Some low-income cities are beginning to provide high-speed wireless Internet access free of charge. Obviously this is not a solution to the fact that millions of people cannot afford a computer in their home. In order to take full advantage of technology, people also need a wide range of skills which include literacy skills, research skills, social skills, play, performance, simulation, appropriation, multitasking, distributed cognition, collective intelligence, judgment, transmedia navigation, networking, and negotiation.

We should encourage youth to be participants of this culture by developing their skills, knowledge, ethical frameworks, and self-confidence.  One major concern that we should educate youth on is making ethical choices on the Internet and the impact that their choices have on other people. We as educators can help students develop the skills necessary to be full participants in participatory culture. We can also use educational simulations, alternative reality games, blogs, or other technologies in our curriculums. 

Sunday, September 18, 2011

Emme and Kirova - Photoshop Semiotics: Research in the Age of Digital Manipulation

This article discusses digital art and the advancements in digital manipulation. Manipulating an image allows for the impossible to be seen as possible. In one part of the article, the authors make an interesting comparison while talking about a digitally manipulated picture, which can serve as an ideal type of image. They compare a manipulated image to a diagram of a cell in a science textbook, which is the ideal image for its purpose since a picture of an actual cell would distract from the information in the diagram.

Programs such as Photoshop allow artists to take an image and alter it for a specific purpose or to make it more ideal. For example, a photograph of a model can be altered to not only enhance qualities of the model, but to give the photograph  a certain feeling that changes the relationship between the viewer and the photograph. Here is a manipulated photograph which I feel is an example of this. I found this image here.

Sunday, September 11, 2011

"Big Idea" of Cyborgs in Sweeny's Article



Description of how a prosthetic arm works
In the article Lines of Sight in the "Network Society," Sweeny discusses today's digital visual culture. From this concept comes a the big idea of cyborgs. Cyborgs have always been an interest to our society. Here is a list of the top 10 cyborgs in popular culture. In today's technology driven world, it seems like humans and machines are merging like never before. People create profiles on social networking websites such as facebook, blogs, and online dating websites. A person may choose to personalize a webpage to show aspects of their identity or may choose to create a new identity all together. Machines are also beginning to take on human characteristics. Cars are being made with bluetooth technology, cars who have voices and who answer to verbal commands. Even pop artists today have auto-tuned voices. Advances in the medical field also explore cyborg concepts as scientists are developing artificial organs and more advanced prosthetics.

In Japan, it seems as if the concept behind the movie S1m0ne has been brought to life. The company Crypton Future Media  designs holographic pop stars. Hatsune Miku is a holographic pop sensation. People actually pay money and go to a concert that is performed by a hologram. Tell me I'm not the only one freaked out by this.

Wednesday, September 7, 2011

Sweeny - Lines of Sight in the "Network Society"

The article Lines of Sight in the “Network Society” discusses today’s technological society. In this “network society,” every individual’s actions are connected somehow to the actions of another person. The Internet opens new doors in communication as well as image viewing, as information on the Internet often shifts between visuality, textuality, and sound based information, which is called transcoding.
In the middle section of the article, Sweeny compared a spiral model of cognition to a lattice structure, which he then stated was similar to the structure of the Internet. He said that art education practice was a centralized spiral curricular structure and suggested that it should instead be a lattice. Honestly, I have not even the slightest idea of what he’s talking about.
I found the last section of the article, entitled “Lines of Sight in a Digital Visual Culture,” to be most interesting. This section of the article highlights complexities within a social technological network.  Sweeny talks about how individuals and machines are connected. Many people form identities over the Internet. For example, a person can create a blog, myspace, or facebook page that represents them in whatever way that they choose. Performance artist Stelarc combines human and machine interactions that challenge the boundaries between the two. In “Ping Body,” Stelarc attached electrodes to each muscle group in his body and allowed users to send information into his server, controlling how he would move.
            Another aspect discussed is Cloned Perception. Art that is created on the Internet has the ability to be multiplied, or cloned. This concept is also discussed in Walter Benjamin’s article The Work of Art in the Age of Mechanical Reproduction. Art educators can benefit from this controversy by discussing reproduced images in the classroom. 


Thursday, September 1, 2011

Barett – Interpreting Connotations in Visual Culture


Michael Ray Charles 
Denotations and connotations are always present in both visual and verbal communication, and can have consequences. Michael Ray Charles, a contemporary African-American artist, shows connotations of racism and denotations of African Americans. A piece of visual communication can contain many different messages at the same time. A group of art teachers deciphered a piece by Michael Ray Charles and noticed many stereotypes of African Americans and decided that the work of art asked the viewer to attach their own stereotypical connotations onto the denotation of the African American.

To view some of Michael Ray Charles' work click the link below.

"Beware" 1994
Michael Ray Charles


Destiny's Child: Booty Camp
A group of art students deciphered a magazine cover and discovered many denotations in the facial cues and body language of the women featured in the magazine. The text on the magazine said “Booty Camp”, and the connotations in the image were that the women were practically naked, and their legs were spread with the text “Booty Camp” across their stomachs, objectifying women as sexual objects.


Magazines are great places to discover denotations and connotations in visual art. Advertisements for music, clothing, even food can be deciphered and broken down. Another place to discover denotations and connotations is in commercials seen on TV.

I believe that looking at an advertisement or any visual message and being able to break it down and understand what’s really being said is very important. The media pushes products and beliefs on society, and many people mindlessly eat it all up without thinking twice. The person who knows how to interpret the message is able to see the message for what it really is, and therefore is better able to consciously decide if they will accept or reject it.

Walker – Big Ideas and Artmaking


“Big Ideas” are important in today’s art education curriculum. Big ideas are just what they sound like – important issues in today’s world or society. Some examples of big ideas are identity, life cycles, community, spirituality, diversity, and nature. Big ideas provide significance in art making rather than just creating a work of art for aesthetic purposes. A lesson that focuses on a big idea allows students to conceptualize and focus on meaning instead of purely focusing on technical skills.

The big idea behind a piece of art can be thought of as the concept rather than the topic. For example, Van Gogh’s concept was human emotions, but his subject was landscapes, portraits, and still lives.

While I do think that big ideas are important in art making, I also believe in art that is created without a preconceived idea. Usually when I paint, I just do whatever feels right. When I look at a piece of art that has a big idea, I find myself spending more time looking at the piece. I also find myself asking more questions about the piece. However, I also feel that works of art that are not conceptual are equally important as works of art which center around a big idea.