WAC Performing Arts and Media College - London
Group
and Individual Creativity
Leisure,
learning and ICTs
Exchange,
communication and representation
Digital arts in the curriculum
Rebekah Willett, Liesbeth de Block - The Institute of Education, University
of London
Enhancing the curriculum
The national curriculum in the UK contains strong recommendations
about using digital arts in the curriculum as a way of "developing pupils'
creativity and imagination" (http://www.ncaction.org.uk/subjects/art/ict-lrn.htm).
Digital arts are seen to help pupils:
gain
greater autonomy in the selection of materials
speed
up the process of visual exploration and facilitate more rapid development
of ideas
take
risks and explore ideas more widely because they can save different
versions of their work and undo actions very easily
experiment
extensively when working with traditional media, for example with image
and colour options, reducing costs in time and resources
increase
their confidence and skills in using traditional materials and processes
combine
the sensory experiences of sound, image and movement, for example,
in creating popular media products such as video and animation
collaborate
on developing art and design work with a wider range of people
offer
new tools and new ways to publish, present and communicate meaning,
for example, by creating on-line galleries or graphics in
computer games
gain
access to a wider range of artists, craftspeople and designers
In primary schools, digital arts projects are often seen as cross-curricular,
in particular drawing on art, music and ICT. In the UK, an extensive
animation project was conducted in a range of schools over several
years
(www.picturehouses.co.uk/site/cinemas/Cambridge/ralp.htm).
The
project introduced the schools to new notions of media education, media
literacy and moving image literacy. For some of the teachers, the project
represented a different approach to the literacy curriculum, in which
the use of visual media motivated children who might otherwise have
been less engaged by print, as this teacher describes:
I think ... if you're doing anything visually it's going to hook in
more children, the children who enjoy storymaking, storywriting anyway,
will be there, doing the storyboard and up there with all the ideas,
but I think if you've got the visual aspect it's going to excite the
less motivated children.
While enriching the curriculum generally, the links to different subject
areas were also seen as a way of "smuggling" the project in, justifying
its place in an overcrowded curriculum:
It enriched their curriculum, to no end, I think, really. It's not
something that you normally do in school. And we justified the time
by saying, right, they wrote it, so that was literacy time. They did
it in ICT, that was their ICT time. Um, some of them had done music,
so that was their music time, their art time, and so on. But just the
whole thing or actually doing a project and finishing it and having
a finished product.
Within media education, one of the aims of digital production activities is
use production as a way of engaging with young people's experiences of digital
cultures. This aim is founded on two principles:
1) the importance of drawing
on young people's culture and
2) the need to shift away from the prioritisation
of analysis over production, especially within formal education settings.
The incorporation of media culture in schools is seen as a way of allowing
young
people to express themselves, not just as students, but as social individuals;
and it gives teachers more space to draw on varying cultures, personalities,
and values. Furthermore, in a constructivist sense, teachers are seen as
having the opportunity to build on pupils' previous experiences and
knowledge, helping
them to make sense of the culture surrounding them and extending what they
already know.
1. Software considerations
A range of software is available for schools to purchase, including
educational versions of professional packages, such as Photoshop
and Flash, and simpler "kid-friendly" packages such as Kid Pix or
Hyperstudio. The Animated Debate project in the UK used Photoshop
and Flash, therefore a discussion of these packages will be offered
here. This section will include observations from a similar project,
entitled Shared Spaces, which also used these packages (www.wac.co.uk/sharedspaces).
Photoshop - drawing and editing images
In Photoshop, the children (ages 9-14) in both the Animated Debate
and Shared Spaces projects could use their previous knowledge from
any basic drawing software (Paint, Kid Pix, etc.), and they found
it easy to use tools such as filters to alter to images. They could
use simple drawing skills to get started fairly quickly, and the
filters gave the children ways to make their hand-drawn images look
more sophisticated. They used the pull down menu in Photoshop to
experiment with different effects. For example, Lawrence (age 12)
gave his hand-drawn sword dramatic lighting effects (the background,
the glinting tip, and the sunspots) using simple filters (see Figure
1).
Figure 1: LAWRENCE'S SWORD AND LUKE'S CAR
The younger boys (Jordan and Luke, age 9) struggled even with the basic
drawing tools, as is evident in Luke's drawing of a car (Figure 1,
above). Luke found the concept of layers difficult, and he only used
the pencil tool on the software, changing the colour but nothing
else. Jordan similarly used simple pencil tools to draw a knight.
When Luke and Jordan were taught to use other tools, they were not
able to "take on board" what they were being taught, indicating that
perhaps the teaching and software were too advanced for them. Of
course there were many factors which could have been affecting the
boys' learning (for example, age, experience, lack of practice time
during the week and erratic attendance), and therefore it is difficult
to say if the teaching or software were generally too advanced.
However, although some skills may not have been learned by all the
children, the tutors were introducing the children to the world of
graphic work on professional software, much in the way Lave and Wenger
(1991) discuss situated learning through "peripheral participation".
The tutors regularly gave general advice such as "try to leave as many
windows open as you can, "try to label each layer with a name that
describes what's on it". The tutors also made general conceptual statements;
for example "the machine allocates memory to every single application,
so it will run much quicker if you close applications you're not using".
They used technical terms such as bitmaps, jpegs, tweening and megabites
and discussed issues such as layering, different types of files and
relevance of file sizes. There is an enormous body of skills, knowledge,
concepts and discourse that needs to be learned here. As the tutors
used the discourse the children gradually developed an understanding
of the field (especially the older children).
Flash animation software
In both the Animated Debate and Shared Spaces projects, Flash (a professional
animation software package) was introduced through structured lessons.
In these formal instructional sessions the children did experimental
projects which included scripting interactive elements (using buttons,
for example), "tweening" which allows for objects to be animated
without programming every frame, and they learned frame-by-frame
animation.
The children interviewed in both the Animated Debate project and the
Shared Spaces project were very enthusiastic about learning Flash,
and in reflection, expressed their preference over other software.
Jake said, "Flash makes it simpler; with other software you have to
keep putting it into different files, whereas in Flash you can just
animate it and make it and just run it". Two boys said Flash was their
favourite software because "it's quite easy to make cartoons, it's
a really good drawing tool" and "it's easy to muck about with it".
Jake said, "I think you need to be taught the basic stuff but then
you can learn the rest".
The tutors chose to use professional software as opposed to more child-orientated
software such as Stagecast or Hyperstudio. The tutor on the Shared
Spaces project was an artist, games player and professional software
user, and as such she had personal preferences about the style of software
she wanted to use. For example, she said she found an alternative software
package "clunky". However, several factors prevented the children from
reaching the point of being independent (they were not using the software
apart from a couple hours a week, many were young and inexperienced
with different software, they had little experiencing conceptualising
graphics, and the tutor may have been using an approach that was not
effective).
The course introduced the children to the software, but (unlike software
designed specifically for young people) the software is not scaffolded
enough to allow young users to explore and learn independently. The
software does not have a beginning level which introduces concepts
and allows the user to gradually learn more technical aspects. Looking
at learning of Logo-based software, Kafai and Resnick (1996) argue
that learning depends on both the structure of the software and the
developmental stage of the user. They describe the structures which
scaffold learning on software as "training wheels". According to Kafai
and Resnik, those structures are based on observations of what experts
do, however, novices are unable make use of them until they are at
the appropriate stage in their learning process (i.e. when they realise
that things need to be organised in a particular way). One of the questions
this raises is whether there should be a range of software which suits
different developmental levels or whether software preference is more
about the users’ learning style and mode of thinking. If we accept
that software should have different developmental levels, this leads
to questions about what cognitive skills are involved in using production
software. Could we call the use of simple paint tools part of the first
stage of development for young people using graphics programs, and
if so what skills and concepts are being developed at this level? Is
there a set of visual literacies that needs to be learned in order
to use graphics programs? For example, in the image of the sword (Figure
1), how did Lawrence learn to conceptualise what he was imagining?
The technology, therefore, raises questions about pedagogy.
2. Technology and pedagogy
Scaffolding
In both the Animated Debate and the Shared Spaces studies, we collected
data which can be explained through several different models of learning.
Some of the instances of learning which almost "jumped" out at us as
significant moments happened at opportune moments when the learners
where just at the level where they could take on new knowledge, and
when the instruction was building on what they already knew. So, for
example, when the children tried to do something but it didn't work,
then the value of the tutor's instruction was maximised. At these times
there was a context for the instruction both in terms of the purpose
and the tools (the children had a goal and had already tried some tools
to achieve their goal). This data suggests that "scaffolding" by a
teacher or more knowledgeable tutor/peer is crucial to the learning
process (Bruner 1987). Bruner, whose work is based on Vygotsky's theories,
used the term "scaffolding" to describe the interactions between a
learner and a teacher or more able peer whereby structures are put
in place to support the learner in mastering a task. Effective scaffolding
occurs within the learner's zone of proximal development and is gradually
withdrawn as an action becomes internalised. A model of learning based
on scaffolding perhaps indicates that a lot of time and energy (and
ultimately enthusiasm) is wasted if instruction doesn't happen at the
right time. In both projects the tutors spent significant amounts of
class time giving one-on-one help, but in doing so they created a situation
in which the children were often waiting before they could receive
help. During that waiting time they were repeatedly trying to figure
out how to do something, sometimes to the point of frustration. This
strategy was thus counter-productive.
Clearly, a teacher can not always be present at exactly the moment
when a learner needs the next bit of scaffolding. However, the scaffolding
which the teacher provides can also be "faulty". On the Shared Spaces
project, there some situations when the tutor's instruction seemed
too advanced (i.e. not in the children' zone of proximal development,
using Vygotsky's term). For example, the tutor would give advice about
the size of files or about naming layers, but much of the advice went
over the children's heads, given that they weren't even sure how to
save files in correct places. However, using Lave and Wenger's situated
learning model (1991) mentioned earlier, we could describe these occasions
as times when the children were learning the culture of digital production
use by a master. Therefore, we have to ask if it matters whether or
not the children were "learning" everything the tutor was trying to
teach, or whether the children should be expected to be achieving something
all the time at all different levels. Pedagogic models found in many
schools (at least in the U.S. and U.K.) based on Piaget, Bruner and
Vygotsky (1971, 1987, 1962 respectively), are more linear than a situated
learning model, so instruction has to happen in a particular way, time
and place. Certainly educators believe that children can stay on one
step for a while or progress backwards, but given the right environment
all children are able to progress. This model of learning perhaps does
not apply to the learning in all aspects of digital cultures.
Alternative learning models
Lave and Wenger (1991) argue that there needs to be a shift away from
the concept of an individual learner and that notions of mastery
and pedagogy must be decentred. They write, "(R)ather than learning
by replicating the performance of others or by acquiring knowledge
transmitted in instruction, we suggest that learning occurs through
centripetal participation in the learning curriculum of the ambient
community" (p. 100). Therefore, instead of looking at the individual
skills that each child developed (or failed to develop) in the projects,
we could look at their learning as a process of interacting in a
digital arts environment.
Researchers working with Logo and similar programming packages for
children (Hoyles et al. 2001; Kafai/ Resnick 1996; Papert 1993) also
see learning as a process which is not as linear and sequential as
strict developmental models would describe. On a recent research project
called Playgrounds (www.ioe.ac.uk/playground), which looks at children
building computer games using specially designed software, researchers
describe how the learning develops as the children experiment with
the software. Instead of having a tutor impart knowledge in an organised
way, children learned to programme through their exploration of the
software. This is a recursive process, as Goldstein and Pratt write,
As learners become familiar with the tools, they become aware of new
opportunities and utilities of those tools. Through using the tools,
the learners re-construct their understanding of them. This shapes
the way that the learners think about their solution to the problem
and the problem itself’ (2001, p. 2). Looking at this in relation to
the projects, it is possible that the children did not require the
tutor to give them step-by-step instructions, but instead they were
gaining familiarity and learning to use the software through a gradual
process of experimentation.
Another non-sequential approach to learning is taken by researchers
looking at computer game playing. In our research and, we would propose,
in the experience of anyone watching a child learning to play a computer
game, there are few times when children will sit down and be given
step-by-step instructions by a tutor or instruction booklet. Children
start playing a new game with little instruction, and they learn as
they play. Toni Downes (1999) argues that playing games is producing
new styles and ways of learning. Downes writes, "Within game playing
the continued success of using the "learning by doing" and trial and
error approaches alter children's predisposition to learning and performing
in similar environments, particularly other computing environments
such as word processing or using information data bases. Importantly
these computing environments, through their interactivity readily afford
these approaches and therefore reinforce this pre-disposition towards
exploratory modes of learning" (p. 77). Looking at this description
of learning, we could say that the children on projects did not need
the sequential instruction of the tutor, especially as they were all
avid digital technology users who were accustomed to learning through
trial and error. We were asking the children to apply their skills
and knowledge of playing as they engaged in digital production, but
in expecting a linear model of learning we overlooking an important
gaming skill - learning by doing.
Discussions with the tutors and children from both projects about
hand-outs exemplified the non-linear approach to learning which is
used by the young people in the class. The tutors gave the children
hand-outs when instructing on Flash, listing all the steps involved
to achieve a particular effect (e.g. shape tweening or masking). The
tutors described how the children didn't even glance at the hand-outs
after they had been shown the steps on the computer. The children felt
comfortable relying on their memory to go through the steps, and they
were not anxious about remembering the exact sequence of steps. According
to the tutors, the children were more concerned with the overall effect
that they were trying to achieve, and they were comfortable exploring
the software in order to achieve the effect, rather than following
the specific steps. This approach taken by the young people contrasts
greatly with the one taken by adults whom one of the tutors has worked
with on the same concept. Adults are anxious about missing out steps,
and they "glue" themselves to the hand-outs, taking additional notes
during the instruction. These two contrasting approaches to learning
are explained by the theories outlined above, and help explain why
adults are less comfortable with non-linear learning and perhaps misinterpret
learning situations, particularly in relation to new technologies.
It is clear that children and young people are experiencing various
ways of learning through their consumption and production of digital
cultures. Computer games, for example, can involve endless repetition,
trial and error and risk taking. However, gaming can also involve careful
scaffolding. When playing a computer game, the first level is easier
than the other levels and sometimes includes auditory or visual hints
on how to progress. Similarly, digital production requires some degree
of scaffolding in order for users to make progress and avoid frustration.
Therefore, we need to consider when to use a model of learning based
on a developmental progression of skills related to production, or
when to see young people as learning technology through immersion into
the digital culture.