WAC Performing Arts and Media College - London
Group
and Individual Creativity
Digital
arts in the curriculum
Exchange,
communication and representation
Leisure, learning and ICTs
Rebekah Willett, Liesbeth de Block - The Institute of Education, University
of London
Children taking part in the Animated Debate project reported a wide
variety of experiences with digital production tools. Most children
said they were avid communicators, using instant messaging and/or email.
A few children reported using Flash and Photoshop in school and in
their homes. Several children mentioned web design and web scripting
as leisure pursuits, and one boy mentioned developing alternative platforms
as a favourite activity. (Interestingly, very few of the children reported
doing animation.) This high level of engagement with digital production
tools is reflective of the recruitment for the project - in one school
a competition was held to determine who would work on the project (therefore
targeting pupils interested in digital technology), and in the other
school pupils on a specialist graphic design course were recruited.
Although the skills and experience of these pupils may be higher than
average pupils, digital production is on the increase, especially if
one adopts a broad definition of production to include email, instant
messaging and blogging as well as activities such as web-design. In
their UK-based study, Livingstone and Bober (2004a) report that with
children who go online at least once a week, 72% send and receive e-mails
and 55% send and receive instant messages. In a study of US teens,
the Pew Internet and American Life study reported that 92% of those
surveyed had sent an e-mail and 74% had used instant messaging (Lenhart
et al., 2001). Looking at other less private activities, there is a
growing body of research around teenagers' online productions, particularly
homepages and weblogs. Although the UK Children Go Online survey found
that only one third of the young people reported having tried to set
up a webpage (Livingstone and Bober, 2004a), and Facer et al. (2003)
describe setting up homepages as an "exotic" activity, with only 9%
of their sample reporting having done web-design, other research indicates
there is a growing number of blogs and homepages produced by teens,
especially teen girls. Indications are that there are well over four
million people creating blogs (an increase from fewer than 100 six
years ago) (Henning, 2003). Research shows that at least half of all
bloggers are teenagers and half are women (Herring et al., 2004), with
one study proposing that a majority of bloggers are teenage girls (Orlowski,
2003). From the results of this research, we can confidently say that
children and young people's engagement with production opportunities
offered by digital technologies is in on the increase; therefore we
might ask how children are viewing these opportunities.
Learning and self expression
Projects such as Animated Debate which incorporate digital design
and online communication might usefully draw on children's leisure
activities
and interests. As mentioned above, several of the pupils were
already active digital producers, and several of the pupils mentioned
wanting
to take part in the Animated Debate project in order to learn
more about digital design. After completing the project, one pupil
discussed
wanting to design games like the ones he plays on the internet,
"I like looking through [the games] a little bit more, see how the
games
are structured and see if I can actually try that out on Flash".
It is significant that pupils are connecting their leisure interests
(in this case, game playing) with production opportunities, and
more importantly with skills being offered in schools.
The UK curriculum sites digital technologies as offering "new tools
and new ways to publish, present and communicate meaning". On the Animated
Debate project, the children in the UK describe the "My Yard" theme
as chance to use visuals as a form of self expression. This girl explains:
I took some pictures of Asian food and Islamic shops, the house of
our Islamic you know the caba we took pictures of that because that
represents us and we took pictures of cars to show what we like, and
people to show how we are
Another EU project, CHICAM (www.chicam.net), reports on the importance
of digital technologies for self expression, particularly amongst migrant
children:
The editing and filming process offer young people, and especially
those excluded from conventional kinds of communication more complex
forms of expression, interest and challenging modes of communication.
This can be used to reflect upon and to order complex experiences and
can be combined into individual products often utilising a high level
of aesthetic and artistic ability.
Visual communication
On the Animated Debate project,
visuals, in particular, were seen by the pupils as offering a wider
range of expression than written
texts,
and for particular concepts, such as "conflict", animation was
to seen to offer another level of expression. One boy described,
"if
I animate [conflict], it would give people much more sens...to
show how it could be seen in a much more easier and less serious way".
Bearne and Kress (2001) describe how different modes of representation
offer different "affordances", that is, different possibilities for
use and engagement. Children are described as having a natural inclination
towards recognising the multimodal nature of texts and the differing
affordances of various texts. Bearne and Kress write, "Children, it
seems, follow the inherent logics of the modes: they use image for
representing the spatial arrangements of salient elements in the world;
and they use speech-like writing for representing the temporal arrangements
of significant events in the world" (p. 91, original emphasis).
In some cases the Animated Debate project allowed children to draw
on the affordances offered by visuals and animation. However, the interviews
make it clear that the visuals the pupils chose for the conflict theme
in particular were guided not so much by an inner source of self-expression
as by internet search engines. Although the images were chosen to match
text written by each pupil, the choice of images came from "google"
or "cordis" image searches. One boy recounted how he searched for images
of "violence" and then chose from the google results. Another boy discussed
using a particular cartoon character because he thought it would be
easier to animate than other images. Although using images from the
internet allows a sophisticated level of image production with minimum
effort which is highly motivating for pupils, the choice of images
is determined and limited by the search engine. The final mode of representation
(animation, for example) also determines pupils' choices. This also
relates to written text - one boy said he chose to write about conflict
in the form of a limerick because he was told it needed to be a poem
and he thought limericks were the easiest form. This highlights the
need to consider how "choice" is perceived in digital design projects,
particularly if educators are trying to explore multimodality and self
expression as discussed above.
Audience
One of the important aspects of digital projects
is their accessibility to wider audiences. All the children interviewed
expressed interest
in sharing their work with friends and family, and in several cases
with the whole school. One pupil wanted to put her project on her
personal website. Another pupil explicitly said that he saw his
friends as his main audience, because he was using images that
they would
think were "cool". Audience is a key aspect in production, and
imagining a real audience outside the educational establishment
can sometimes
be highly motivating for students. Obviously, for educators, pupils'
desire to share their work in this way has implications for the
format of finished projects. The pupils comments about sharing
their work
with friends and family through the internet, particularly their
desire to put work on personal websites, indicates that children
are viewing new technologies as offering means of ownership for
their work. Pupils who discussed their own websites are obviously
accustomed
to feeling ownership for their work, but school projects are often
construed as being produced only for the teacher or for an imagined
audience.