During the course of this post, I will try to answer the following questions that were posed in class:
What is the purpose of this course?
Why do we need technology in the art classroom?
How can technology integration increase learning using the SAMR model?
What is the purpose of New Media Art?
Why do we need technology in the art classroom?
How can technology integration increase learning using the SAMR model?
What is the purpose of New Media Art?
First and foremost, the purpose of this course is to prepare us [future art teachers] to integrate the use of technology in the classroom. Directly quoted from the syllabus, "This course focuses on the integration of emerging technologies into art and design education. The teaching of digital technologies appropriate for K-12 classroom settings will be highlighted. Students will gain hands-on experience with creating expressive art in a variety of digital media. Strategies for integrating art + tech practice into K-12 art curriculum will also be explored" (Syllabus, p. 1). A need for technology in the classroom is emerging as the times change and new technology that is useful for students comes to light. Uses of technology in the art classroom are endless. Technology doesn't necessarily mean computers. Technology can mean the use of cameras, small bits of technology like the makey-makey or little bits, and even just integrating small use of the smartphone. Technology is a great aid in student learning, especially when using computers. Though it must be monitored carefully in the classroom so distractions are at a minimum, technology expands the realm of learning to an endless possibility.
Technology can increase learning because students have instant access to any information they may need or be searching for. In this day in age, access to technology can really help to close the achievement gap because it allows everyone to have the same access to knowledge regardless of poverty level. Most of life now takes place with technology integrated into it. Students who learn basic skills with computers and technology are much better off in life than those without, especially when searching for a job in the future. Specifically in the art classroom, there are so many works of art that students (and teachers) have no access to as they are scattered around the world. Computers give students real time information on any piece of artwork as well as an image of the artwork. This can be especially useful when planning a project or using past artists as a reference for a project.
New media ties directly into the use of technology. There is no real definition to what New Media actually is, however, New Media does focus on technology based art. The term was coined in the mid 90s but that doesn't mean that artists weren't doing art that falls into the New Media category years before the 90s. I believe the purpose of New Media Art is to use, or recycle previous images and/or exchange images and make connections in ways that people previously weren't able to. Since there really is no "real" definition to New Media, and technology is evolving constantly, I firmly believe that the definition of New Media is constantly evolving and changing all the time.
The SAMR model focuses on "the use of mobile devices [that] has the potential to transform learning. Mobile learning, or mlearning, is defined as learning that is personalized, situated, and connected through the use of a mobile device." (Romrell, Kidder, Wood, p. 1). The SAMR model focuses pm four levels of technology integration, substitution, augmentation, modification, and redefinition. Using the example of writing a paper that we used during lecture, substitution would be used by having the students type the paper in a program on the computer and turning it in after printed instead of handwriting it. So there is a small use of technology. Augmentation would mean that instead of handing in the paper in person, the students would turn the paper in via email or some sort of dropbox. Slightly more of an integration of technology. Modification of this example would mean that instead of handing in a paper, the students would use google docs and google word with a partner, then share the paper with the teacher via google. So in the modification stage, the lesson is slightly changed while integrating technology into the lesson even more so than before. The final level of the SAMR model is redefinition. Within this stage, the students would add pictures and videos to their paper and then post it to a blog and comment on each other's posts on the blogs. The lesson has been totally reimagined into something that students were unable to do before without the use of technology. The lessons and projects that use the SAMR model in turn become more personalized and unique to the students.
Technology can increase learning because students have instant access to any information they may need or be searching for. In this day in age, access to technology can really help to close the achievement gap because it allows everyone to have the same access to knowledge regardless of poverty level. Most of life now takes place with technology integrated into it. Students who learn basic skills with computers and technology are much better off in life than those without, especially when searching for a job in the future. Specifically in the art classroom, there are so many works of art that students (and teachers) have no access to as they are scattered around the world. Computers give students real time information on any piece of artwork as well as an image of the artwork. This can be especially useful when planning a project or using past artists as a reference for a project.
New media ties directly into the use of technology. There is no real definition to what New Media actually is, however, New Media does focus on technology based art. The term was coined in the mid 90s but that doesn't mean that artists weren't doing art that falls into the New Media category years before the 90s. I believe the purpose of New Media Art is to use, or recycle previous images and/or exchange images and make connections in ways that people previously weren't able to. Since there really is no "real" definition to New Media, and technology is evolving constantly, I firmly believe that the definition of New Media is constantly evolving and changing all the time.
The SAMR model focuses on "the use of mobile devices [that] has the potential to transform learning. Mobile learning, or mlearning, is defined as learning that is personalized, situated, and connected through the use of a mobile device." (Romrell, Kidder, Wood, p. 1). The SAMR model focuses pm four levels of technology integration, substitution, augmentation, modification, and redefinition. Using the example of writing a paper that we used during lecture, substitution would be used by having the students type the paper in a program on the computer and turning it in after printed instead of handwriting it. So there is a small use of technology. Augmentation would mean that instead of handing in the paper in person, the students would turn the paper in via email or some sort of dropbox. Slightly more of an integration of technology. Modification of this example would mean that instead of handing in a paper, the students would use google docs and google word with a partner, then share the paper with the teacher via google. So in the modification stage, the lesson is slightly changed while integrating technology into the lesson even more so than before. The final level of the SAMR model is redefinition. Within this stage, the students would add pictures and videos to their paper and then post it to a blog and comment on each other's posts on the blogs. The lesson has been totally reimagined into something that students were unable to do before without the use of technology. The lessons and projects that use the SAMR model in turn become more personalized and unique to the students.
References used are as follows:
Leonard, N. (2016). ARTE 343/542: Art and technology in the k-12 classroom fall 2016 course syllabus. [Course handout]. Department of Art and Design Education, Northern Illinois University, DeKalb, IL.
Romrell, D. et al. The SAMR model as a framework for evaluating mlearning. Idaho State University, Pocatello, ID.
Leonard, N. (2016). ARTE 343/542: Art and technology in the k-12 classroom fall 2016 course syllabus. [Course handout]. Department of Art and Design Education, Northern Illinois University, DeKalb, IL.
Romrell, D. et al. The SAMR model as a framework for evaluating mlearning. Idaho State University, Pocatello, ID.