Affordances Of Online Software For High School Visual Arts
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Transcript of Affordances Of Online Software For High School Visual Arts
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Online portfolio affordances for Visual Arts educators
2. Networked content creation
3. Networked innovation
1. Self-publication
Prepared for a CPUT Technology and Education student research exercise by Travis Noakes, who hereby asserts his moral right as this presentation’s author.
© Travis Noakes 2010.
Visual Arts
Visual Design
Media
Teaching
Other
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What are affordances? More than MacGyverisms.
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A simple illustration of the aspects of affordances
free or costlypresent or absentvisible or hidden
perceived or missedfunctioning or not working
First set of action possibilitiesProperty 1
an Object’s tactical affordances
Subject
TechnologicalPedagogicalSocial
may use
Property 2 Second set of action possibilities
Etc…
Strategic objectivesQualities
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The computer is configurable = a very different tool
THE PEDAGOGICAL CHALLENGEIt is important that students are encouraged to think about the varied opportunities that different computerhardware configurations and software afford in art and design.
Simple examplesDesktop, laptop, netbook, iPad, mobile phone Microsoft, Apple or Ubuntu OSCorel, Adobe or Aviary
THE PEDAGOGICAL OPPORTUNITYAddress the Arts and Culture curriculum’s traditional neglect of logical thinking; which could be more explicitly included within the Arts and Culture Assessment standards (Barnes and Venter, 2008: 18).
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04/10/2023 Travis Noakes 5
Software application’s semiotic interface
PLATFORM
perception
invokes an action
learns
functionality offering
feedback
Browser
Operating System
Desktop, laptop, notebook, netbook or mobile
software experience
Device
brand
USER DEVELOPERDEVELOPER’S DEPUTY
interpretation
coded language
The semiotic complexity of the “speakers” in ICT
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Three major trends driving technological affordances
Cheaper ICT
Faster bandwidth
Low storage costs
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Web 1.0 Web 2.0 What the change means for education
Licensed or purchased > Free = Easily adoptable
Expert publishers > Easy-to-publish = All have a voice
Isolated > Collaborative= Co-create knowledge
Unrated content > Rateable = Rate and share reviews
Single source > Mash-ups= Easily contrast information
Proprietary code > Open-source= Can be peer-reviewed
Copyrighted content > Shared content = Customise publications
Directory (taxonomy) > Folksonomy (tagging) = Personal meanings
Advertising > Word-of-mouth = Reputation management
Push content > Pull content= What interests me
Passive consumer > Interactive prosumer = Value can be co-created
The passive consumer’s mind shifts to the active prosumer’s
Based on a table from the book Web 2.0: New Tools, New Schools
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Department of Education’s National Policy
Support OBE’s democratic objectives.
Help bridge the digital divide
Addresses the relevance gap, in part.
Helps bridge the participatory gap.
Accommodate diverse students’ needs
(especially introverts and non-conformists)
Prosumer affordances are relevant @ High School
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Collaboration and communities of practice
Online gaming
Citizen journalism
Software development
Scientific collaboration
HIGH COLLABORATION
Social networkingSocial bookmarkingProduct recommendation
Networked content creation
Networked innovation
BloggingSharing videos, images and musicRating others’ workProviding reviews
Self-publication
MEDIUM COLLABORATION
LOW COLLABORATION
Visual Arts
Writing
MusicVisual Design
PhysicsComputer Science
Chemistry
Photography
Teaching
Video
Creators - Critics - Collectors - Joiners - Spectators – Inactives
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Useful online software for Visual Art and Design
• Portfolios• Graphic software• Photo and video-editing software
LOW COLLABORATION
HIGH COLLABORATION
MEDIUM COLLABORATION
• Creative communities• Creative training• Arts publications• Social bookmarking
• Arts-related journalism• Graphics software development
HIGH COLLABORATION
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The pedagogy of Visual Arts and Visual Design’s studio-based education is well-suited to
experimentation with digital affordances.
Why trial digital literacy modules in the Visual Arts?
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• Creative self-definition: build one’s creative CV• Searchable: be visible online• Motivation: become part of Arts History• Prepare for adulthood: out-of-school opportunities• Raise standards: view professional portfolios• Digital literacy: start learning about synthetic art• Long-term vision: non-corporate, creative-self-identity• Life-long learning: continuous self-improvement• Learn from mistakes: better early, than late!
Prosumer services’ strategic affordances in visual courses
POSITIVE PEDAGOGICAL AFFORDANCES FOR STUDENTS
• Create a digital archive of evidence• Raise the profile of Visual Culture
+ FOR TEACHERS
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Prosumer services’ strategic affordances in visual courses
POSITIVE SOCIAL AFFORDANCES FOR STUDENTS
• Get feedback: peer-to-peer, school-to-school• Interact with other teachers and experts• Learn about self-promotion: low-cost experimentation• Raise the profile of South African art and design online
+ FOR TEACHERS
• Become (more) digitally literate• Publish their knowledge; become a domain expert• Interact with other schools and institutions• Prepare their students for the real-world
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The computer medium is different. Different outcomes.
Teaching about environmental affordances supports traditional art.
• Simulation versus lived-in reality• 2D screen display versus 3D tactile environment• Digital file versus analog output• Obsolescent versus durable media• Include an affordances checklist in grade 11’s
module focused on strategic affordances
AVOID THE INFANTILISM OF CYBER-HYPE!
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Preparing the youth? Generation C(ontent)
2005 Pew Internet & American Life Project survey Teen Content Creators andConsumers revealed that over half of all teens with access to broadband werecreating content for it. December 2007’s sequel report Teens and Social Mediaconfirmed that teen content creation is rapidly becoming more prevalent than firstindicated.
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“C” issues! Privacy, security, copyright, feedback EQ, …
Does your curricula inspire students to be digitally literate?
1. Understand and respect copyright (where relevant)2. Understand the difference between public and
private voice (if digital, probably not private)3. Respect others online with emotionally intelligent
ratings and feedback (cyber-bullying policy?)4. Know how to protect their safety (safeguard contact
details)5. Identify spam. Spot scam. Kill viruses.6. Be effective prosumers.
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Positive affordances create value, negative ones create problems.
Online software is either a benefit or a hazard. If it’s not a benefit, that’s not this teacher’s
problem!
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CarbonMade’s example. Please read handout!
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But wait…. there’s so much more!
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Thanks for your time. Have fun!
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