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    MLI at the Hirshhorn Museum

    Program Approach

    (Draft for Review)

    MLI at the Hirshhorn programs are designed to create spaces for young people to engage in new media

    practices that redefine what it means to learn and to create. This document is intended to provide an

    overview of the pedagogical and practical approaches that are fundamental to MLI at the Hirshhorn

    programming. Specifically, it focuses on exploring the three main elements that help to define anylearning culture: the physical space, the design principles that guide what takes place in that space, and

    the actual practices, or rituals, that occur there.

    Framing Question

    Learner-centered. Collaborative. Interest-based. Learning by doing. Authentic engagement. These words

    and phrases often come to mind when we attempt to define the elements of an ideal learning space.

    Frequently, we imagine a magical, theoretical environment

    where all young people are instinctively engaged, easily navigatetheir interests and prior knowledge, and work collaboratively

    with their peers by intuition. In practice, however, we

    understand that these learning spaces are not inherent; they are

    designed through a strategic process that involves a clear

    understanding of the essential elements that help to define a

    learning culture.

    How do we create a learning culture that puts the young person at the center of the experience, that

    inspires creativity and innovation, and that actualizes learning by doing- not in theory only but in

    practice?

    Rationale

    In order for youth participants to become thoughtful producers of media and remixers of content,

    programs share a common set of principles and practices that characterize the MLI at the Hirshhorn

    learning space. Inspired by what takes place at the intersection of pedagogy and practice, this program

    approach strives to create a culture where participants authentically engage in tasks, drive their own

    learning, and work with each other to develop their skill development and content understanding.

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    The Role of Studio-Based Pedagogy

    Giving youth the opportunity to play the role of designer, whether as a creator of mobile video tours,

    museum-based games, or youth-organized exhibits, is at the heart of MLI at the Hirshhorn programming.

    Studio-based pedagogy plays a fundamental role in how program designers and facilitators shape the

    learning environment for youth participants.

    As emphasized by Jim Matthews, program consultant for MLI at the Hirshhorn programming andresearcher for the Games, Learning, and Society group at the University of Wisconsin, studio-based

    pedagogy is one

    method that has been

    successful in

    developing rich and

    engaging learning

    experiences for the

    21st century learner.

    Drawing on the work

    of S Kuhn, Matthews

    reveals that, although

    there are several

    different models,

    effective design

    studios share a

    common set of

    characteristics. As the

    graphic illustration on

    the right

    demonstrates, the

    combined elements ofan effective design

    studio cultivate a

    learning space where

    youth are active

    participants and

    problem-solvers,

    where adults play the

    role of facilitators and

    experts, and where learning is experiential.1

    This core set of design studio characteristics play key roles in the creation of the MLI at the Hirshhornlearning culture. Whether it is at the program design level or during the curriculum development phase,

    the design studio model is integral to shaping the experience of the youth participant in workshops,

    afterschool programs, or summer intensives at the museum.

    1 James Matthews, Using a studio-based pedagogy to engage students in the design of mobile-based media, English Teaching:Practice and Critique May 2010: 88.

    Graphic Illustration 1. The common characteristics of a design studio environment.

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    Learning Culture

    The term learning culturerefers to the set of shared attitudes, values, goals, and social practices that

    characterizes MLI at the Hirshhorn program. This learning culture, while flexible to varying time, space,

    and logistical constraints, is consistent throughout all workshops, afterschool programs, and summer

    intensives. Integrating the fundamental tenets of studio-based pedagogy, the MLI at the Hirshhornlearning culture can be categorized into three main elements: (1) the physical space, (2) the design

    principles that shape what takes place in the space, and (3) the consistent practices, or rituals, that occur

    there.

    Dwelling heavily on the work of Jim Matthewsin Using a studio-based pedagogy to engage students in

    the design of mobile-based media and James Gee in Learning by design: Games as Learning Machines,

    the following diagram illustrates the components that are integral to the MLI at the Hirshhorn learning

    culture.

    Graphic Illustration 2. The learning culture of MLI at the Hirshhorn programs.

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    Physical Space

    For 2010-11, MLI at the Hirshhorn programs will take place in the ArtLab. Youth activities and media may

    be displayed in a variety of spaces in the museum, including the Lerner Room and the lobby. Given this

    temporary scenario, the ArtLab will be the main setting for formal workshops, afterschool programs, and

    summer intensives.

    The physical space at the Hirshhorn Museum is designed in order to provide an environment thatwelcomes and encourages participants to embrace their role as youth designers. The following table

    provides an overview of the various characteristics that help to define the physical space in MLI at the

    Hirshhorn programs.

    Defining

    characteristicSummary Example

    Youth Relevance

    Hirshhorn and MLI staff are dedicated to

    constructing a learning space that clearly

    conveys that the ArtLab is a place for

    young people to be creative learners and

    new media designers. Youth may play a

    part in desiging parts of the ArtLab and

    lobby spaces.

    Specific youth relevant attributes may include

    strategic use of color and wall designs or

    artwork inspired by and for youth.

    Additionally, youth participants in the weDesign

    programs will work with facilitators and experts

    to redesign the ArtLab and lobby. Youth

    designers will offer their ideas on how to make

    the space more youth-friendly.

    Flexible Modular

    Design

    This refers to ensuring how furniture, such

    as a tables and chairs, are used. In a

    design studio model, youth participants areengaging in a diverse set of tasks. The

    layout of the learning space should be

    conducive and reflective of this workflow.

    The tables and chairs in the ArtLab are

    arranged in a way that reflects a studio instead

    of a classroom. Depending on the number of

    students in the workshop, tables may be

    arranged as one large rectangular work station

    on the first day so that participants can work on

    brainstorming ideas for their project. As

    mentioned below, these table/chair modules

    can shift to accommodate specific tasks.

    Conducive to

    small and large

    group

    collaboration2

    Related to the previous element, the

    design of the room is flexible to allow

    participants to work individually, in small

    groups, and in the large collective,

    depending on the task at hand.

    The physical space easily allows youth

    designers to transition from a community circle

    to their teams, or vice versa. Participants are

    able to move chairs and/or tables in order to

    switch from one activity to another with ease

    and efficiency.

    Or, the room is set up so that there is a

    designated area for community circles and for

    team activities.

    Table 1. The learning culture: physical space.

    2 Matthews 94.

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    Design Principles

    Design principles refer to the specific set of values that shape what takes place in the physical space

    described above. MLI and HMSG program designers and facilitators use these guiding principles to

    develop curriculum and implement the program.

    The following table provides an overview of the various characteristics that help to define the design

    principles of MLI at the Hirshhorn programs. The Mobile Video Series: City of Ruins program is thefocus of the Example section.

    Defining

    characteristicSummary Example

    Roles / Identities

    Similar to the idea that adults assume

    certain roles or positions in the workplace,

    youth participants in MLI at the Hirshhorn

    programs assume specific identities related

    to the design task. These roles encourage

    investment and commitment to the task

    and the community as a whole.3

    In the Mobile Video Series: City of Ruins

    program, participants will be on an MLI at the

    HMSG production team that is responsible to

    creating the City of Ruins exhibit in the Lerner

    Room. As members of this production team,

    youth designers may play the role of

    videographer, editor, or exhibit organizer.

    Short Iterative

    Cycles

    Programmatically, program designers and

    facilitators can structure workshops so that

    participants create one culminating new

    media project or several small new media

    projects that lead to a larger final collective

    project. Short iterative cycles refers to the

    latter in which youth designers scaffold up

    to the final activity or media artifact.

    In a program where a mobile video series is the

    part of the final collective project, participants

    can begin with exploring photography, since the

    core skills such as framing, lighting, etc. are

    closely related to videography. Participants can

    start out in a short task that involves going out

    to take a photo using the rule of thirds. The

    next design cycle may involve the students

    applying this skill to a 5-second video capture of

    the same object with panning and zooming.

    Frequent Critique

    Sessions

    Related to short iterative cycles,

    participants engage in frequent critique

    with facilitators, experts, and peers in order

    to offer and share feedback on the new

    media produced during each cycle. These

    critique sessions provide a safe space for

    participants to understand what worked

    and could work better and offer concrete

    feedback as they approach their next

    design cycle.

    One guiding objective of MLI at the

    Hirshhorn critique sessions is to avoid

    situations where only the same two youth

    designers participate or where the session

    becomes a conversation between the

    facilitators and those two students.

    Using the mobile video series example

    mentioned above, participants engage in

    critique sessions after each design cycle: (1)

    introduction to photography and (2)

    introduction to video. Ideally, experts, in

    addition to facilitators, who have experience

    with photography and videography are available

    to participate in these critique sessions.

    3 James Gee, Learning by design: Games as learning machines, Interactive Educational Media April 2004: 18.

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    Dispersed

    Community

    Dispersed community refers to the idea

    that youth participants would have access

    to resources and would have the

    opportunity to make connections with

    people outside of the classroom.4 This is an

    integral aspect of MLI at the Hirshhorn

    programming. Youth designers will have

    consistent access to the museum, experts,

    and artists. Furthermore, participants will

    be encouraged to transfer and connect

    their program experience to their

    communities and daily lives.

    In the Mobile Video Series: City of Ruins

    program, participants will explore specific

    exhibits at the Hirshhorn Museum, reflect on

    these pieces, travel off-site to view local ruins

    in person, and speak with the visiting artist

    collective, Semiconductor.

    This aspect of the program extends both

    learning and the design community beyond the

    walls of the ArtLab into both the museum and

    to local neighborhoods.

    Skills as

    strategies

    James Gee mentions the paradox related to

    skill development: People dont like

    practicing skills out of context over and

    over again, since they find such skill

    practice meaningless, but, without lots of

    skill practice, they cannot really get any

    good at what they are trying to learn.People learn and practice skills best when

    they see a set of related skills as a strategy

    to accomplish goals they want to

    accomplish.5

    MLI at the Hirshhorn programs situate skill

    development within the specific design

    task.

    In the Mobile Video Series: City of Ruins

    program, participants will play a role in

    designing an exhibit in the Lerner Room. This

    exhbit will include youth-produced photos,

    videos, and text panels that interpret various

    ruins in their community.

    In order to succesfully and creatively complete

    this collective task, it is necessary for

    participants to develop photography,

    videography, and writing skills. As Hirshhorn

    and MLI staff design the curriculum for this

    program, these skills are situated within the

    context of the final collective task.

    Distributed

    knowledge

    This refers to the notion that it is not

    necessary for all participants to be experts

    in every skill or to master understanding of

    each content area. If designed

    appropriately, MLI at the Hirshhorn

    programs may cultvate centers of

    expertise, in which participants develop

    specific skills based on their interest and

    prior knowledge.6 This creates a culture of

    interdependence and collective

    consciousness around the design task.

    As mentioned in a prior section, one of the core

    elements of studio-based pedagogy is the use

    of diverse media and presentation. This is alsoan integral of MLI at the Hirshhorn

    programming. Youth designers in the Mobile

    Video Series: City of Ruins program have the

    opportunity to explore both photography,

    videography, editing, and exhibit

    design/organization. While participants will be

    able to explore each of these new media and

    museum-related skills, youth will also be able to

    follow various pathways so that they become an

    expert in one or more of these.

    As each youth participant becomes an expert,

    the collective group will need to draw on these

    skills in order to complete the final task

    succesfully.

    4 Matthews 95.5 Gee 21.6 Matthews 97.

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    Pleasantly

    Frustrating

    A term coined by James Gee, pleasantly

    frustratingrefers to a scenario in which the

    learner operates at the outer and growing

    edge of his/her skill development and

    content understanding. This creates a

    situation where learners are motivated by

    their engagement with the challenge, as

    opposed to some extrinsic form: Learning

    works best when new challenges are

    pleasantly frustrating in the sense of being

    felt by learners to be at the outer edge of,

    but within, their regime of competence.

    That is, these challenges feel hard, but

    doable. Furthermore, learners feeland

    get evidencethat their effort is paying off

    in the sense that they can see, even when

    they fail, how and if they are making

    progress.7

    An integral component to creating a culture that

    facilitates pleasant frustrationis creating a safe

    space for feedback so that participants

    understand how they can improve.

    During the Mobile Video Series: City of Ruins

    program, participants develop video captureand editing skills. Program designers and

    facilitators construct activities and design task

    cards that target these skills. This creates two

    scenarios: (1) youth designers will engage in

    iterative cycles and critique to understand how

    they can improve their City of Ruin videos and

    (2) participants who come to the workshop with

    prior video capture or editing skills will need to

    remain challenged so that they still feel that

    sense of intrinsic motivation.

    Facilitators as co-

    designers

    The Hirshhorn and MLI facilitators play animportant role during both the planning

    and implementation of programming. The

    notion of the facilitator as co-designer

    refers specifically to their role during the

    workshop, afterschool program, or summer

    intensive. In order to further support the

    design culture of MLI at the Hirshhorn

    programs, faciltators will also engage in

    creating their own designs alongside the

    participants.

    In addition, facilitators will also play key

    roles in defining social practices and rituals

    in order to shape the culture of the

    learning space.

    During the Mobile Video Series: City of Ruins

    program, facilitators will engage in exploring

    specific exhibits at the Hirshhorn Museum,

    reflecting on these pieces, and developing an

    interpretive about a particular ruin.

    Furthermore, facilitators will also integrate their

    media into the critique sesssions in order to

    elicit feedback from the group.

    Table 2. The learning culture: design principles.

    7 Gee 19.

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    Rituals

    Rituals refer to a specific set of social practices that are integral to all MLI at the Hirshhorn engagements.

    These consistent procedures play a large role in shaping the learning culture and reinforce the

    participants role as designer. These rituals are introduced during the first day of the workshop,

    afterschool program, or summer intensive and are seamlessly integrated throughout the duration of the

    engagement.

    The following table provides an overview of the various characteristics that help to define the rituals that

    are an essential part of MLI at the Hirshhorn programs. The Mobile Video Series: City of Ruins

    program is the focus of the Example section.

    Defining

    characteristicSummary Example

    Community

    Circles

    Similar to staff meetings that take place in

    the professional world, these large group

    meetings provide a space for facilitators

    and participants to discuss objectives or

    design progress, debrief, address

    questions, and share ideas or challenges.

    For the first few sessions of an 8-week long

    afterschool program, participants and

    facilitators begin with a community circle. Youthdesigners and facilitators perform an informal

    check-in; facilitators address the design

    objectives of the day and address any open

    questions.

    Community circles are integrated throughout

    the program in order to provide a dynamic,

    diverse vehicle of communication and workflow.

    Design Task

    Cards

    Design Task Cards in MLI at the Hirshhorn

    programs fall into two distinct categories:

    Skill Building Cards and Content

    Understanding Cards. Skilll Building Cards

    are a series of cards dedicated to

    developing expertise around specific new

    media skills. The Content Understanding

    Cards develop understanding of a certain

    content goal.

    Design Task Cards are introduced formally

    to offer participants an opportunity to

    explore the new media skills and content

    understanding foci of the particular

    engagement. Once youth designers havean opportunity explore the skills and

    content and are ready to follow a particular

    pathway in more depth, they will naturally

    become invested in this particular skill or

    content area.

    At this point, the Design Task Cards

    assume a more informal role in the

    workshop, afterschool program, or summer

    Based on the final design task of the Mobile

    Video Series: City of Ruins program, the

    categories for Skill Building the cards will focus

    on Mobile Photo/Video Capture and

    Photo/Video Editing. Within each of these

    categories, there are three to five cards that

    focus on specific student-centered activities,

    such as focusing on how to frame a piece of

    artwork in the Sculpture Garden in three

    different ways or practicing trimming the ends

    of a specific video clip in Adobe Premiere

    Elements. Participants would post the results of

    these activities on the social network; youth

    designers and facilitators would engage in a

    critique session that focuses on the particular

    new media artifact produced.

    The Content Understanding cards for this

    program may focus on Art Interpretation or

    Text Panel Creation. Within the Art

    Interpretation category, two to three cards

    focus on specific student-centered activities,

    such as exploring and discussing Sugimotos

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    intensive. Youth designers may select a

    Design Task Card to take a break from

    what is emerging as their expertise, or they

    may select a Design Task Card because

    they have completed another activity

    before the rest of their team.

    Seascapes with a partner or discussing how

    color is used similarly in two artworks of their

    choice. Participants would post the results of

    these activities on the social network; youth

    designers and facilitators would engage in a

    critique session that focuses on the particular

    new media artifact produced.

    Community

    Design Board

    The Community Design Board is a physical

    space where youth participants can

    visualize the collective progress that they

    are making towards achieving the final

    design task. Participants use the board to

    post ideas, actual designs, and resources.

    As the workshop, afterschool program, or

    summer intensive begins, youth participants

    would post their emergent ideas for the specific

    design task on the Community Design Board.

    For example, designers in the Mobile Video

    Series: City of Ruins program post their ideas

    for how they visualize the final exhibit in the

    Lerner Room. Participants and facilitators

    engage in a Community Circle to discuss the

    ideas posted and work towards refining those

    ideas into a project plan.

    Once the project plan is concrete, the

    Community Design Board evolves into a

    collective workspace that serves to track

    progress and share ideas related to the final

    exhibit.

    Design Journals

    Design Journals are an informal space for

    youth participants to take notes on

    emergent ideas or questions and to create

    sketches or visualizations about their

    design tasks. Whereas the Design Journals

    are intended to be a more a informal

    reflection, idea-generation space, the social

    network, in contrast, would serve as a

    more formal online environment for youth

    designers to post learning reflections and

    collaborative feedback.

    Participants in the Mobile Video Series: City of

    Ruins program use their Design Journals as

    theyre developing ideas for the final exhibit as

    well as their interpretive video. For example,

    youth designers would record their ideas and

    sketches for their video in their Design Journal

    when they visit the ruinsin the community.

    Table 3. The learning culture: rituals.

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    From Theory to Practice

    The process of effectively actualizing the approach and shaping the learning culture in a program context

    is integral to the success of MLI at the Hirshhorn. The program development sequence consists of three

    main phases, beginning with the inception of the idea to the culmination of the youth engagement.

    The Planning & Preparation phase, which generally occurs four five weeks before implementation, is a

    crucial time for developing a framework for how the theoretical elements, outlined previously in this

    document, will be realized in the learning space of a workshop, afterschool program, or summer

    intensive. During this initial phase, Hirshhorn and MLI staff work together to design curriculum and

    materials for the specific learning engagement. With the core characteristics of a design studio model,

    the elements of the MLI at the Hirshhorn learning culture, and program-specific details in mind, Hirshhorn

    and MLI staff collaborate to develop individual toolkits for each program.

    Graphic Illustration 3. MLI Program Development Sequence.

    Graphic Illustration 4. The role of the curriculum toolkit.

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    The Curriculum Toolkit

    The curriculum toolkit reflects how the Hirshhorn and MLI team plan to implement a specific program.

    Working together and considering the program-specific elements and constraints such as time, space,

    and logistics, the team develops a written set of materials that embodies the MLI at the Hirshhorn

    program approach.

    For 2010-2011, curriculum toolkits will be designed for the proposed programs to date:

    Mobile Video Series: City of Ruins weArt Wiki, Phases I & II Game Design Studio Podcast Tour Series: Collection in Focus iDesign Mobile Video Series: Liquid Alphabet

    The following diagram provides an overview of the various components of a curriculum toolkit. Various

    elements may be added to the toolkit to accommodate program-specific details.

    Conclusion

    MLI at the Hirshhorn programming strives to develop spaces for young people to engage in authentic,

    transformative learning experiences. Using new media as tools to support this process, MLI at the

    Hirshhorn programs use a studio-based approached to engage youth designers in exploring the rich

    content at the museum and in developing activities and media for youth visitors. In order to translate this

    vision into practice, Hirshhorn and MLI staff work together to develop a series of curriculum toolkits to

    codify these ideas into practical experiences for 21st century learners.

    Graphic Illustration 5. The components of the curriculum toolkit.