This document discusses online portfolio affordances for visual arts educators. It discusses how self-publication, networked content creation, and networked innovation can provide opportunities for students. Specifically, it focuses on how these affordances allow students to define themselves creatively, make their work searchable and visible online, participate in art history, learn digital literacy skills, and gain experience that prepares them for life after school. However, it also cautions that teachers should ensure students understand issues like privacy, copyright, providing appropriate feedback, and protecting their safety online. The document provides examples of software and services that can be used to take advantage of these affordances in a safe and productive way.
3. A simple illustration of the aspects of affordances an Object’s tactical affordances may use Property 1 First set of action possibilities Subject Property 2 Second set of action possibilities Etc… Qualities Strategic objectives free or costly present or absent visible or hidden perceived or missed functioning or not working Technological Pedagogical Social
4. The computer is configurable = a very different tool THE PEDAGOGICAL CHALLENGE It is important that students are encouraged to think about the varied opportunities that different computer hardware configurations and software afford in art and design. Simple examples Desktop, laptop, netbook, iPad, mobile phone Microsoft, Apple or Ubuntu OS Corel, Adobe or Aviary THE PEDAGOGICAL OPPORTUNITY Address 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).
5. 2/20/10 Travis Noakes 5 The semiotic complexity of the “speakers” in ICT USER DEVELOPER DEVELOPER’S DEPUTY Software application’s semiotic interface perception brand software experience functionality offering interpretation invokes an action feedback coded language learns PLATFORM Desktop, laptop, notebook, netbook or mobile Device Operating System Browser
6. Three major trends driving technological affordances Cheaper ICT Faster bandwidth Low storage costs
7. The passive consumer’s mind shifts to the active prosumer’s 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 Based on a table from the book Web 2.0: New Tools, New Schools
13. Accommodate diverse students’ needs(especially introverts and non-conformists)
14. Collaboration and communities of practice LOW COLLABORATION Teaching Blogging Sharing videos, images and music Rating others’ work Providing reviews Self-publication Visual Arts Visual Design Music Photography Video MEDIUM COLLABORATION Social networking Social bookmarking Product recommendation Networked content creation Writing HIGH COLLABORATION Online gaming Citizen journalism Software development Scientific collaboration Networked innovation Computer Science Physics Chemistry Creators - Critics - Collectors - Joiners - Spectators – Inactives
28. Preparing the youth? Generation C(ontent) 2005 Pew Internet & American Life Project survey Teen Content Creators and Consumers revealed that over half of all teens with access to broadband were creating content for it. December 2007’s sequel report Teens and Social Media confirmed that teen content creation is rapidly becoming more prevalent than first indicated.
29. “C” issues! Privacy, security, copyright, feedback EQ, … Does your curricula inspire students to be digitally literate? Understand and respect copyright (where relevant) Understand the difference between public and private voice (if digital, probably not private) Respect others online with emotionally intelligent ratings and feedback (cyber-bullying policy?) Know how to protect their safety (safeguard contactdetails) Identify spam. Spot scam. Kill viruses. Be effective prosumers.
30. 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!
33. Thanks for your time. Have fun! Downloaded from entertainment.desktopnexus.com
Editor's Notes
If you grew up in the 80’s, or are love the Series channel, you should know the TV series whose plot revolved around the concept of affordances. MacGyver used everyday objects to perform extraordinary feats.If McGyver couldn’t work out interesting uses of the objects around him, there wouldn’t be a next episode! http://en.wikipedia.org/wiki/List_of_MacGyver_episodes shows that he survived 7 seasons. He used his scientific knowledge to take advantage of affordances!
While McGyver limited himself to a Swiss army knife and duct-tape, the computer and its software is a far more malleable object. Because it is a synthetic mode, it can be configured to do far more.
While MacGyver and Magnum’s computers are outdated, they share the same property of being computers that are prepared forparticular tactical and strategic tasks by their software. These provide the technological affordances to support the user’s tactical and strategic aims. In this regard, Visual Arts educators should not treat the computer in the same that that other artist’s materials are.
Learners should be encouraged to have a more holistic understanding of the digital environment. They are ill-served if they are not educated about the context of why they are using a particular device, operating system or software to achieve a particular task.
Three trends in Information Communication Technology enable it now be included in your Visual Arts and Visual Design curricula.
The affordances of web 2.0 now leads prosumers to replace consumers; an active audience has emerged online with more influence than the passive consumer of the past.
Digital literacies are an important part of E-education policy and will assist the DOE in supporting democratic ideals, whilst addressing the relevance and participatory gaps.Using digital media in the classroom also leads to better results with non-conformists and introverts.
- Is your school focusing on the negatives to the detriment of the positives?
There is a role for digital visual literacymodules in high school visual arts and design education:Visual literacy plays an important role in arts education, already. In particular, its focus on formal characteristics supports the understanding a communication’s form can be an important part of its content. This is seldom emphasized in text- and numbers-focused subjects;The studio environment promotes better experimentation with digital media than a normal class setting. There is more scope for collaboration, peer-to-peer education and constructive feedback in a studio.Successful examples of DVL modules may be readily adopted in other subjects, since using the Form, Theme and Context approach to teach DVL in art education provides a framework that’s easily transposed to other disciplines (Sandell, Renee. 2009).These suit OBE’s aims and can assist with bridging the relevance, partcipation and participatory gaps.
Imagine what MacGyver could do today with his desktop?
- Have your school’s policies adapted to accommodate the rise of generation Content?
- Does your school provide a sound contextual framework for media use?
With the right curricula and policy in place; Visual Arts and Design teachers can focus on educating about positive affordances!
Carbonmade’s limited storage and minimal social media functionality makes it ideal for grade 10 educators and students.