6. Media Arts Products
Web/Print Publications
Documentary/Film/TV
Radio/Podcast
Video Games
3D Physical/Virtual Products
Architecture/Environments
Events/Experiences
“Creative Hub/Nexus”
7. Standards Development Process
1. Artistic Literacy - Lifelong Learning
2. Enduring Understandings
3. Processes
4. Process Components
5. Essential Questions
6. Writing Team Formed
7. Media Arts Examples Studied
8. Grade 8
9. PK-Advanced
10.Cornerstone Assessments
“Understanding by Design”
8. Media Arts Processes and
Process Components
modular, non-linear
1. Creating
Conceive-Develop-Construct
1. Producing
Integrate-Practice-Present
1. Responding
Perceive-Interpret-Evaluate
1. Connecting
Synthesize-Relate
9. Media Arts Connecting
Process Component: Relate
Anchor Standard: Relate artistic ideas and works with societal,
cultural, and historical context to deepen understanding.
Enduring Understanding: Media artworks and ideas are better
understood and produced by relating them to their purposes, values,
and various contexts.
Essential Question: How does media arts relate to its various
contexts, purposes, and values? How does investigating these
relationships inform and deepen the media artist's understanding and
work?
Performance Standard - Proficient
a. Demonstrate and explain how media artworks and
ideas relate to various contexts, purposes, and
values, such as social trends, power, equality, and
personal/cultural identity.
10. Media Arts Connecting
Process Component: Synthesize
Anchor Standard: Synthesize and relate knowledge and personal
experiences to make art.
Enduring Understanding: Media artworks synthesize meaning and
form cultural experience.
Essential Question: How do we relate knowledge and experiences
to understanding and making media artworks? How do we learn about
and create meaning through producing media artworks?
Performance Standard - Proficient
b. Explain and demonstrate the use of media artworks
to expand meaning and knowledge, and create
cultural experiences, such as learning and sharing
through online environments.
11.
12. Media Arts Connecting
student-reflection prompts
How does this work relate to social trends,
power, equality, and personal/cultural
identity?
How do we learn and create meaning through
producing media artworks?
13. “Convergence Literacy”
● Media
● Aesthetic
● Digital Culture
● Technology
● Systems
● Information
“Ability to consciously and proactively evaluate,
navigate, and negotiate media arts
environments and experiences.”
15. Potentials and Trends
Educational Dilemmas
● 21st Century relevance?
● Support for core instruction
● Teacher directed vs. student-centered
● Academic vs. cultural relevance
● Technological opportunity vs. disruption
● Arts Integrity vs. “Arts Integration”
16. Potentials and Trends
Media Arts Solutions
● 21st Century Relevant
● Supports core instruction
● “Student-sourced” - self-directed
● Academic and cultural relevance
● Technological opportunity and disruption
● Arts Integrity and “Arts Integration”
17. NASA/JPL “Imagine Mars”
“Design a Sustainable Community on Mars”
REFLECT - what makes a community survive, and
……thrive.
DISCOVER - challenging environmental conditions
……and possible solutions.
IMAGINE - a thriving community on Mars.
CREATE - designs for their Martian community.
SHARE - with local and Imagine Mars Project
……communities.
18. NASA/JPL “Imagine Mars”
Media Arts Products
● web pages, documentary and news videos on the
various aspects of environmental, Mars and Earth
science
● models and prototypes of new technologies
● animations and games about the adventure and
social/technical challenges
● animated, 3D architectural models of their
proposed community
● cultural inter-arts productions: mars aesthetics,
environments, events, stories
19. Transmedia Community Portrait
and Design Challenge
● interactive maps of local places of interest -
landmarks, favorites, problems
● photo-essays, documentaries and news
segments - people, places, resources
● interactive “murals” - photos, videos, texts
● 3D architectural models for community designs
● presentations for local community
● community service projects
20. English Language Learners
TV Production - Language Immersion
● Analyze TV production genre examples
● Study scripts
● Collaborative teams - fluent with non-fluent
● Develop scripts, stories, episodes
● Rehearse
● Produce Talk Shows, Talent, Cooking, Travel,
Soap Operas, Ads, News, “How-to”, etc.
21. Video Game Design
Pre-Algebraic and Algebraic Concepts
Number System
Coordinate Geometry
Rates, Ratios & Proportional Relationships
Complex Rates, Statistics and Probability
Expressions & Equations, Creating Equations
Reasoning with Equations & Inequalities
23. Video Game Design
Pre-algebraic and Algebraic Concepts
Reasoning Actions
setting timer speeds, setting variables,
setting room and grid sizes (and animation
rates), creating conditional statements of
step sequences, setting player speeds,
set window scrolling rates and animation
speeds, variables to store values for display,
step sizes as multiples of the grid size, then as a
factor of the room size.
24.
25. Media Arts Skills and Knowledge
Student-generated list
Drawing
Assemble Pics
Imagination
Organization
Voices
Audio/Music
Animation
Time Manage
Scriptwriting
Sequence
Timing
Storytelling
Composition
Perspective - 3D
Computer
Collaboration
Acting
Editing
Movie program
Patience
Creativity
27. Media Arts Case Study
Elijah - 11, Aksel - 8
Conditions
● iPad - 2 year period, limited access
● Non-coached, peer-instruction, Youtube
● Internally motivated
Products
● 4 Stop-frame Animations
● 250+ Digital Photos
● 100+ Digital Drawn Cell Animations
● 15+ Minecraft Worlds
● 20+ Minecraft Architectural Models
● 15+ Digital Puppetshows
● 20+ Digital Song Productions
28. Media Arts as Holistic Learning
● Aesthetic Cognition - Creative Adaptation -mimics
how we form knowledge and create worlds
● “Student-Sourced Learning”
● Multimedia Design
● Intermodal/Inter-arts Orchestration
● Experiential Design
● Cultural Development
● World Building
● Cultural/Community Connectivity
Learning about and creating our worlds
30. Media Arts Education
● Technology infusion
● Interactivity
● Virtuality
● Teaching Artists
● Common Core
● Social Connectivity
● Career Technical Education
● Educational Choice
Implementation: Influential Trends
31. Media Arts Education
● Nascency
● Low ID
● Complex, nebulous
● Related disciplines/initiatives
● Boxes - presumptions, co-ownerships
● Community dispersed, non-cognizant
● Budgets
● Lack of research
Implementation: Challenges