Tuesday, September 17, 2013

Read & React: Rosen Chapter 6

For the most part, the Rosen chapter felt mostly like review for me.  The current generation of students needs something more in the classroom in order to succeed, and including technology can be incredibly beneficial to them.  It was particularly interesting that Rosen mentions video and audio as possible modes for assignments and projects.  I'm fairly inexperienced at making film, but I have liked what I have done and know that students really love it.  This seems to be an easy route for technology inclusion in the art room because nearly any assignment or Big Idea can be somehow transformed into moving images.  I enjoyed that the text mentions how much the iGeneration enjoys writing (mostly about themselves, but not always) on the internet because it's true.  (If kids didn't like to write and communicate, they wouldn't text so damn often!)  However, I didn't like that the text made it seem as though technology has "dumbed down" kids through use of "net speak" and emoticons.  While I do know that using technology sometimes requires an entirely unique vocabulary, students are definitely not stupid and many of them still enjoy traditional writing.

The author also mentions videos on YouTube that seem like wastes of time.  There seems to be a large gap between technology users and people who aren't as familiar with it that creates a misunderstanding about its use.  The greatest part about developing new technology is that it can help us become more creative beings.  While apps like Vine and Snapchat might seem like a waste of time for some, I see them as vessels of possibility for creation.  For example, Snapchat isn't just about taking a picture of what you're doing and sending it to your friend.  There is a great tool on this app where you can use different colored "pens" to draw on the image you take.  I do it all the time, and so do others!  Here's a gallery I found of some great snap art: http://www.flickr.com/photos/97473808@N06/9035173683/.  Another amazing example of creativity within technology is Minecraft.  If you have never played this game, trust me when I say you HAVE to.  You can build ANYTHING you can possibly imaging.  From the Taj Mahal to a hut to a flaming cross, in this game you truly have the power to make it all happen.  Check out some great images here: https://www.google.com/search?q=minecraft+art&um=1&ie=UTF-8&hl=en&tbm=isch&source=og&sa=N&tab=wi&ei=x8w4Ur73L8GoqQHR4YCwCw&biw=1280&bih=624&sei=ycw4UqK_FofyqQG7n4DACw#hl=en&q=minecraft&tbm=isch&um=1 

While I didn't wholly agree with the entirety of the chapter, I think the main point of this week is how to harness technology as it relates to our content and create projects that are technologically driven for our students.  The art room has so many possibilities for using technology, from camera phones to video to stop-motion animation.  As teachers, it's our job to figure out how we can do this in a way that benefits and creates learning experiences for our kids.

2 comments:

  1. I like the Mario one!
    There's a family I started babysitting for fifteen years go and have since adopted as my family. All five kids and the dad play Minecraft. They get so excited about it, even watching YouTube videos of other people's creations. I just don't get it. I have never played video games and would much rather have something physically in my hands that I'm working on. I always assumed it was something from the 80's and that their dad, who collects games from the 80's and 90's, found for them. This last spring while student teaching in the middle school, I heard lots of kids talking about Minecraft. I like the idea of building and using this digital medium as a means of creating but I guess I'm just from the wrong generation. I like tactility.

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  2. I can definitely empathize with you there. There is something very intimate about touch and its incredibly important for me, and probably most artists, to be able to have that connection with an object. While the creations in Minecraft aren't necessarily feasible to touch, there is still sensation in the hands by using a controller. Minecraft can also still provide those interpersonal experiences with others through online play, or even someone who plays with you. This is more about creating an entire world than it is a simple artifact.

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