This document presents the plan for the development of this educational aspect of IAIA. Although this plan represents many of the ideas and the structural development of the entire educational component of the project, it serves primarily as a prototype for the ideas that should be implemented by June 30, 1998.
It must be noted that the educational component of the IAIA endeavor also draws from the successful ArtsNet Minnesota project, a curriculum resource exchange and multi-way conversation site for students and teachers. ArtsNet Minnesota is a collaborative project developed by the Walker Art Center, the Minneapolis Institute of Arts, and the Frederick R. Weisman Museum, along with curriculum writers, community members, art centers, educational organizations, students, and teachers. The enthusiastic response to ArtNet Minnesota indicates that many teachers want access to specific lesson plans based on the museums' curatorial and educational expertise, and specific objects from the permanent collections. This is taken into account in the development of the current educational modules, which will include lesson plans and activities in a similar form to ArtsNet Minnesota, as well as additional interactive units in other forms. The Walker Art Center has decided to follow up by creating modules on the artwork located in the Minneapolis Sculpture Garden (MSG).
The pedagogical goals of the educational component will be formed in further detail as the process develops. Some of the main points made will include:
Finally, it should be noted that the on-line educational activities do not intend to replace a museum visit or the development of existing educational programming at the Walker Art Center. A consistent encouragement to come to the museum and visit its galleries should be reflected throughout the units.
Addressing the goals of graduation standards
Essentially, the
National Standards for Arts Education ask that students should
know and be able to do the following by the time they have
completed secondary school:
The IAIA educational units will meet the goals and objectives that the national, state, and/or city standards mandate and will clearly state this in detail throughout the developed material. The units should primarily address the standards set for the visual arts (which include drawing, painting, sculpture, design, architecture, film, video, and folk arts), but will certainly mention standards for other disciplines where appropriate.
A reference to the specific standards will be included within each individual educational unit. Where this can not apply, a general page will announce the overall content and achievement standards in the form of:
"The following performance indicators from the [State of Minnesota] Learning
Standards for the [Literature and the Arts] are addressed in the Walker Art Center's
on-line educational component:
[list content standards here] "
For general organizational purposes and easier allocation of instructional resources, the educational activities are grouped into categories based on the targeted audience. With respect to the K-12 target audience, the most commonly used and sensible sequence for organising and presenting the material is by grade level.
In this direction, the national content and achievement standards have been organized as follows: Grades K-4, Grades 5-8, and Grades 9-12. (see U.S. Dept. of Education, National Standards for Arts Education, "How the standards are organized"). The State of Minnesota has divided its groups into High School (grades 9-12) and Preparatory: Primary (K-3), Intermediate (grades 4 & 5), and Middle level (grades 6-8), (see State of Minnesota, "Graduation Standards"). Similarly, the Walker Art Center has used 4 groups for the organization of classroom material created in the past.
Based on the latter, the IAIA educational component will use a similar grouping to organize its educational units. The groups are referred to as Levels and are presented in the following table.
audience level | . | grades |
---|---|---|
. | Pre-K | . |
Level I | Primary | K-3 |
Level II | Intermediate | 4-5 |
Level III | Middle Level | 6-8 |
Level IV | High School | 9-12 |
. | Higher Ed/ Teachers/ Lifelong | . |
Level II & III (grades 4-6 & 6-8)
Students 9-11 years of age and 11-14 years of age comprise levels II
and III. The units developed for levels II and III emphasize
analysis and interpretation . The students at these
levels should already have a grasp of the basic elements in art and
their expressive qualities. These elements can be continuously
reinforced while exploring new facets of the artistic process.
Additionally, the students in these levels are advanced enough to
handle technologically more sophisticated activities, tools, and
metaphors, such as the use of more immersive and interactive computer
environments.
Level IV (grades 9-12)
Teenagers between the ages of 14 and 18 are the targeted learners in level IV.
The units targeted at teenagers should focus on the development of
judgement and critical thought. Through the development of educational units, emphasis should be given on issues of art criticism and aesthetics, as well as art history and art production. , focus is given on the idea of teenagers being involved in the creation of the educational material itself, as a way to engage them in the process of producing as well as educating in the arts. Additionally, this will help them acquire the technical skills and mastery of contemporary art production and presentation tools (multimedia design, internet). The above process will be held in conjunction with teen arts programs at the Walker Art Center, as described later.
Higher Education, Adult and Lifelong learning
The development of the IAIA database will provide a large resource for researchers, artists, students , and adults in general, who wish to learn more about the museums' collection. In this direction, the Walker Art Center and the Minneapolis Institute of Arts have joined the Art Museum Image Consortium (AMICO), a non-profit organization that will provide access to a joint, multimedia digital library documenting the collections of 23 North American art museums.
Through AMICO this rich source of information can be distributed effectively to the educational community. A number of higher education institutions will be part of the AMICO University Testbed, a yearlong test project to deliver the database content to the higher education community.
Teachers
The learning units developed will address the needs of teachers in two ways:
a) by organizing the material and providing indices for easy access to them.
b) by including helpful tips and pointers to resources, such as the IAIA database
c) by including the relevant graduation standards in every unit
Layers of the technological development of the IAIA educational component |
---|
1. Digital delivery of analog material |
2. Repurposing |
3. Interactive digital activities |
4. Responsive interactive activities |
In detail:
Layer 2 involves the creation of web-based educational material (either existing educational units enhanced with hyperlinks and images, or new material).
Essentially, this layer applies to all units and all other layers technically, in the sense that everything will be delivered by using the traditional web-based format as we know it.
The educational content and instructional form of all material will have one component of familiar and widely accessible web design, whether the primary delivery method
resides in layer 1, or layers 3 and 4.
Layer 2, is the unifying layer: the kind of implementation used for all units as a base. This ensures a level of consistency for the delivered whole.
An example of pure layer 2 implementation is the current ArtsNet Minnesota
format. It may well be that a big part of the effort will resemble or
overlap with the new modules of ArtsNet Minnesota. The general theme
of the next module of ArtsNet Minnesota is "Designing Spaces", which
will reference Walker artwork (located both in the MSG as well as the
permanent collection). It is also particularly relevant to Joep Van
Lieshout's commissioned work for the MSG. Therefore, artwork didactics,
thematic modules, and activities pertinent to the "designing spaces"
theme may converge or be linked together from ArtsNet Minnesota.
Aside from ArtsNet Minnesota: the "Artful Thinking" kit can serve as an example for layer 2 implementation. The text included in this kit is presented as a lesson, with hyperlinks to references and the images of the work on the slides. Under each image/unit a description of an activity to do in class is included. The sequence of the art presented is flexible and so is the art/thematic content chosen. And this can obviously expand infinitely.
Layer 3 involves the creation of a set of on-line activities
which will be simple, interactive, and fairly widely accessible from current web
browsers. These activities do involve some interactivity (of the kind that is
technically simple and widely accessible, such as e-mail feedback, discussion
board, JavaScript etc.).
These layer 3 type activities are regarded as an extension
mechanism to the existing web-enhanced units. An example of such
activities can be found on the Walker Art
Center's Disney Playland site. A list of more activities can be
found in Appendix A.
Layer 4 involves the development of highly interactive, responsive,
innovative activities or more elaborate on-line activities that may extend to physical installations
(kiosks connected to the Internet or kiosks with a digital component).
These activities will utilize more involved technological
concepts and tools, such as the use of VRML to represent
3-dimensional objects and environments, virtual communities, where
multiple participants can meet and interact with each other and
the environment itself representing themselves as graphical characters called "avatars",
on-site kiosks connected to a Global Positioning System (GPS), etc.
This layer involves interactivity that assumes a 2-way interaction between
user and learning environment (responsive) and the ability to
manipulate outside of rigid parameters.
Due to the more complex nature of the implementation for this layer, most activities will be targeted to
middle and higher audience levels.
A detailed list of the proposed units listed by Audience level can be found in Appendix A.
A few programs serve as an umbrella, under which the developed educational content for the IAIA effort can be integrated. A couple of these models are noted below.
Joep van Lieshout's model: the "poly-model" experiment
Joep van Lieshout's model |
The Walker Art Center has commissioned the Dutch artist Joep Van Lieshout to design The Good, the Bad, and the Ugly, a life-size wooden cabin and a detachable mobile Art Lab unit that will be installed this fall in the Minneapolis Sculpture Garden. Next year the mobile Art Lab unit will travel to sites in local neighborhoods. In the meantime, the artist has designed a scale model of both the cabin and the moving vehicle which is installed and on view in the Walker's actual Art Lab.
Joep van Lieshout's model of "The Good, the Bad, and the Ugly" is central to the development of a variety of activities at the Walker (AOM, etc.) It also serves as a good base to experiment with connecting throughout all levels and layers and encompassing many of the themes that we're playing with: it'll be installed in the MSG and it is appropriate for interactive activities in all four age groups and layers of implementation. Thus, Joep Van Lieshout's model is a poly-object because of the variety of activities it relates to.
A first step in integrating the various units related to Joep van Lieshout's project is the creation of a web site. This web site will function as a place to provide information about the project, introduce the Atelier Van Lieshout and the work they do, and to solicit comments from the viewers so they may provide their feedback on the process and their desired outcome. The visitors to the site should be able to make a real contribution or suggestion about the actual sculpture, through information about the model. At the least, they should be able to suggest uses of the mobile unit.
Hence, the site includes three main parts: the page about Atelier van Lieshout, the description of the current project, and the response mechanism page, a web form which will allow participants to enter their comments about the model. Comments are automatically posted on the web and can be read by the Walker, Joep, and the world when desired. This set of pages can start the Artwork of the Month (AOM) page for Joep's model. As activities are developed they will be added to the web site. Upon completion of the site, a kiosk installation may be installed near the model, in a public space (lobby) of the Wa lker Art Center during the summer months to collect more comments from museum visitors in addition to web visitors.
The educational activities that branch off of Joep's work deal with designing spaces, hide & seek, secret spaces (public vs. private), memory, making rooms of memories... and many more. These activities can be as simple as "drag-n-drop" activities for young children, where simple primitive objects and shapes are provided that can be dragged onto the (top-down sketch or photograph of the) model, or as complex as interactive space design using VRML. The activities can be connected to other features, such as an on-line journal, a way to "save" each participant's work so he/she can come back to it later, etc. (see Appendix A).
A kiosk installation may be installed near the model, in a public space (lobby) of the Walker Art Center during the summer to collect more comments from the museum visitors. The other idea is for Joep's actual sculpture to be used for the on-site teens programs: to turn a room (perhaps the "space for secret activities"?) or the whole actual (physical) house into a workshop space, an artlab or a clubhouse, where kids can hang out and work on various activities. In other words, an on-site kiosk installation for users of all ages with computer(s) connected to the internet. These activities may include all of the above plus the GPS system ideas discussed with the Dunwoody Institute for tracking the location of the mobile unit of the house.
Teen Programs
A possible direction for the educational activities developed for Level IV audience may be various programs for teenagers, which the Walker Art Center has already been active in hosting. These include the Teen Arts Council and the Teen web class, as well as the future development of a Digital Clubhouse (following the model of Boston's Computer Clubhouse ). The IAIA educational activities can benefit from as well as be integrated in the existing and future teen programs.
As the above involve planning for the longer term shaping of the teens programs, it can take up considerable time and effort. In the interim, a limited number of IAIA educational units directed to Layer 4 audience will be developed to serve as an example for the kinds of things the teens can start developing on their own for their own age group.
The form of the interface , whether guided or free-form, does not affect the content of the educational material. Some standardization in the production of the interfaces will take place, to ensure a compatible and familiar look for better referencing and to expedite production time. Templates will be created across technical layers of development and across different audience levels.
Classification of educational metadata
In order to directly access the educational units or information about
them, we need to capture certain attributes that characterize them. We
call these attributes educational metadata. Each educational unit will
be classified according to a range of categories that will be formulated
after studying meta-data sets, such as the ones defined by IMS or Dublin Core.
Some suggestions include:
Each educational unit will list the categories it pertains to and its connections to other sites. This information will be important when creating indices of the educational modules. These indices may provide the chance to access the material by any number of the above attributes.
Evaluation in general raises some great challenges when studying any kind of learning. Evaluating an arts education program is even more difficult, as defining what is learned will most likely involve questioning such cognitive skills as analysis, interpretation and problem solving.
It is generally agreed that with regard to constructivist learning environments, such as the IAIA learning units, alternative assessment methods are considered absolute requirements. Additionally, the unique characteristics of the IAIA educational project do not include only the constructivist-exploratory approach and the informal learning nature but also the fact that the audience is essentially all over the world. These factors may complicate the methods used to assess the outcomes of the work and could exclude the use of traditional methods of assessment. In such settings, it is usually the case that anecdotal and qualitative evidence of the program's impact may essentially provide the biggest part of the evaluation results. A systematic approach, however, is required in order to maximize the program's potential for success. Two evaluation phases, encountered in many evaluation programs, are used as a general guideline and can be identified as:
Formative
Formative evaluation involves testing the concept,
design, and production of the program's units during
their development process, before they are actually
completed.
As a first step towards implementing a process of
formative evaluation, we are planning on running the
activities by a small number of selected teachers
(Walker Art Center's Educational Advisory Board).
When development is under way in the next few months, we
can start setting up a more systematic formative
evaluation process with a few teachers and
students.
Summative
The summative evaluation phase studies the effectiveness
of the developed units in actually producing desired outcomes
and the degree by which they meet
the original educational goals.
In other words, it measures the impact of the final program
on users.
The summative evaluation of the IAIA educational component
may involve a number of different directions, such as:
- evaluating the effectiveness of the
program as a learning tool used by visitors of the Walker
web site. This is difficult to identify, but may take
place with the study of a number of test cases that can
"report" results over the Internet. An interesting concept
may be to somehow embed the evaluation in the learning process and
develop methods that can automatically determine the
progress of particular visitors.
- evaluating the usefulness of the program as a tool used
by educators in a classroom. This can be implemented in a
straightforward fashion (have teachers complete questionaires),
or by suggesting ways for the teachers to perform the evaluation in
their classrooms.
A popular evaluation measure used in alternative assesment
is portfolio assessment (learner-created products that
reflect the processes of learning and development over time).
A goal of the IAIA educational inititiative is to encourage and
support such activities and to suggest the use of portfolio
review as a method that may be used by teachers in the classroom.
A better formulated evaluation effort will be determined further along in the process.
Appendix A
Lists of activities and learning units
Appendix B
Interfaces
Appendix C
learning standards