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Teaching
Visual Arts: We're All Visual Learners
Whether with crayons or computers, kids like doing art. Well-conceived
projects and activities that introduce graphic and multimedia arts
are not only fun, they help kids expand their creative skills.
The visual arts provide a platform for continuing to practice core
curriculum topics like language, science and math, so always structure
your multimedia projects in the context of broader learning goals.
For example, you might introduce drawing concepts within a unit
about animals, having kids draw pictures of the creatures they are
learning about. Similarly, don't introduce a presentation program
like HyperStudio for its own sake: Work it into a project in which
students will report on the results of a research activity. In addition
to building a program in which all elements reinforce each other,
this approach helps demystify both art and technology, two topics
that produce anxiety in many people.
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Look
for ways to combine words and pictures in your activities, especially
when teaching language arts. For example, use visualization
techniques and graphic organizers in your planning
and idea-generation activities, and encourage kids to draw
as well as write in their journals. Try activities like bringing in a particularly evocative
photo and asking students to write down all the words it makes
them think about or that they see in the picture. Introduce
mapping and storyboarding,
not just linear forms like outlining, when developing stories
and ideas for presentations and videos. |
Another important reason to work these kinds of projects into your
curriculum is that in our media-saturated culture, kids must learn
to identify how images are sometimes used to manipulate people.
A picture may be worth a thousand words, but not all of them are
true. Just as kids need the skills to differentiate between information
and misinformation from books or the Web, they also need media
literacy skills to understand how the angle a photographer chooses
for a front page news story can generate a different emotional appeal.
They also should understand that in the digital age, it's easy to
alter an image, audio or video clip to create a fabrication.
This section offers background and easy lesson ideas for introducing
graphics and multimedia into your program. You'll find pointers
for teaching drawing; simple, noncomputer
animation techniques; ideas for introducing
photography; lessons on working with computer
graphics and image editing; and activities involving multimedia
presentations and video.
During the course of a term, you may choose to introduce any or
all of these techniques. In working with graphics and multimedia,
keep in mind these important points:
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You must first teach human cognitive, visual and mechanical
skills before introducing any mechanical device like a camera
or computer. If kids don't understand the basics of seeing and
translating what they see into shapes, they won't be able to
draw on a computer any better than with a pencil; if they don't
understand photographic concepts like angle and focus, their
snapshots will be routine and their videos uninspired.
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Carefully think through which skills you'll be introducing
during a term, and make sure that you leave plenty of time up
front to introduce them slowly. You can combine several skills
in an ongoing project, each building on the previous, or use
just one or two in a single project. We've presented them in
order of increasing sophistication, so give consideration to
the sequence you'll use. For example, even though you may ultimately
be working toward a video project, you'll find that spending
a one- or two-day interlude on animation will help kids gain
a fundamental understanding of important concepts, such as movement
and visualization, that will improve the quality of their videos.
Whatever you choose to do, always leave plenty of time for kids
to practice the basics in modules so that they achieve real
mastery. Introducing too much at one time will only frustrate
them.
Note
that the activities are organized around particular skills and techniques,
rather than age. Your activities must always be age
appropriate, of course, a requirement that presents certain
challenges when working with kids whose skill levels lag behind
their age group. The lesson ideas we suggest here will work with
any age, but you'll need to be sensitive to the kids' interests
and prior knowledge in using them.
If you're new to any of these topics, take a look at some pointers
on teaching about and with technology.
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