Professional Documents
Culture Documents
by
May 2010
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Digital Self: Primary Students and Computer Art
by
April 2010
ii
ABSTRACT
This study evaluates primary students, aged 6-11, exploring their creation of a
digital and virtual self, while learning they learned positive uses of blogging on Facebook
for a research study at a small computer art camp. The methodology was action research
as well as a pre- and post questionnaire that evaluated the growth of knowledge in digital
art, along with separate analysis of their meanings and expression in their virtual galleries
This study offers an opportunity to combine computers, art, learning, and playing.
Gee built on Vygotsky’s theory of play by showing that digital games enable children to
create a ‘cycle of expertise’ and thus to develop strategies to cope and problem solve.
This study puts these theories in action by offering an opportunity to combine computers,
art, learning and playing. The researcher/instructor monitored the secure social network
in order to create a safe Internet experience to protect the campers’ privacy. Campers
learned to use MS Paint, Adobe Photoshop, and the Virtual World of Pet Society to create
This study demonstrated that primary students are capable of creating meaningful
digital art and a virtual self with professional, 21st century technology. Comparison of
pre and post questionnaire indicated improvement in identifying digital art. The campers
creating meaning, digital and presenting themselves when given the opportunity,
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TABLE OF CONTENTS
Page
LIST OF FIGURES .......................................................................................................... VI
Research Questions....................................................................................................... 8
Limitations .................................................................................................................... 8
Definition of Terms....................................................................................................... 9
Children Online..................................................................................................... 16
Description of Program............................................................................................... 27
What is Facebook?................................................................................................ 31
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Description of Program Page
RESULTS ......................................................................................................................... 34
Comparative Analysis................................................................................................. 58
REFERENCES ................................................................................................................. 76
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LIST OF FIGURES
Figure Page
11. Photoshop Progression Example, neon filter, copy/paste, both, freehand draw...... 39
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Figure Page
29. Collection of Self Portraits, MS Paint, pink line filter in Photoshop, virtual self,
34. Photoshop Special Effects Lesson Plan, Neon Filter Example ............................... 94
35. Photoshop Copy and Paste Lesson Plan: Original Digital Photograph Example.... 97
36. Photoshop Copy and Paste Lesson Plan, The Gifted Family, Example .................. 98
41. Pet Society Information Bar, Coins, Level, and Points Example .......................... 104
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1
Primary students need the opportunity to learn current technology as a part of art
education to prepare for the future. Studies such as “Digital Beginnings” in England and
“Zero to six” in the US demonstrate that children are competent in the use of a range of
hardware and software from a young age (Marsh, 2009). I propose that when given the
appropriate program and supervision primary students can learn and create meaningful
technology on children’s learning and development” (1996, p. 1). Multiple studies done
by Davis and Shade (1994); and Van Scoter, Ellis, and Railsback (2001) have provided
appropriately:
• Computers are motivating for young children, and add to cognitive and social
• Children share leadership roles and initiate interactions more often (Clements,
1994).
2
In addition to the benefits of technology, Bamford (2006) found in her study that
through involvement in the arts. The arts really are involving: they promote a sense of
community through a shared spirit and encourage student motivation to learn. Through
establishing connections with students, the arts offer something unique and intrinsic to
the quality of education” (p. 20). Therefore, computer art can positively enhance the
So, why are educators (primary and/or art educators) who have access to a
computer lab at their schools not taking advantage of utilitizing computers and the
Internet for artwork? Administrators, teachers and parents are in a position to make this
possible, yet are hesitant due to security, time and money (Solvie and Kloek, 2007).
However, current studies offer answers to these concerns and suggest that the need to
collaboration with parents should advocate for more appropriate technology for all
Some critics of online forums state its lack of use is due to privacy and security
issues. However, research by Lawley and Lawley (2009) shows that not all children are
equally at risk of victimization; on the contrary, only a tiny fraction of online youth are at
risk from predators as a result of online activity. The vast majority of young people face
no predators, but cyber bullying and harassment (Lawley and Lawley, 2009). However,
in a safe environment, monitored by educators and parents, students cannot only learn
from each other but also, educate, reflect, and communicate with each other.
3
How do students and teachers use technology and the Internet in art classrooms
today? Roland (2010) surveyed art educators regarding this exact question. His study
suggests that the most common response, 70%, was to gather information and images for
group research projects. The potential of the Internet and computer technology as an
innovative learning tool for students to display their artwork for feedback, design their
own websites, explore virtual worlds, engage in socially responsive projects, or exchange
work and collaborate with students in other schools or countries, has yet to be realized
(Roland, 2010).
negative. Positive outcomes for high school students include a space to reflect on their
art-making process with others. Publishing artwork within a social network such as
Facebook extends the classroom to home. Students can login anywhere and at anytime,
share with parents, and continue to communicate with other students about their artwork
Educational technology is not a way of the future; it is the way children are
learning now. According to a 2005 study by the National Center for Education Statistics
93% of public school classrooms in the United States had Internet access (compared to
3% in 1994) (Parsad, 2005). Yet, according to Gee (2009) most schools are frightened of
modern learning, lagging behind the libraries, community centers, and after-school
programs, which are starting and demonstrating a new paradigm. Since, I had the
students were able to create digital and virtual art while responsibly using a social
Purpose of Study
My intent with this study was to use spring break camp to determine whether
primary aged campers (age 6-12) were capable of creating and editing meaningful digital
and virtual art, while evaluating it via a social network. Experts, like Gude, state that art
education must include helping students increase their capacities to make meaning
(2008).
Following the basic theory that children learn by playing and experiencing, Gee
(2009), stated, “Games and virtual worlds [microworlds] can allow kids to experience
how the words [technological terminology] attach to the world and to experience it
[virtual worlds]”(p. 7). This comparison contributed to ascertaining whether the art
Meaningful art is a very broad term. In this study I used it in the simplest sense of
the word that the campers explored. What do their pictures say without words? In this
camp, art was not created by happenstance. According to Rudolf Arnheim (1997), a key
researcher in perception, “Art is the capacity to express the nature and meaning of
something through its sensory appearance” (p. 11). Another definition is “the ability to
engage and entertain ideas and images; it is the ability to make use of images and ideas to
re-imagine one's own life experiences. It is the ability to investigate and represent one’s
own experiences” (Gude, 2008, p. 103). The art in this camp contains self-portraits. The
camp/study is about the self and by default necessary for the art to have meaning.
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(2005) stated, “As far as language is concerned, children are learning that to be literate is
to have power” (p. 35). Specifically in her study, the level of technology skills children
expression, for the exercise of power, and for the opportunities to create meaningful
relationships with others, offered children a place where they could be themselves, and
the motivation to belong was the drive for learning. In her opinion, what the [virtual
world] community offered the children in her study satisfied the technology needs that
were currently not available in schools. She presented the challenge to educators to
bridge this gaping difference between what they do and what is available to them to do,
in order to account for the children of this technological age (Thomas, 2005). The
campers expressed their emotions, and feelings in art that is a reflection of them.
the expression of the students’ emotions and feelings into meaning is necessary.
Aesthetics matter because through aesthetic practices people make individual and
collective meaning. Making meaning can be understood as two important goals of art
education, to engage and understand artworks through active interpretation and to act as
an artist--creating art from which the artist and others can find meaning, pleasure, and
purpose. Meaning making is the ability to utilize ideas and images, to re-imagine one's
own life experiences in order to represent ones personal experiences (Gude, 2008).
As art educators, it is our job to introduce and engage our students to the
techniques that make or provoke deeply engaged experiences. In this study the campers
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connected meaning to expression by selecting from their virtual gallery, one piece of
digital artwork that they created that best reflects them. Using the comments section
under the picture, each camper answered the following questions: How it looks to you?
What do you think of it? What were your intentions? What do you think others will think
of it?
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Conceptual Perspective
Piaget, Montessori, and Vygotsky all agreed that children learn by playing
(doing). This study offers an opportunity to combine play and learning with computers,
and art. Children in this study are using the programs that are available and used by
professionals. According to Efland (2002), Vygotsky assessed that the play of children
often portrays the roles they will carry out as adults and that children explore the roles of
adults in common daily experiences. Gee (2003) added to Vygotsky’s theory that by
using digital games children create a ‘cycle of expertise’ to develop strategies to cope and
problem solve.
thought and express ideas without fear of rejection, and empowered children through a
process of negotiating their own learning with their peers and the environment a similar
(2002). Students learned how to use the computer software and how to create art by
playing with the computer programs that are used by their parents, teachers, and
commercial artists.
although saving and posting artwork online is not without the possibility of error. It is
impossible to definitively ruin a work in a digital creative process, as the undo option is
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always available. The undo option gave the campers permission to take more risks
artistically and experiment with different possibilities. Saving each stage as a separate
It is hard to perceive that using computers in this way would have any possible
negative effect on students; it seems that it would have only the positive effect of
empowering students to make artistic choices. It is our role as art educators to introduce
our students to the techniques of empowered experiencing and empowered making that
make deeply engaged experiences possible (Gude, 2008). Computer programs not only
can be rich promoters of visual thinking skills and expression but also provide a visual
Research Questions
1. What kinds of digital art can young campers ages 6-12 distinguish and identify?
2. What digital artworks can campers create and what do they mean to the campers?
Limitations
organized the camp with a small group (11) of campers. The community center computer
lab was limited to the programs and applications available on the TRC network. There
were also issues with saving work. Campers uploaded all data (artwork) to Facebook, as
the community center computers would not allow anyone to save to the hard drive or the
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network. The campers could have saved to a CD, but in doing so seemed more trouble
than it was worth since all of the artwork was saved and available on Facebook.
There was also a low enrollment of only eleven campers. The community center
allowed the class because there were more than seven enrolled, but the results could have
Definition of Terms
that initiates educations and supports when necessary, and does not stop intuitive
or innovative thinking.
Digital Art - Most commonly refers to art created on a computer in digital form, art using
particularly expressed in the activities of news and information media makes and
Digital Dialog –Simply put is verbally keeping a log of expressions, allowing the writer
Meaning – According to Gude (2008) a core concept of art education is students’ need to
and think about ideas and images; the ability to make use of images and ideas to
re-imagine one's own life experiences, the ability to examine and symbolize one’s
meaning of our lives and we make meaningful lives--with style, with purpose, and
with pleasure” (p. 99). Gnezda (2009) includes that authenticity; (relevance to
their lives), and substantive responses from adults and peers to the messages and
Microworld – A kind of software with which children play and discover concepts and
Netiquette – Simply put etiquette for the Internet. Deuze (2006) further lists consensual
publishing online.
Social Game - Social games are games that programmers design to be played together
consoles, your PC, or on your mobile phone. Games that do allow you to play
together with others online normally require you to buy the game, go online, and
try and find like-minded new friends who are also playing the game. This is
something that usually only the most dedicated gamers are prepared to do
(Playfish, 2009).
Social Network - Sites that are web-based services that allow individuals to (1) construct
other users with whom they share a connection, and (3) view and traverse their
list of connections and those made by others within the system. They also
through a process of negotiating their own learning with their peers and the
environment (Pitri, 2006). In this situation the teacher/researcher does not provide
a conclusion but instead provides specific setting and examples of theories, which
Virtual Art – Art that is not physically real. This can include digital art, immersing
oneself in the image space, moving and interacting there in “real time,” and
avatars, residents have the freedom to design their avatars, create their environment,
and to function in ways that mirror the real world, as well as flying, walking
being there with them and where they can interact with them (2009).
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Review of Literature
Education” (2008) in her discussion stating that art education has been in the midst of a
political and economic factors, and technological developments. Today, many educators
and researchers recognize the potential of video games to engage players in multi-
sensory, complex learning processes. Games that promote social action, which have
become popular over the past five years represent a new genre that researchers from a
examines simulation, situated learning, and social realism gaming schemas as well as
visions of art education has lain in the recognition that social aspects are a fundamental
part of how we come to know the arts and the impact of media and technological
developments on art and society” (Parks, 2008, p. 235). Art educators need to remain
current with technology as children are using computers thus the relevance to computers
in this study.
There are many studies include children utilizing digital media, but do not
children’s literature with the digital age. It celebrated the charm of children’s literature
and its role in literacy development, as well as the appeal of information and
students’ learning and enjoyment of literary texts. The study described and discussed
texts and take advantage of available technology (Unsworkth, et. al, 2005). The
researchers explored new directions in research and classroom practice using electronic
literature for children guiding future educators, yet not specifically art educators.
Solvie and Kloek (2007) conducted a research study that investigated the use of
education reading methods course in “Using Technology Tools to Engage Students with
23). Although their study explored reading methods, the study also validated children’s
McNamara (2003) covered the primary age group but not specifically digital art and
social networking. In “Stoking Creative Fires, Young Authors use Software for Writing
and Illustrating,” Catchings and MacGregor (1998) compared first and fourth graders
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illustrating stories that the students wrote. Half of the students in each grade used
traditional crayons and markers while the other half used an electronic paint program.
Overall, with the exception of getting use to using a mouse to draw, the students
used the electrical paint program made more detailed, colorful illustrations. Their
research found the first graders needed more time than the fourth graders, and the
younger students used more electronic stamps (templates) while the older used the stamps
but modified them to be more elaborate to express their ideas. Catchings and MacGregor
activities engage students because they are interesting, challenging and creative, by
adding technology to these activities, you can make the projects even more exciting by
For those educators who are hesitant to bridge to technology Murphy, et al,
(2003) spent time creating a “how to” for teachers in “Meaningful Connections Using
Technology in Primary Classrooms.” They stated that many school systems have the
technology, yet the teachers are hesitant to use it because they are not familiar or
comfortable. They not only spelled out the educational standards, but gave examples of
lessons by teachers who had already implemented them, including images from the
students. Murphy, et. al, highlighted specific software programs, digital technology and
stimulating ways to promote learning and social interaction so that students can become
confident and skilled with the use of technology while in school and throughout life.
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Students are not only utilizing education software in the classroom but also exploring the
Internet.
Children Online
(those that have not lived without the Internet)” in “Internet Literacy: Young People’s
Negotiations of New Online Opportunities (2008).” Although she stated that “young
people themselves – who are undoubtedly enthusiastic, creative and motivated in their
sufficiently support their Internet literacy through design, education and regulation” (p.
115). She is optimistic that Internet literacy could represent a means of empowerment
1997).
Taking this empowerment point of view, it is not enough for parents and
educators to leave children on their own, but rather they need to listen, respond, provide
feedback on creative or other forms of activity, encouraging critical reflection, and taking
while failing to support, respond, or engage with their online activities, risks failing to
bring to fruition the ambitious hopes we hold not only for the Internet but, more
Learning in a Community Online.” In this study, children (average age of 13) often
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learned without an expert, using processes such as trial and error, verbal communication,
and through the construction and transformation of their identities, both in and out of the
fictional role-playing context. Thomas makes a case that children in a particular virtual
community are learning through their participation in the discursive and social practices
of the community. Pre-teens in her study regularly figured out mutual problems together
to find the answers, motivated by the need to be successful and to gain status in the
[virtual] community. She claims that independent play learning is rarely attributed to
children, as the field of education often relies upon a Vygotskian theorization of learning
through interaction with expert others (Thomas, 2005). One way to interact with other
education. For example, Liao (2008) in “Avatars, Secondlife and New Media Art” and
Lu’s (2008) “Art Café” are specific studies on high school students. Marsh (2009)
discusses the need for art educators to explore virtual worlds, as primary children do use
them, and to voice their concerns as educators rather than allowing software designers to
make the decisions. Turvey (2006) explains the concept of being a responsible learner in
a virtual community and that there is a potential for cohesion as participants unite
towards the common goal of creating and sharing knowledge through the virtual
children aged 5-11 in Club Penguin. Her survey found that 52% of the 175 children used
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virtual worlds on a regular basis. Marsh concentrated on noticing literacy for accessing or
displaying information, e.g. signs; using emoticons; reading game instructions; reading
clues on quests; reading catalogues; reading the newspaper to find out about events/ tips
and reading maps, too. Children also spent time crafting avatars, some the same gender as
themselves, older children more likely to experiment. Although Marsh’s study did
include the younger children, her concentration was more on literacy than art.
This study includes the virtual environment of The Palace with adolescent girls. By
analyzing both words and images, the author highlighted the particular ways that girls are
creating cyberbodies that are encoded surfaces of the girls’ dreams and desires. Her key
finding includes: “For girls who are disenfranchised in other everyday practices, The
Palace, coupled with expertise in digital literacies, provides a site for empowerment,
Thomas found positive aspects of the virtual world; although she did not utilitize it for
artistic purposes and limits her study to only adolescent girls. This study evaluates the
Several researchers have studied meaning making with students. Eli Trimis and
Andri Savva (2009) studied 50 children drawn from three different urban early childhood
explored different exterior environments doing rubbings, creating sculptures from found
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objects, and sand art while the researchers observed their art of learning. They also
observed the teachers and how they used their environment to create visual culture. They
found that most of their 50 children did not have the opportunity to explore art museums,
yet were able to create meaningful art. Their findings highlighted the importance of
relationships between objects, places, and people in learning in, through, and about art.
Learning about art generates questions about the possibilities of extending the specific
programs in exploring children’s daily interactions and learning through images and
object in the contemporary world involving the global and multicultural aspects of their
space.
Meaning Through Drawing and Writing” (Leigh and Heid, 2008). In this study, 104
students were given the opportunity to express themselves with drawing, words, or both
on the premise that communicability of drawing and writing as vehicles through which
children currently make and share meaning. Leigh and Heid found what they define as
construct meaning outside of language they are engaging in careful analysis of their
personal feelings along with scrutiny of the sensory qualities of their artwork. They
found that 30% of first graders created drawings without words, while 63% used both
drawing and writing. They caution that when educators dismiss the simple drawings of
trumps all other modes of knowing. Some children may find comfort and greater ease in
expressing themselves with drawings, and turn to pictures in order to illustrate their
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expressions. Both of these studies concluded that young children are capable of making
meaning within their art and that meaning is necessary to their education, which is a
Qualitative Methods
order to gain insights into a situation (Pitri, 2006). Its purpose is to promote greater
understanding of not just how things are, but also why. It involves intensive data
day activity. This study was qualitative and more specifically, used a participant
interpreted a class to fully understand it (Stokrocki, 1997) but also learned how to
teaching practice (Mertler, 2009), though it has been used in other fields. There are many
variations from numerous authors and researchers in fields other than education. Kurt
Lewin (2007) in the field social psychology is credited for coining the term action
research in 1946 (Lewin, 2009). Specifically in education, Emily Calhoun (1994), Cher
Hendricks (2006), and Eileen Piggot-Irvine’s (2006) not only use action research, but
published books to educate other educators on how to follow suit. Margaret Riel (2007),
and Ernest Stringer (2007) also use action research and argue that it necessary to evolve
the teaching process. All styles of action research are cyclical with variations of study:
action, analysis and reflection. Most importantly, action research provides educators with
alternative ways of screening education questions and issues with new ways of examining
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Inquiry into our own practice, [it] grounds us viscerally in real place and time
with real persons, begs our questions and possibilities, makes us responsible
for what we believe and do. When done well, teaching as inquiry provokes
process.
emphasized action research in education in order for the art teacher to not only teach, but
also serve as researcher in the classroom. Action research is supported by concepts from
socioconstructivist ideas and illustrates the argument that action research empowers both
the art teacher and the students. Pitri explains “any teacher's attempt to situate learning
through the method of emergent curriculum for project development and negotiated
meaning and problem solving requires initially descriptive case studies and action
emphasizes the search for facts as they occur naturally in the environment. By using
action research as case studies, researchers provide theories that are incorporated into
narrative form.
As recent as 2006, art education researcher, Sara McKay, challenged art educators
learning in art. She also used computer technology as well as written interpretations as
evidence. Linking digital art to action research in her project ensures the continuation of
and is thus associated with qualitative methods. Other educators, such as Eisner (1991),
Stout (1993), and Sullivan (1993) agree that action research is natural to art education.
This is potentially a generative source for both theory and practice in teaching and
As Suler (1996) stated, “they are just that, MY conclusions, they may not necessarily
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apply to others, because the individual researcher’s subjectivity becomes the investigative
tool, the truths of the method may vary from individual to individual”(p.1). Situation-
the meaning of the phenomena and the experiences that have meaning (Labuschagne,
All students registered for a Computer Art Class in Chandler, Arizona at the
Tumbleweed Recreation Center (TRC) for a fee of $50. Campers were in camp three
hours a day for five consecutive days, a total of fifteen hours during the week of spring
break. There were no known learning disabilities within this group. Participants did not
receive any compensation. For this study, the campers included 15 students. There were
five male campers and six female campers ranging in age from six to twelve years old,
with the average age being 8.5. There were two sets of siblings, other than that the
The city of Chandler is in middle class suburbia and has approximately 240,000
citizens according to the United States Census Bureau (2006). Just under 30% are
younger than 18, while the average income is $58,000. The Tumbleweed Recreation
Center is one of five community centers in Chandler, Arizona. On average about 8,000
people visit the TRC a month, with 3000 being children (under 18 years old). Susan
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Fenton, the Director of Activities at TRC, estimates that the division between men and
The computer lab has a total of 35 computers plus one instructor computer
attached to the overhead projector and sound system. The computers are running a
there is software for web development and the Adobe Suite of Photoshop, Reader, and
access to Pet Society, the application was blocked prior to camp with the Community
to block out the class time, each camper had to log into the computer with a login and
password, and a time limit of the class block plus and additional fifteen minutes.
Additional time on the computers would require permission from the TRC administrators.
Research Procedures
The three steps of qualitative action research are: collect, analyze, and compare
data (Stokrocki, 1997). In this study, qualitative research is similar to the knowledge
attained from art. It cannot be quantified. This does not mean that it is a substandard
kind of understanding, but it does mean that it is different, because it requires active
participation of the reader to identify with the situation and relate the findings to his/her
I collected data by having the campers take a pre and post questionnaire (see
Appendix A), via Survey Monkey on the first and last day of camp. In addition I
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reviewed all postings (artwork, digital image modifications and personal responses) to the
other’s artwork.
I analyzed the data (campers’ artwork and responses) by placing their artwork and
their responses into an art criticism chart headed: describe, analyze, interpret, and judge.
I color coded data to highlight frequent responses. Feldman (1985) explains that
criticism is the ability of art to communicate ideas and feelings … vividly and the quality
responses to their artworks and their comments to each other. I looked at the visual and
the verbal similarities and differences. Externally, similar studies, in the Literature
Review, have illustrated similar ideas but with older age groups or specific gendered. I
qualitative (observations) and quantitative results of pre and post questionnaire data from
the three different stages. This included the pre post questionnaire, the art that the
discussions/postings and interviews. I collected all of the data during regular camp time,
a total of 15 hours.
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Description of Program
pre questionnaire evaluated what the campers currently know about digital art. There
were four general lessons within the unit: 1) using Facebook, 2) using Microsoft Paint, 3)
using Adobe Photoshop and 4) using Pet Society (see Appendix A for detailed lesson
plans). The post- questionnaire evaluated what campers have learned, what was difficult,
and what was enjoyable. Campers explored Microsoft Paint by creating a self-portrait
using various colors, patterns, shapes, and textures. The campers used Adobe Photoshop
to edit (modify with filters and copy/paste) digital photographs of them taken during
camp. Within Facebook, the social network, there is a virtual world called Pet Society
that gave campers the opportunity to experience a virtual world. Campers created a
virtual-self and continued creating the world around it. Utilizing a social network,
verbally about their creations and commented on other campers’ creations. They also
completed one art criticism with the artwork that they chose from their virtual gallery.
photographs of the campers and follow Lesson Plans: for Paint, for Opening a
Tuesday – begin Lesson Plan for: Adobe Photoshop – Special Effects of Filters,
continue with Pet Society, take additional class photographs, and continue social
networking.
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Wednesday – begin Lesson Plan for: Adobe Photoshop – Copy and Paste,
continue in Pet Society, take additional class photographs, and continue social
networking.
Thursday – continue Lesson Plans in: Adobe Photoshop Special Effects and
all lesson plan requirements, post-questionnaire, and allow campers to share their
Campers daily posted their digital art, comments on other students’ art, and responses to
my questions posted via Facebook. Daily I took digital photos and videos of the campers
and uploaded them to Facebook to build the original digital image library for the campers
to use for editing during camp. During the last 15 minutes of camp I posted the link to
the post-questionnaire via Facebook. Students followed the link, responded to the
survey, had the opportunity to show their parents their virtual gallery, and were dismissed
to parents.
the Internet and within a social network. All campers received (without knowing) an
anonymous email account and Facebook account with the social network and privacy
settings set prior to camp. I set up the entire social network, including an account for
myself, prior to camp. All parents signed a written consent allowing their children to
participate in the study as well as be on the Internet and Facebook. I monitored the
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Facebook accounts for misuse. I monitored the email accounts not the students. The
students interface with one another via postings on Facebook. During camp, campers
were allowed to login only at the camp computer lab. At the end of the week it was the
parents’ option to leave the account open and monitor the account while finishing the
data analysis. I deactivated the remainder of the accounts at the end of the study.
What is MS Paint?
MS Paint is a free program that comes with any Windows operating system. MS
Paint is a drawing tool that can be used by anyone to create simple or very detailed
drawings. These drawings can be either black-and-white or color, and can be saved as
standard graphic files. It is possible to print the drawing, use it for the desktop
background, or paste it into another document. Users can even use MS Paint to view and
edit scanned images or digital photos (Microsoft Corp., 2010). The tools and skills
learned and used in MS Paint are the foundation for other graphics programs and
and the use of computer technology, which can facilitate mastery of a subject, may offer
primary school teachers a unique and effective way of presenting material” (Lazaros and
What is Photoshop?
is the current market leader for commercial bitmap and image manipulation software, and
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is the flagship product of Adobe Systems. It has been described as "an industry standard
for graphics professionals" (CNN.com, 2007). Photoshop is currently in its 11th major
software. The depth and breadth of the program is infinite. Photoshop immediately
invites the user in with its easy-to-use interface and powerful tools and commands. The
toolbars are simple, almost identical to MS Paint. Yet, it is feature rich allowing users to
modify digital photographs, move, duplicate, and resize images, use painting tools to
manipulate images, correct red-eye and perform adjustments to contrast and color
balance. Photo editing has become so common with this program that a new verb has
been created, “to Photoshop”; we say that an image has been “Photoshopped” when we
Why do students need to learn Photoshop? Not only is this a program that can be
used independently for graphics editing in the professional environment, but also it is also
and Creating Digital 3-D.” His study highlighted the ability of students to learn
independently from their teacher in a group setting. Yet the precursor for all of the
students in his study was the program Photoshop. Gill concluded that had the students
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not had the basic digital graphic knowledge in 2D they would not have been successful in
3D animation.
What is Facebook?
more efficiently with their friends, family, and co-workers (Facebook, 2009). The
through the social graph, the digital mapping of people's real-world social connections.
Anyone can sign up for Facebook and interact with the people they know in a trusted
environment. Facebook gives users easy access to functions and applications. The users’
page changes with their experience on Facebook – the most commonly used appear at the
top of the page. While other Facebook applications – Photos, Notes, Groups, Events and
There are more than 350 million active users of Facebook in which 50% log on
daily. There are more than 55 million status updates posted each day and more than 2.5
billion photos and 3.5 billion pieces of content (web links, news stories, etc.) shared each
week. The average user has 130 friends, spends more than 55 minutes per day on
languages, with about 70% of Facebook users outside the United States. More than one
million developers and entrepreneurs from more than 180 countries engage with
Facebook is used in this study not only as a Digital Virtual Gallery, but also as a
way to connect the campers together. According to Christakis and Fowler in Connected:
The Surprising Power of Our Social Networks and How They Shape Our Lives “The
purpose of social networks is to transmit positive and desirable outcomes, whether joy,
this study avoids predators and is not designed to find romantic partners, creating a new
humanity comes to be greater than the sum of its parts is just beginning. Like an
awakening child, the human super-organism is becoming self-aware, and this will
surely help us to achieve our goals. But the greatest gift of this awareness will be
the sheer joy of self-discovery and the realization that to truly know ourselves, we
must first understand how and why we are all connected (Christakis and Fowler,
2009).
Pet Society is an online virtual reality social video game. “Video games are a new
Art Form”(Gee, 2007, p 83). This game utilizes a different kind of playing strategy as
traditional games; there is no winner or loser. Instead of trying to play the game
repeatedly to improve the scores players are required to play daily to do many simple
things: clean, dress, feed or visit a friend’s pet, etc. These activities require a minimum
amount of time and children can accomplish them with minimal intellectual effort. In Pet
33
Society, players gain virtual coins and paw points for just about every task or action they
complete, including visiting and caring for the pets of friends within their social network.
The social network, Facebook, is used to connect the players of the game. Your
friends in Facebook are the same people that you play the game with, not strangers.
Friends are not opponents but they are necessary to be used to move further within the
game. To play the game you have to be connected to friends on the same use network
and, if it is possible, even enlarge it (Rossi, 2009). This is an ideal way to positively
Results
had done this type of art previously; this was not new to them. A few of the campers
voiced that they previously use KidPix, another digital paint program geared toward
primary age students, and found MS Paint boring because there were not as many options
as in KidPix. Unfortunately, KidPix was not available in this TRC Computer Lab. The
campers were required to create at least three pictures, one being a self-portrait. Many
All of their artworks were posted to their virtual gallery within Facebook. Using
the social network did not appear difficult. The campers quickly grasped the concept of
themselves in the digital photos or artworks, clicking on the picture and automatically
35
attaching a label with their name. Campers made minimal comments were made on
The introduction of the virtual world, Pet Society was a welcomed break from
step-by-step learning of the MS Paint and how to upload a picture to Facebook lesson.
still naked.” The second challenge of the day Figure 4: Pet Society Example
in Pet Society was to take a photo within the
virtual world and post it to their virtual galleries. All met the challenge. Many of the
campers did not want to leave when the class was over at noon. Parents were still
nagging them at 12:15 pm, to leave when TRC automatically logged the campers off of
the computers.
aaahhh, you did that with just one click!” After one five-minute demonstration, they
36
were eager to try themselves. Students were required to edit at least three digital photos
taken during camp, post them to their virtual galleries, and make comments on their own
as well as others. All campers exceeded the minimum of at least three pictures; however,
one camper made 13 variations. They quickly grasped the concept of “save as” and re-
opening the original image to start the process again. They were eager to see what each
After reviewing the task of uploading and getting the new images posted, the
classmates’ artwork. The comments were easily made. Grammar was not proper;
complete sentences were a rarity; but the meaning was easy to interpret. An occasional
“how do you spell…” rang out through the room, and quickly answered by the closest or
loudest camper.
We also returned to the virtual world, Pet Society. The campers were eager to
check on their virtual selves, the seeds they planted, and the gifts they gave each other.
They were required to take at least three pictures of their virtual selves in their home, a
friend’s home, and out shopping or around town. The virtual world required that they
work together rather than in competition, which is different than traditional games
37
requiring competition, a winner and a loser. They were asking each other questions, such
spectator.
their virtual gallery with their parents. Parents were surprised not only by the virtual
gallery on Facebook, but also that several of the campers were able to quickly open up
taken back and asked, “what rule?” Almost in unison the class
responded “if you don’t have anything nice to say don’t say
anything AT ALL!”
Figure 8: Mr.
Picassohead
Wednesday, the campers enthusiastically returned eager to
Example
38
see what was on the list of things to do during class written on the whiteboard. During
the first fifteen minutes of transition time (drop off, sign in, etc), the campers explored an
online program called Mr. Picassohead (www.mrpicassohead.com). This gave them the
opportunity to create another self-portrait using tools based on the abstract designs of
Pablo Picasso.
to the desktop, and opening the file in Figure 9: Photoshop Copy and Paste
Example
Photoshop. The campers edited one
Class continued with the campers posting their new artworks and comments on
the virtual gallery. It was difficult to get them to comment in more than one word
39
phrases of: cool, awesome, nice, sweet, wwwoooowww, etc. They were then challenged
Pet Society exploration filled the final 50 minutes. The kids focused on checking
on pets, petlings, planted seeds, friends, and the newest things in the shops. There were
several image changes to their virtual selves. Today the theme was green, mostly due to
St. Patrick’s Day. Some changed their bodies’ color; others just changed their clothes.
There was continued collaboration between campers on how to best achieve status or
coins. The challenge in Pet Society today was to capture a picture of a special place in
the virtual world, post it in the virtual gallery, and explain why it was special.
Thursday, the campers spent some time tagging digital photos that were taken the
previous day. Campers were asked to select one image of their choice to work with in
Photoshop. The challenge today was to use the copy and paste technique and apply a
filter. Most of the campers saved the work by doing a “save as” after each copy and
paste or filter process. When they posted their images to the virtual gallery, it
documented the progression of their creation, Figure 11. All of the campers completed
Figure 11: Photoshop Progression Example, neon filter, copy/paste, both, freehand draw
40
Friday was the final day of camp. The campers were eager to start with
Photoshop. But first we had to complete the final questionnaire, and complete an art
criticism on their choice of pictures. They were asked to select from their virtual gallery
“the best picture EVER.” This label would help in locating the picture later for data
analysis. They were asked to do each part of the art criticism on a different comment
line. The campers had made random comments (describing, analyzing, interpreting, and
judging) all week on other campers’ artwork, but doing critiquing (doing all the steps) on
their own artwork proved to be very difficult. There was a lot of prodding on my part to
get them to respond with more than four words. I had to make a rule that the comments
had to be at least five words in length, in order to prevent them from saying: “it’s me, it’s
cool, or I like it.” They appeared to want to work with Photoshop more than write
comments.
Seconds upon completion of the art criticism, they quickly selected a picture to
the back ground, for example: canvas, blur, Figure 12: Photoshop Extreme Example,
multiple filters, copy/paste
41
neon, outline, and sketch. Other campers even used the text-typing tool, and the drawing
The campers spent the final hour in Pet Society altering their virtual selves,
collecting fish, and visiting each other. They were eager to share with each other “tricks”
to getting around or finding the most coins or points. A few took additional pictures and
posted them to their virtual galleries for comments. When their parents arrived at noon,
many campers shared their virtual galleries with their parents, taking the time to explain
how pictures were made, where the picture was taken, or why they chose that specific
picture to alter and change. Parents also asked questions of their children, as to what they
The parents were also asked to complete an impromptu exit survey. They made
comments throughout the week at drop off and pick-up; the survey was an opportunity to
document their opinions and comments. They were asked ‘do you think your child(ren):
enjoyed camp, learned about digital art, and how to use a social network?’ They were
also asked whether their child(ren) had a Facebook account prior to camp and if they
would keep their camp account. Parents were also given the opportunity to voice any
Using the method of action research posed its own challenges. There were times
when I was pulled in either the direction of the teacher or the desire to collect data as the
researcher. There were times when I was about to video record or take a picture when a
camper called out my name, requesting assistance or wanting to share a new discover. In
this case documentation was lost in order to continue teaching. It would have been easier
42
to have a third party in the room to document or a video camera set up in the back corner
of the room.
Data Analysis
General responses from the pre questionnaire identified the existing digital
knowledge of the campers, see Appendix C for all results. All of the campers used
computers; however, 91% use computers at home, 58% at school, 41% at the library,
25% local community center, or 16% at a friend’s house. The option of “I don’t use a
computer” was not selected at all. Overall, 75% said that they created digital art, yet,
when asked what digital art was 16% incorrectly identified it as drawing and painting.
The majority of campers 91% said it was art made on a computer, including 16%
Campers responded to what a virtual world was with 58% as a computer game,
not the real world (66%), while eight percent said it was pretend play in the back yard.
The pre questionnaire listed several virtual worlds to assist in identifying which the
campers had previously explored. Second Life had zero responses while 66% visited
Webkinz, 33% Club Penguin, 33% Neo Pets, 25% Barbie Girls, 16% ToonTown, and
In the pre-questionnaire, there were four types of artworks; digital art, pencil
sketched art, painted picture, and a digital photograph. For each question, the campers
were asked “Can you guess how this was made,” and given multiple-choice answers of
the four different types of art. Each picture appeared separately, rather than matching the
43
identify.
Figure 13: Computer Aided Drawing by Tim Wells
Campers were also asked to identify a painting Figure 15, Fueled Fire. I thought
as a digital art.
Figure 16: Digital Photograph by
Finally the campers were presented Jenny Evans
with a digital image, Figure 16. One hundred percent identified the digital photograph
correctly.
specifically answer: could they correctly Figure 17: Pencil Drawing, Glove by
Tim Wells
45
do not know for sure. The next image campers saw was Figure 18, a pencil drawing of
the same due to the 100% correct identification on the pre questionnaire. On both images
the campers correctly identified the painting as a painting, and 100% correctly identified
calculation for finding the difference or improvement is the % correct in the post
questionnaire minus the percent correct in the pre questionnaire, divided by the percent
correct in the pre questionnaire and then multiplied by 100. There is evidence of
46
digital art and a virtual world as an open-ended questions instead of multiple choice, see
Appendix A for a list of the questions. When defining digital art, ten of the eleven
campers defined it as art done/made on the computer, see Appendix D. When describing
a virtual world, nine campers specifically responded with fake, not real, or on a computer.
Two campers provided additional examples of virtual worlds, like Club Penguin, or Pet
Society.
There were a few questions about their virtual selves; name, color, why that color,
why that clothing, if they went to the style shop, and what did they change? When
describing themselves seven mentioned the color while four listed emotional descriptors
(happy, sweet, and cool). Clothing and outfit styles were chosen because of personal
preference, regardless of how many coins the outfit cost them. None of the virtual selves
were naked. They responded that their virtual self was that specific color due to their
favoritism of that color; none of the campers selected a color that matched their natural
skin tone. Seven of the campers chose to alter or change themselves in the Style Shop
during the week. Four either changed a body part (eyes, ears, nose, mouth, head shape,
or decorative symbol), while two completely changed their names. All of the campers
The post questionnaire also asked the campers’ opinions in respect to software,
challenges, and enjoyment. The favorite software of all of the campers was Pet Society,
47
the virtual world, with 63%, closely followed with Photoshop (48%), Facebook (27%),
and MS Paint (18%). Five of the campers listed no challenges, while four listed
Facebook issues as the hardest. One camper mentioned getting out of bed in the
morning. All of the campers (100%) responded that they enjoyed camp.
The campers also spent some time documenting their virtual selves and
commenting on each other’s self-presentations in the virtual world, Pet Society. It was
interesting to observe that they did not want to talk/write about themselves. They chose
the image of themselves and the location. I documented this image of their virtual pet,
their remarks (verbatim) about that particular image, the comments of their peers
(verbatim), and my observations comparing the actual camper to the virtual image of the
included a room of their home. Pet Society provides a television, microwave, ball, jump
rope and bar of soap. All of the other items visible the campers have purchased with their
coins. The trophies are earned by completing tasks, most left them in their room visible
for all to see. Four of the campers included pictures of their “egg collection,” due to the
spring season. They attempted to collect all 12 differently decorated eggs. There was not
a dominant color or creature type, all were different from each other, yet by the
comments you can tell their fellow campers agreed this was a representation of them.
Analyzing the campers’ artworks and their meanings was key to this study to
determine what the artworks mean to them and their symbolism. Campers were asked to
select their favorite ‘the very best EVER,’ the one they feel they did the best, or the one
that best describes/illustrates themselves. It could be created with any of the software
used during camp. I then asked verbally the following questions: “On the first comment
line please describe your picture (what do you see), on the next comment line tell me
51
what kinds of art do you see (colors, patterns, etc.), on the next comment line write what
does it mean (the symbols, colors, shapes, etc.), and finally on the last comment write
how well was the picture made and why.” This satisfied the requirements for Feldman’s
art criticism: describe, analyze, interpret and judge. I asked the questions individually,
not moving on to the next question until all of the campers had responded to the question
at hand. The campers were unaware that they were doing an art criticism, they just
responded to the questions asked. If given the opportunity I would have read each
response before moving on to the next question to insure the question was answered.
In reviewing the art criticism, meaning seems minimal, yet it is there with
statements like: “double friends and double me” or “who I want to be.” The campers
shared what is important to them, what they thought was cool, who they wanted to be.
They made decisions regarding how much they want to share and what they wanted to
share. Do they want to share their silly, humorous side, or their favorite color? By
sharing they risked the rest of the campers not thinking they were cool, or good enough,
getting campers to
challenged (requirement
include comments on
not only describes the location of this picture, but also why he is “proud” of this picture.
Not only is he collecting, but also he is 66% done with his egg collection, which in this
game, in two days is a feat of luck that none of the other campers achieved. Yet, in his
This spring break camp took place during the week of March 15th. This included
St. Patrick’s Day, the first day of spring, and the middle of Lent (pre-Easter). These
holidays were visible in the virtual world, Pet Society, but not reflected in any of the
other art. Within Pet Society the cultural objects (green items, Easter eggs, flowery
baskets, etc.) were available to chose from, and did not need to be created from scratch.
They were also listed as “special” (seasonal) items in the store. Perhaps the virtual
marketing strategies by the game maker worked after all. The items they advertised or
to note that in all the images he posted Figure 20: Photoshop Guess Who? Example
unidentifiable, Figure 20. The camper would not “tag” anyone in the photo and left a
caption of “guess who?” Many of the comments would lead to guesses of not only whom
artwork.
took it upon herself to make sure that if another camper had petlings (virtual pets for their
virtual selves) that they took care of them, fed them, and did not lose them. She would
post status reminders as well as walk around the computer lab voicing quiet reminders as
communal cause.
exactly. She has a pet at home (in the real world), the same exact pet is not available in
the virtual world, so she took another pet, a fluffy, white cat. Having a pet is important to
her. She took liberties to explore and try new things to improve her self-image. It is
interesting to note that throughout the week she tried several hairstyles, in various colors,
a few different pairs of glasses, from reading glasses to sunshades. Even her outfits
changed, but the spiral on her forehead remained there the entire week of camp,
unchanged.
Throughout the week I recorded a few video clips of the campers, purely for the
purpose of demonstrating how to upload a video, tag it, view it, and comment online.
57
(see Appendix E for transcripts). Out of the eight video clips, four of the video recorded
conversations were of the campers assisting each other on the computer. Sometimes the
conversation was only five seconds in length, others lasted up to 30 seconds. In two of
the conversations between the campers and myself, the campers admitted that their
virtual self shared and displayed the same emotion as he or she did.
The impromptu parent survey had positive results. All of the parents (7/7)
responded that their children did not have Facebook accounts prior to camp and that their
children learned the value of a social network in camp. All of the parents thought their
children enjoyed camp. But did they think they actually learned about digital art? Yes,
six out of seven surveys indicated that parents felt their children learned about digital art,
What was most interesting on the parent survey was the comments/suggestions.
Other than the simple “it was great,” or “the kids loved it;” there were requests (four) for
more classes or longer classes. A few parents commented on the information that the
children learned. One parent voiced concern stating that “now my seven year old knows
more than me.” Finally, one parent voiced a need for the future stating “I think social
networking and digital art should be taught at a young age, that way kids will be able to
expand their knowledge about computers and their capabilities for the future.”
The TRC also conducted an independent survey; unfortunately not all parents
responded (only four completed surveys were turned in). Some of the questions had to do
with marketing, the registration process, and the facility. Other questions regarding the
58
specific camp had to do with meeting expectations and professional behavior. In this
case, all of the responses were marked excellent (the highest ranking option). There was
also an opportunity for parents to make comments. The comments consisted of: “my
child really learned something, my girls have learned so much in computer art that they
are able to maneuver around the computer, instructor was very nice and helpful, great
interactive class, the children learned a lot and had fun doing it, my kids were very
excited to come everyday.” The TRC invited me to return and teach additional camps.
Comparative Analysis
From the first minute of camp, the campers were on the computers using
the social network, and uploading pictures. The repeat of those instructions was not
necessary the remainder of the week as the campers completed the task without
additional instruction. Couse and Chen (2008) found similar results when they studied
young children’s (3-6 yr.) investment and motivation in learning using Tablet computers.
They noted that the children quickly were at ease with the writing stylus and tablet. In
participate, and had low frustration in using the technology (Couse and Chen, 2008).
Ongoing throughout the camp, I also noticed that the campers were teaching each
other. When students discovered something they thought was exciting, they not only
posted a picture on their virtual galleries for comments, they also announced an invitation
to all campers to come over to their computers so they can demonstrate how to do it
themselves. This led to many more artworks being posted on the virtual gallery. Ryan
59
Shin (2010) discovered the same thing with his experience in “Taking Digital Creativity
to the Art Classroom,” stating “the digital world does not emerge from a vacuum state
without having relationships… in a digital world people are connected, supporting and
critiquing each other in the social context of their technologies”(Shin, 2010, p. 39).
The constant flow of different kinds of communication in the computer lab and
the comments that were posted on Facebook, the social network, caused me to review all
of the posts on status statements, digital photo albums, and digital photos. I compared the
types of comments made. It was interesting to see the different kinds of communication
the campers used among themselves within the social network (inquiry, opinion,
digital photos, and status reports, over 130 comments, a mere 21 were status updates or
simple conversation. Eight were questions regarding how an artwork was created, though
only two of those questions contained responses with an answer to the question posed.
One hundred and two of the comments made were positive remarks from the campers to
their fellow campers supporting them in successfully creating artworks and posting their
artworks. “The social networks that humans create are themselves public goods.
Everyone chooses their own friends, but in the process an endlessly complex social
network is created, and the network can become a resource that no one person controls
but that all benefit from” (Christakis and Fowler, 2009, p 184).
Campers’ verbal communications during the week were similar to their posted
comments. Students often shouted out “Ms. Jenny, come see, hey check this out, or you
have got to see this,” in elation when they were happy with their artworks or when they
60
found something they thought was “totally cool.” They wanted to share their discoveries
with each other rather than quietly and selfishly keep it to themselves. There were other
instances where a camper would ask “how did you do that?” Thus providing the
opportunity for one camper to demonstrate to another camper on the desired effect was
achieved. Catchings and MacGregor (1998) found a similar effect in their study, stating,
“Letting each student tell the group about her or his favorite effect and how to achieve it
provides a great way for them to learn more about the program and it encourages the
collaborative tendencies that are paramount to the successful use of this medium” (p. 23).
Gender Differences
Age Differences
read while the other is beginning puberty. In Figure 26: Example of artwork by
youngest camper, six years old, in
the first example, Figure 25, the
Photoshop
youngest camper uses multiple
was completed with multiple filters (the pixelating and the pencil effect). The digital
outcome highlights the young lady, is flattering, and identifiable. She clearly wanted a
Most of the campers used the Liquefy filter, making the digital image appear to
melt, or stretch body parts. This was the filter that I used in the demonstration, the first
62
filter listed in Photoshop, and the one with the least amount of modifications. This filter
required students to simply ‘click and drag,’ allowing the image to be stretched or appear
to melt in whichever direction pulled. Many of the campers tried all of the filters and
their multiple variations, and shared their findings, as well as the copy/paste and painting
techniques.
63
Primary students in this study, when given the opportunity to learn digital editing
technology, are capable of creating meaningful digital and virtual pictures and using a
social network responsibly (they chose the “be kind” rule). The children in this study
(challenges of the day) and went on to investigate the software and meet their own
personal goals of exploration. There was no incentive for them to learn, because there
was no grade, or even a certification of completion at the end of camp, yet they continued
The first research question asked ‘what kinds of digital art can young campers
ages 6-12 distinguish and identify?’ The pre and post questionnaire demonstrated
improvement by evaluating what they could identify (pencil drawings, paintings, digital
art and a digital photograph) by attending computer art camp. There was improvement in
the scores from pre to post questionnaires. The campers were more familiar with the
digital art medium after spending a week working with it and creating their own
artworks.
digital artworks can campers create and what do they mean to the campers?’ The
campers utilized not only the software within the lesson plan of MS Paint and Adobe
Photoshop, but also the applications on the Internet for Pet Society and Mr. Picassohead.
Using different software programs in a progression allowed each lesson to build on the
previous lesson. This created inquiry and invited the campers to be curious to learn
64
more. For instance, Friday’s lesson plan was to evaluate art, move the pictures into one
album, but they wanted to spend more time in Photoshop. Since Photoshop is not
available as an online free program, like Facebook, I chose to alter the lesson plan to
campers only in the TRC computer lab. They spent an additional hour working with
Photoshop creating additional artworks. Throughout camp, they were not only
manipulating the medium but also viewing it, evaluating their classmates’ artwork, trying
to understand how it was made, or trying to remember if they had tried it or could
The art criticism questions were part of the data interpretation to obtain meaning.
According to Gude (Gude, 2008) a core concept of art education is students’ need to
increase their ability to make meaning. Meaning-making is the aptitude to employ and
think about ideas and images; the ability to make use of images and ideas to re-imagine
one's own life experiences; the ability to examine and symbolize one’s own experiences,
These campers spent a week exploring their identities. They worked in three different
themselves in the moment. For example, if they were feeling sad, they altered their
about the campers; “I’m thinking, I have a friend, my personality, who I want to be, me
65
joking, I like pink, two of me, it’s cool.” These are the things on the minds of children
portraits of themselves. I did not ask them to create landscapes, a still life, or the happiest
moment of their life. I purposefully asked them to create something that they would be
experts on the subject. Who knows them better than themselves? Many other students
represented an alternative ego, as we had a “secret agent, and a hobo” demonstrating the
future occupation, and the wanting to be lazy over spring break. The artwork that was
created was of them, about them, relating to, and meaningful to them. They took the
items, objects or themes did they use to represent themselves: “what choices of self-
presentation (objects, color, and patterns) do campers demonstrate when exploring digital
identity?” Girls were typically in dresses, with a bow or flower, while boys selected hats
and pants. All of the items in their homes (with the exception of the items provided; the
television, microwave, ball, jump rope, and bar of soap) were purchased and displayed by
them, for example, their egg and pet collections or the trophies that they had earned. For
example, the Hobo decorated his room with a beat up, patched up chair, a brick wall, and
a tire around his waist for clothing. They chose which room to put their items in, usually
putting their favorite or most important items in Room 1, which is the entry point to their
in the week, after using the software for a few days, she
posted another picture, Figure 28. She is clearly not Figure 27: Self-
Presentation Emotion
happy, perhaps pouting even. She even takes the time to Example, Happiness
Previous studies by Unsworkth et. al, (2005) and Slovie and Kloek (2007)
document that children, under the age of 12 are capable of using computers, just as this
study demonstrates. However, there were some differences. The Unsworkth et. al,
(2005) study positively discussed the children they researched using computers to
advance their literacy skills, not including art at all. Conversely, the 2007 study by
Slovie and Kloek examined pre-service teachers, exploring how to empower teachers to
67
use the technology by allowing the children to utilize the technology in the classroom.
They stated that if the teachers were more comfortable using the technology, they would
be more apt to teach it and utilitize it with the classroom, thus allowing the students
access to the technology (Solvie and Kloek, 2007). This concept might explain why the
questionnaire revealed that while 100% of the campers have access to computers (at
home, school, the library or community center), only 58% responded that they use them
at school.
Angela Thomas (2005) also studied children online in “Children Online: Learning
in a Community Online.” In her study, children, aged 13 learned how to use the online
virtual community are learning through their participation the value of social practices of
My study produced the same results of Thomas’ study, but with younger children.
The campers not only learned how to play the virtual reality game, Pet Society, they took
the time to share themselves and their discoveries, to educate each other, and to take care
of each other.
Marsh’s (2009) study with children aged 5-11, a similar virtual world study in
Club Penguin, stated that 52% of the 175 children used virtual worlds on a regular basis.
According to the pre questionnaire, this camp had different results. One hundred percent
of the campers stated that they previously used a virtual world. Marsh concentrated on
literacy for expression, specifically how the participants expressed themselves verbally,
and meaning. Campers were able and preferred to express themselves using images with
shapes and colors instead of words. Most avoided iconography but used gender-specific
colors (pink and purple for girls and green and blue for boys). The campers had no issues
in finding meaning, but were reluctant to share the meaning with fellow campers evident
by the number of comments showing support (comments like “cool, awesome, I like
that,” etc,) 102, over the few that were “about me.”
These campers had individual meanings when exploring their identities. What is
key here is to note that they were capable of expressing themselves and what was
meaningful to them about their personality, lifestyle, pets, virtual collections, and culture.
Karen Murphy (et. al, 2003) also concluded “images can lead children to discuss the
events with adults and peers and then perhaps use them as a basis for writing, drawing, or
other form of processing and expression” (p. 3). Drawing about their identity is another
Leigh and Heid (2008) stated that children find comfort and greater ease in
open up and share themselves with others. By exploring their art, we can learn what part
of their culture is important to them and what they are willing to share. Educators can
teach how the culture is shaped and how to shape the culture by providing the students
with the tools of contemporary aesthetic investigation. Through such signifying practices
individuals make meaning of their lives and they make purposeful meaningful lives
(Gude, 2008).
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Gee (2007) found in Good Video Games + Good Learning that young people
enter more virtual spaces than ever before, which produced a more powerful vision of
learning, affiliation, and identity. Learning itself became personal and unique for each
individual, based on the complex opportunities and the social journey that each traveled.
Yet, the social journey intertwines with others, giving them the opportunity to share their
identity with others. Gee researched pre-teens and their utilization of the technology.
This study expanded on Gee’s research with younger children opening the door for more
educators and parents to explore virtual worlds with children with the same results.
Figure 29: Collection of Self Portraits, MS Paint, pink line filter in Photoshop, virtual
self, freehand drawing in Photoshop, and Mr. Picassohead
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For example, all of the pictures, though created with different software, illustrate the
same general statement about the same camper. She is feminine, and loves the color
pink. Even at nine years old this camper knew what part of her personality she wanted to
The virtual gallery within Facebook allowed students to see each other’s pictures
in real time. As soon as they were created, they were posted for viewing and evaluation.
A virtual gallery extends the exhibition experience beyond the physical space. Exhibiting
opportunities for other people—teachers, classmates, students, school staff, and the
public not only to view, but also appreciate, and praise student artists. Using the web for
exhibiting student art is an inexpensive and modern approach to the traditional format. In
addition, Burton (2010) stated that, this contemporary gallery format “also creates venues
for critique and discussion that would not be possible otherwise” (p. 48). Digital student
art galleries help primary students to express their digital selves and demonstrate the
importance of art within a school community. It is also important to note that once there
was the introduction of Photoshop in camp none of the campers were remotely interested
the functionality of the Photoshop program. Many users are intimidated by its potential;
yet, these campers were eager to meet the challenge and explore what they could create.
I was also surprised at the number of campers that quickly memorized their login
and password for Facebook and logged in at home later that day, and later in the week
when camp was over. The connection is still there even though camp has concluded.
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During this study campers did not receive a grade or were not forced (no
consequence if not completed) to complete the requirements of the camp, yet every
camper exceeded the requirements. What were their motivations if there was no
incentive? Traditional motivation includes incentive, some kind of bonus or a prize. Yet,
these campers communicated, learned, played, posted, and taught each other without a
dangling carrot. This kind of motivation is intrinsic motivation, coined ‘Motivation 3.0’
by Daniel Pink a 21st century philosopher, defines intrinsic motivation as “for artists,
scientists, inventors, school children, and the rest of us, … it is the drive to do something
creativity” (Pink, 2008, p 46). Pink continues to explain by listing several studies that
demonstrate that Motivation 3.0 motivates people including students and campers more
In the field of art and creativity, Harvard professor Teresa Amabile and her
and non-commissioned work was compared. A panel of artists, curators, and art
educators blindly judged artworks for creativity and technical skill. The researchers
found that the commissioned artworks were less creative. They also interviewed the
artists, finding that when creating art was “work” represented by the commissioned
pieces the artists felt less creative and thus the artwork appeared less creative.
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educators are less stringent on the specifics of the assignment and leave it more open-
ended, allowing students to create what is more meaningful to them, they will be more
creative and willing to take more risks in the name of creativity. Pink also states that
there is a mismatch between what science knows and what educational systems do. He is
confident that Motivation 3.0 is the way of the future and encouraged parents and
his book Drive for parents and educators to utilitize at home and in schools to prepare
young people for the future. Educators should consider these ideas when creating their
future curriculum.
Other art educators are starting to take on the 21st century art room by including
technology. Bryant (2010) explored urban high school students. The primary goal of his
unit was to teach the students how to create a stop-motion film that uses various
offer multiple ways and angles of considering problem from which an optimal solution
brainstorming and storyboarding, peer checks, utilizing symbolism and metaphor, and
critique. In my study, I also noticed problem solving skills and campers assisting each
other as well as teaching one another. Art educators in the primary schools need not be
Additionally, action research also needs to continue in the field of art education.
Action researcher McKay (2006) challenges art educators to continue to inquire into the
73
unknown, to continue to explore the new and unknown, to make new connections and
reveal new knowledge about teaching and learning in art. The more educators know the
more they can teach and share. “The goal is to work towards a better understanding of
their situation in order to affect a positive personal and social change” (Riel, 2007, p. 1).
Action research is a challenge. It is a give and take process of teaching and documenting,
education. Generally, there are two arguments that technologists use to explain why
schools require new technologies. One is that there is constant change and educators will
need to prepare students for the future. The other is that technology gives advances
educating learners, and that schools should incorporate these capabilities to reshape
education (Collins and Halverson, 2009). New technology should not be used just
because it is there, but because it can build a richer classroom environment where both
the teacher and students can seek common and necessary curriculum goals (Roland,
2010).
I was interested to hear the comments from parents and their surprise that their
children were using Photoshop and Facebook without difficulties. One parent explained
that she was afraid to put her son on Facebook, but now, she thinks it is a good idea when
used in a positive, supervised way. She explained that her husband is overseas on
assignment with the Air Force and she does online chats and emails with him, and thinks
that Facebook would be a great way for her son to keep in touch and share his life with
74
his dad. It was best put by Christakis and Fowler, “But on a more human level, social
Art, technology, and children are the seeds of our future and when carefully
grafted together each cause the other to grow in unexpected and random ways furthering
their potential and the impacts on future seedlings. As Aristotle once was quoted, "the
whole is greater than the sum of the parts.” We, as a human race, need all of them, if we
neglect any part, it's to our detriment. Everyday we are preparing children for jobs of the
future. The careers of the twenty-first century work are more challenging, more creative.
experiment one’s way to a fresh solution… it seeks engagement.” (Pink, 2008, p. 174)
I challenge other art educators to continue exploring digital art with children. It
classrooms on opposite sides of the world, allowing young children to create their
artwork and share it with others. Expanding the social network would also increase art
depiction of identity, and discover what difference does the cultural background have on
the children. A common idea shared by many art educators is the acknowledgement that
social aspects are a fundamental part of how people, (adults and children) come to know
the arts and the impact of media and technological developments on art and society
(Parks, 2008). My study supports the notion that children are capable of creating
75
meaning, creating digital art, and presenting themselves if given the opportunity,
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APPENDIX A
PRE/POST QUESTIONNAIRE
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Pre Post
1. Name Name
2. Girl/boy What is digital art?
3. Age What is a virtual world
4. Where do you use a computer? Which program was your favorite?
5. What is digital art? What kids of comments did you make about
your classmates art?
You liked it, didn’t like, it, you described it,
you wanted to know more.
6. Have you ever created digital art? What was the hardest part of this class?
APPENDIX B
When used appropriately, technology can enhance children’s cognitive and social
abilities (NAEYC, 1996).
Students will:
1. Examine Digital images closely through group exploratory art criticism questions
to develop perceptual skills. [Describe, analyze, interpret, and judge] Art
Criticism, Evaluate
2. Describe the origins of their images and ideas and explain why they are of value
in their artwork and in the work of others. Art Criticism, Evaluate
3. Complete the questions about context of digital art (art history). Responding—
Art in Context, Relate.
4. Create works of verbal dialog that demonstrate an understanding of digital design
and the communication of their ideas, techniques, and processes they use.
Creating Art
5. Students differentiate among a variety of historical and cultural contexts in terms
of characteristics and purposes of works of art Responding—Aesthetics, Relate
Key Definitions:
Digital Pertaining to art created by digital means
Digital Art: most commonly refers to art created on a computer in digital form, art using
computer graphics software, digital photography technology and computer assisted
painting to create art (Paul, 2006).
Dimensional Art: differentiating between two-dimensional and three-dimensional art.
Portrait: noun a likeness of a person, esp. of the face, as a painting, drawing, or
photograph: a gallery of family portraits.
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• interface and communicate within an online blog and create a virtual art gallery
• maintain the social network daily by evaluating artworks they and their
classmates posted.
Assessment
Preparation:
1. Set up anonymous email accounts for each student using a free service online.
(Yahoo only allowed 5 per day, so it took multiple days.) All email addresses and
passwords noted. Using the same password for all emails was convenient. The
students will not have access to the email accounts or see any emails.
Using the emails set up the students with their first name and a false last name,
i.e.; John Artstudent, to protect their anonymity, and a fictitious birth date. Note
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the password. An email confirmation from Facebook will be sent to each email
3. Set up the social network in Facebook. In Facebook, login as each student, and
under the friends option follow the instructions provided by typing in the emails
4. Take digital photos of the campers, upload and tag (identify the camper by linking
Introduction: we will communicate with each other, create an art gallery of our artwork
and evaluate our art.
What is a Status? What you are doing or thinking right now, written out and posted on
the wall of the social network for all to see and make comments. My status will reflect
me.
What is the story? This page is all about me it shows the artwork that I have made, the
pictures that I am in. I can write what I am thinking or feeling and everyone can share
what they think about my postings verbal and non-verbal.
1. Create a profile picture from the digital library of student pictures, select, crop,
and save.
2. Identify the tools of the program, understand and explore the menu options,
recognize their photo and label it their profile picture (changeable in the future).
3. Participate: update their status, comment, evaluate art, and chat with classmates
in an appropriate, responsible manner. Through participating in a dialectal
interplay between visual and verbal thinking, art students engage in one of the
most powerful forums for developing critical consideration and constructing a
personal knowledge of art (Stout, 1993).
4. Create: an online Art Gallery; upload and tag (link the images to the people in the
picture within the social network) and art work to their Facebook account
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Materials: Computers, Internet Explorer (or other web browser), Internet access,
Facebook Application, Facebook account, Projector connected to computer.
• create computer-generated art, a digital self, using color, story and expression
• post at least three pieces of their artwork to the social network for evaluation.
• evaluate their three artworks and the artwork of other campers on the social
network.
Assessment
spray can, select the tool, then the color, then apply. Try everything, you can always
erase and start over with the eraser tool (it even looks like a pink eraser). A pencil is
even available if the artist would like to sign their name, instead of typing it using the
text-typing tool.
Who made this digital art? The instructor, Jenny Evans, Figure 27.
What story is it telling? The visual details of a person. This is me after a very long day.
I am tired and forcing my eyes to open. My hair is very messy because I just finished
having a giant tickle fight with my kids. I don’t know who won, but it was fun. I really
need to take a break and relax.
Why was this made, what is its function? To express myself digitally, to demonstrate
how easy it is to create, to share what I was feeling after a long day.
4. Save the image to their computer and upload it to their Facebook account, and
comment.
Culmination
When the students are finished with their works and the artwork is posted to the
social network the teacher will gather the students for a discussion. According to
Villeneuve and Rowson Love (2008) “Inquiry, or generating and answering pertinent
questions in a dialogic manner, can foster learning through social interaction using
92
method of mentoring, peer collaboration, and teacher facilitation” (p. 194). Discussion
• Identify different colors, and shapes that they used in their artwork.
• Identify symbols in their artwork.
• Compare and distinguish between different shapes.
• Identify symbols that were used express feelings instead of words in their
artwork.
• How did they feel while creating their artwork?
• How did they use the materials and tools?
Students will answer the questions in the comments section in the virtual gallery.
The teacher will prompt if necessary to add to the discussion on the lessons of color,
shape, the skill learned, etc. to meet the objectives. This is a second opportunity to go
over unit definitions, or give the students the time to meet the objectives.
The evaluation is a time of sharing not negative judgment as far as “I don’t like it
or it’s ugly,” from classmates. Each student can comment and do a simple art criticism
(describe, analyze, interpret, judge) on their own artwork, while answering questions
• create computer generated art, a digital portrait using colors, story and
expression
• modify digital images by using various filters and digital manipulations
using Photoshop.
• post at least three artworks to the social network and comment.
Assessment
What story is it telling? The visual details of a person. This is a part of my family
picture, Figure 30. My son, Ethan, is also in the picture. I modified this picture with the
neon filter. It highlights all the curves, the best parts, I think. You can see the smiles so
much better. I think I am smiling and feeling “thank
goodness this family picture is finally done!”
Where was this made? In the computer lab
2. Experiment with the tools of the program to modify digital art. The key idea
here is to demonstrate the tools and let them explore the ranges of each, discover
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the variety of options. Let the students play with the software with the ultimate
goal of a self-portrait (Lemerise, 1993).
3. Identify the various filters and understand what changes they make.
5. Assemble Virtual Gallery: save the image to their computer desktop and upload
it to their Facebook account, title and write evaluation in the comments.
Culmination
When the students are finished with their works and the artwork is posted to the
social network the teacher will gather the students for a discussion. According to
Villeneuve and Rowson Love (2008) “Inquiry, or generating and answering pertinent
questions in a dialogic manner, can foster learning through social interaction using
method of mentoring, peer collaboration, and teacher facilitation” (p. 194). Discussion
• Identify different colors, and shapes that they used in their artwork.
• Identify symbols in their artwork.
• Compare and distinguish between different shapes.
• Identify symbols that were used express feelings instead of words in their
artwork.
• How did they feel while creating their artwork?
• How did they use the tools in the software?
Students will answer the questions in the comments section in the virtual gallery.
The teacher will prompt if necessary to add to the discussion on the lessons of color,
96
shape, the skill learned, etc. to meet the objectives. This is a second opportunity to go
over unit definitions, or give the students the time to meet the objectives.
The evaluation is a time of sharing not negative judgment as far as “I don’t like it
or it’s ugly,” from classmates. Each student can comment and do a simple art criticism
(describe, analyze, interpret, judge) on their own artwork, while answering questions
• create computer generated art, a digital portrait using color, story and
expression
• modify digital images by using copy and paste manipulations in
Photoshop.
• post at least three pieces of artwork on the social network and make
comments.
Assessment
notice the similarities in the tools. A lot of them are similar to the first art program,
Microsoft Paint. It is a fun game to play “spot the differences.”
Why was this made, what is its function? To express myself digitally, to demonstrate
how easy it is to create
2. Identify the tools of the program to modify digital art. The key idea here is to
demonstrate the tolls and let them explore the ranges of each, discover the variety
of options. Let the students play with the software with the ultimate goal of a
self-portrait (Lemerise, 1993).
3. Apply color utilizing the tools of the program, by painting with a digital
paintbrush or filling in a space with a digital paint bucket and use tools to cut and
paste.
4. Save the image to their computer and upload it to their Facebook account
Culmination
When the students are finished with their works and the artwork is posted to the
social network the teacher will gather the students for a discussion. According to
Villeneuve and Rowson Love (2008) “Inquiry, or generating and answering pertinent
questions in a dialogic manner, can foster learning through social interaction using
method of mentoring, peer collaboration, and teacher facilitation” (p. 194). Discussion
• Identify different colors, and shapes that they used in their artwork.
• Identify symbols in their artwork.
• Compare and distinguish between different shapes.
• Identify symbols that were used express feelings instead of words in their
artwork.
• How did they feel while creating their artwork?
• How did they use the materials and tools?
Students will answer the questions in the comments section in the virtual gallery.
The teacher will prompt if necessary to add to the discussion on the lessons of color,
100
shape, the skill learned, etc. to meet the objectives. This is a second opportunity to go
over unit definitions, or give the students the time to meet the objectives.
The evaluation is a time of sharing not negative judgment as far as “I don’t like it
or it’s ugly,” from classmates. Each student can comment and do a simple art criticism
(describe, analyze, interpret, judge) on their own artwork, while answering questions
• create a virtual self using shapes, patterns, colors, story and expression
• maintain the social network by posting pictures and comments from Pet Society
expand the world to embrace global virtual world.
• Post three images from the virtual world to Facebook and comment.
Assessment
What story is it telling? This is the art Figure 37: Pet Society Lesson Plan,
teacher, Figure 33. She is sitting in her living Self Portrait Example
102
room. The walls and the floor show different patterns, one is dots the other is square.
She is wearing a paper bag for a dress and a tin can for a hat. There are warm colors with
the brown hues with red and yellows. The can and the bag were free items, in Pet
Society, making the statement that you don’t have to spend a fortune to have clothes in
this virtual world. Anything, even what would normally be recycled in the real world
could be used as clothing. The picture in the background is a semi-copy of the La Chat
Noir, but modified to Pet Society, connecting the real world to the virtual one. This
reminds her of her trips to France and her love of art. This poster helps identify her.
Where was this made? Using the Pet Society Application on Facebook
Why was this made, what is its function? To simulate real life but in the computer. To
play, to create, to learn and to have fun. To socialize and help me be responsible for a
virtual being in a safe environment. This gives me the opportunity to participate in a
virtual world.
How was this made? By making choices on the computer application, it is all-digital.
How does this virtual art compare to other virtual art in different cultures? Pet
Society has over 11 million users worldwide, it is used in a variety of different cultures
(Playfish, 2009). Cultural elements are available in various virtual stores, usually during
a specific cultural holiday. For example, in January during Chinese New Year, Chinese
lanterns and dragon decorations were in the furniture store, while moon pies, fortune
cookies and tea were available in the Food Store. If I did not already know it was
Chinese New Year this would prompt me to research and understand what was being
celebrated and why.
2. Identify the options of the program to draw and create digital art. The key idea
here is to demonstrate the options and let them explore the ranges of each,
discover the variety of options. Let the students play with the software with the
ultimate goal of a virtual portrait (Lemerise, 1993).
Figure 41: Pet Society Information Bar, Coins, Level, and Points Example
Coins (yellow circle with star, totaling 3,079) are collected to make
purchases of food, clothing, household items, garden items, etc. Coins
are acquired by completing tasks, taking care of your virtual self,
selling produce, winning races, Figure 37.
The paw points (brown circle with the paw print, totaling 78,884) are
your status. These are acquired by completing tasks, visiting your
friends, giving gifts, and making purchases. This number will only
increase, as the number increase so does your status (the number in the
green circle, 30). This will rank you and the participants in your social
network.
Every pet has these symbols you can take care of yourself and your friends.
6. Assemble Virtual Gallery: Using the camera icon, select a picture type (room,
group, or portrait), within Facebook approve the pictures to post by clicking the
check box. Write comments and select save and publish.
Materials: Computers, Internet Explorer (or other web browser), Facebook account, Pet
Society Application, Projector connected to computer.
Culmination
105
When the students are finished with their works and the artwork is posted to the
social network the teacher will gather the students for a discussion. According to
Villeneuve and Rowson Love (2008) “Inquiry, or generating and answering pertinent
questions in a dialogic manner, can foster learning through social interaction using
method of mentoring, peer collaboration, and teacher facilitation” (p. 194). Discussion
• Identify different colors, and shapes that they used in their artwork.
• Identify symbols in their artwork.
• Compare and distinguish between different shapes.
• Identify symbols that were used express feelings instead of words in their
artwork.
• How did they feel while creating their artwork?
• How did they use the tools in the software/program?
Students will answer the questions in the comments section in the virtual gallery.
The teacher will prompt if necessary to add to the discussion on the lessons of color,
shape, the skill learned, etc. to meet the objectives. This is a second opportunity to go
over unit definitions, or give the students the time to meet the objectives.
The evaluation is a time of sharing not negative judgment as far as “I don’t like it
or it’s ugly,” from classmates. Each student can comment and do a simple art criticism
(describe, analyze, interpret, judge) on their own artwork, while answering questions
Lemerise, T. (1993). Piaget, Vygotsky and Logo. The Computer Teacher, 24-28.
National Association for the Education of Young Children, (1996). Technology and
young children – ages 3-8 [Position statement]. Washington, DC: Author.
Retrieved from www.naeyc.org/resources/position_statements/pstech98.htm
Overby, A. (2009). The new conversation: Using weblogs for reflective practice in the
studio art classroom. Art Education. July 2009, 18-24.
Stout, C. J. (1993). The dialogue journal: A forum for critical consideration. Studies in
Art Education, 35(1), 34-44.
Van Scoter, J., Ellis, D., and Railsback, J. (2001). Technology in early childhood
education: Finding the balance. Northwest Regional Educational Laboratory.
June 2001.
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APPENDIX C
APPENDIX D
Response Response
Answer Options
Percent Count
MS Paint 18.2% 2
Photoshop 45.5% 5
Pet Society 63.6% 7
Facebook 27.3% 3
answered question 11
skipped question 0
Response Response
Answer Options
Percent Count
with a camera 0.0% 0
with paint 9.0% 1
with a computer 90.9% 10
with a pencil 0.0% 0
answered question 11
skipped question 0
How was this picture made?
Response Response
Answer Options
Percent Count
with a camera 0.0% 0
with paint and a paint brush 0.0% 0
with a computer 0.0% 0
with a pencil 100.0% 11
answered question 11
skipped question 0
How was this picture made?
Response Response
Answer Options
Percent Count
with a computer 0.0% 0
with a pencil 0.0% 0
with a camera 0.0% 0
with paint and a paintbrush 100.0% 10
answered question 11
skipped question 0
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Response Response
Answer Options
Percent Count
with a pencil 0.0% 0
with a camera 100.0% 11
with paint and a paintbrush 0.0% 0
with a computer 0.0% 0
answered question 11
skipped question 0
it is a world on a
It is art done on the computer and can switching
1 11 male computer. do stuff on it. people's heads. Yes
I dont think
anything was
a world that is not hard I had too
3 10 female art on the computer real much fun! Yes
something made on
4 9 male the computer. something made-up. nothing yes
getting up in
5 10 male art on the computer a fake world morning early yes
A virtul world is a
Digital art is art that world were you are
you can make on a animated person
the computer. who can walk, talk,
Digital art is from play games, and
painting on the have fun. A type of
computer to a virtual world is
changing the waay something like
a picc looks on the clubpenguin, or Pet finding thing on
8 11 female computer. Society. face book yes
115
It'sa art on
9 7 female compouter Petsoceite not any yes
Did
you
Why why visit
What is did you did you the
Describe what did you
age gender it's choose choose style
it? change?
name? that that shop
color? outfit? and
alter
it?
he has all because
lepricon green is
stuff on my
and he is favorite because No, I
1 11 male Joe green. color I like it have't. nothing.
because
it because
matches it looks
sweet her good on
2 9 female rose fun cute name her yes color ears
blue skin, I chose
brown that
hair, red outfit
outfit, because because
and its it looks it looked
always good on maryand
3 10 female Sossylala77 happy! my pet! cute! no the outfit
he has a because
tire for because it looks
clothes it looks like a
and he is like hes hobo name,color,and
4 9 male Hobo brown dirty outfit yes apperance
he
looked
good in same
5 10 male shadow cool it thing yes everthing
i
thought her name from
it is a girl light it was georgia o'keefe
6 8 female Meadow cat brown beatiful yes to meadow
116
cuse i'm
that
7 7 male Bill tan color no
i chose
red
because
the yes i
color I chose did
went that visit
well outfit the
with the because style
its a red outfit i shop
bear with and red thought aand i hanged the
punk rock is my it was change hair, clothes,
clothes favorite stylish my nose, and
8 11 female Roxy and hair color and cute person color.
I love
9 7 female Lucky green green Its cool no I did not
cople
10 6 male flam fake its nice cool times shoes
she is
cute and
11 6 female lulaby blue I love it its cute yes I like it
117
118
Video Hiba and me, March 17th, 2010, 11:30 am, :30
Me: It’s hard to feel on the computer isn’t it, click on your guy and hold it down,
don’t keep pushing, click on your guy and hold down, don’t keep clicking, you
are doing this…. Do this…
Hiba: Ohoooo I get it.
Video Emma and Niko, March 17th, 2010, 11:19 am, :27
Emma: ya know you could switch all you have to do is hit…
Niko: I need one more visit, one more visit and I get a trophy
Emma: go visit Madelyn
Niko: Ok
Emma: I can’t see your money
Niko: it is possible
Emma: how did you get that in there?
Niko: just like this
APPENDIX F
Dear Parent:
I am a graduate student under the direction of Professor Mary Stokrocki in the College
of Art Education at Arizona State University. I am conducting a research study to
evaluate primary students’ ability to create computer-generated art, a virtual self and life.
The student will maintain the social network while developing their virtual self using MS
Paint , Photoshop, PowerPoint and Pet Society (Facebook).
Pseudonyms have been used to create random email addresses, pseudonyms and false
birthdates are used within the social network. The social network is limited to only those
in the study, and parents of those in the study. The highest privacy settings are set prior
to camp beginning. I will not teach them how to adjust the settings. We will also discuss
only "friending" classmates during camp, after camp they could friend whomever they
wanted with their parents' permission and supervision. Unless you are “friended” by
someone in the study access to their information, photographs, comments, and digital
artwork access is impossible.
I am inviting your child's participation, to explore their digital and virtual self. Your
child's participation in this study is voluntary. If you choose not to have your child
participate or to withdraw your child from the study at any time, there will be no penalty.
They can still attend camp without their information being used. Likewise, if your child
chooses not to participate or to withdraw from the study at any time, there will be no
penalty. The results of the research study may be published, but your child's name will
not be used.
Although there may be no direct benefit to your child, the possible benefit of your
child's participation is have the opportunity to create digital and virtual art. There are no
foreseeable risks or discomforts to your child’s participation.
Participation in this pilot study is confidential and all information will be written in
such a manner that the student will not be identified. A pseudonym will be used in all
notes and the final report. All research material will be kept under the control of the
researcher. Information derived from this study will be used for research purposes within
the context of my graduate research courses.
If you have any questions concerning the research study or your child's participation in
this study, please call me or Dr. Mary Stokrocki at MARY.STOKROCKI@asu.edu or
myself at 480-363-7038.
124
Sincerely,
Jenny Evans
By signing below, you are giving consent for your child _______________ (Child’s
name) to participate in the above study.
If you have any questions about you or your child's rights as a subject/participant in this
research, or if you feel you or your child
have been placed at risk, you can contact the
Chair of the Human Subjects Institutional
Review Board, through the Office of
Research Integrity and Assurance, at (480) 965-6788.
125
APPENDIX G
I have been told that my parents (mom or dad) have given permission (said it's okay) for
me to take part in a project about Computer Art.
I will be asked to use MS Paint, Photoshop, Facebook and Pet Society during camp. I
will also be asked to fill out a pre survey and a post survey on the computer.
I am taking part because I want to. I know that I can stop at any time if I want to and it
will be okay if I want to stop.
__________________________________ __________________________
Sign Your Name Here Print Your Name Here
____________
Date