Professional Documents
Culture Documents
Dagan Robertson
Literature Review
In this paper I will be discussing two methods of teaching in art education and how they
can and do work together synchronously in the classroom to foster independent learning. First, I
will begin by discussing the flipped classroom model. What it is, how it came to be, and its use
and benefits in the art classroom. Next I plan to explain digital art practices, examples of their
use, and why it’s beneficial to an art education curriculum. Then finally, I plan to put these two
ideas together in providing examples and rationale for why these two ideas can and do work
My first practice for the art classroom I would like to discuss is the Flipped Classroom
Model, FCM. What exactly is the FCM, and where did it come from? The flipped classroom
model is an approach to learning that takes the current model of teacher centered education
and flips it around to be more student centered. Traditionally, classrooms have functioned with
students being lectured to inside of the classroom and then working to complete assignments at
home. Whereas the flipped classroom works to have students watch instructions through their
material outside of the classroom, or even inside, and then complete their work during
This model was coined in 2007 by Johnathan Bergmann and Aaron Sams. These two
were chemistry teachers that were in Woodland Colorado at the time. Inspired by the recent
popularity of DIY instructional videos that had flooded the internet with the popularity of
YouTube, they started off by creating pre-recorded lectures that they asked students to view
prior to coming to the classroom. In doing so they discovered that they could use their
classroom time to engage their students with the work that they were trying to do. While
students were able to draw upon their teachers as resources when needed. (Cheng 2018)
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After adopting the FCM, the dynamic of the classroom changes completely, and
hopefully for the better. The classroom is no longer focused strictly on information
memorization, or a teacher focused lecture. A FCM transforms the teacher into more of a guide
for students That can help them through the process. This then passes the responsibility of
learning onto the student rather than the teacher. (McElhany, 2017) So that the student will be
Since Bergmann and Sams, the flipped classroom model has been gaining popularity in
all subjects and in many schools around the world, as educators have begun to see the
benefits. If used correctly, one benefit of the FCM is it can allow for students to work at their own
pace. Meaning when a student has a difficult time understanding what it is that they are learning
they can view the content repeatedly. While for the content that they find little to no problems
understanding they would not have to spend nearly as much time on the content (Morgan,
2014). As opposed to a traditional classroom where every student would be stuck at the same
pace of receiving instruction. Possibly not being able to have information repeated due to the
In addition to the benefits that students might receive in the classroom there is also the
argument that a FCM can lead to better learning outcomes for all students. Such as allowing for
better autonomy, competence, and relatedness. Autonomy being engaged in behavior that is
relevant to the student on their accord; competence being the need that students are feeling
capable of performing those tasks; and relatedness being students feeling the need to be
involved in tasks that allow for collaboration and communication with other students (Sergis,
2018). Each is an element of students beginning their path to independent learning and problem
solving.
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The second educational practice for the art room I would like to shed light on is the
instruction and use of digital art as a medium and not just a tool. Breaking away from the
traditional mediums in the art classroom, digital art has been pioneering the way for many
students to begin to understand the value of working with softwares with artistic capabilities.
Delacuz (2009) said, education finds a good fit with new digital media, particularly with our
affinity for artmaking, design, aesthetic inquiry,interpretation, and open ended learning.
Some examples of digital art practices could be working with animation software, 3D
printing and design, photo editing and manipulation, digital game or app coding and design,
product and or logo design, and digital illustration. As said by Bolliger & Supanakorn (2011),
each different digital medium has unique benefits for students. Though implementing digital
practices for student learning is not exactly a new idea. In 2006 the makerspace movement
helped to pioneer STEM and or STEAM ideas for students in school. Being that students should
be able to implement practices from science, technology, engineering, and math into cross
Justification for the buy-in of digital art practices is not just based on the hype or fad.
There are many benefits for students when working with digital mediums. For example when
using electronic portfolios students can track their progress from unit to unit and even year to
year (Fulton, 2013). Also noted positive benefits are students being able to work with modern
practices and seeing how those practices relate to their lives and to content that they know and
understand.
Working with new technologies helps students with social skills and cultural
Say if a student were to be working on a lesson with elements of graphic design. Not only would
they be learning universal elements of most photo editing programs, but they might also have
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the opportunity to delve into ideas of logo design, color theory, composition, or even product
Taking this a step further, a digital unit like this could be designed to function as a group
work as well. Students working together with the software could lead to assistance in
remembering tool functions and software capabilities. It might also lead to revision and
alteration in the design process. Or even distance learning and collaboration as most softwares
save progress over cloud storage. The possibilities are truly only limited to what the software is
capable of.
With all of these examples in mind, many educators have been putting digital mediums
into practice for the art classroom for almost two decades. This has been made possible, in part,
by many school districts recognizing the need for and moving to 1:1 devices or having
classroom sets of devices on hand for students to use (Varier et al., 2017). However the
software that is in use, or big idea being pushed might vary based on many things. Teacher
choice, department funding, student interest, and age level could all be determining factors
here.
At this point we have been able to examine the flipped classroom model in practice,
where it came from, and what benefits that it can bring to the classroom. Following this we took
the time to delve into digital art practices, what those mediums can accomplish, and what
When looking at how a flipped classroom operates we have discussed how there are
many benefits to how the students can learn new content. These included pacing, repeated
instruction, and visuals. Then when shifting out thinking to digital art practices it’s important to
recognize that more often than not when this new medium is introduced into the classroom
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there probably isn’t much specific prior knowledge for students to draw upon. So if an educator
were to combine both of these practices into the art education classroom from a broad
perspective it should be easy enough to see where they might connect and work well together.
For example, say a student was tasked with creating an animation in a new software
that they may have been aware of but never had the access to before their time in class. They
might have a notion of what an animation is and possibly even the basics of how it functions in
their prior knowledge. Though it is likely they’ve never seen the program interface or icons that
create, duplicate, or even open and save. These are all bits and pieces of the puzzle that make
up every program, and unfortunately they aren’t always necessarily universal. This is where the
flipped classroom may come in to streamline this whole new learning process.
If students are able to view pre recorded instructional videos then they now have the
opportunity to control their own pace of instruction (Bolliger & Supanakorn, 2011). One such
possibility might be to listen and watch instructions take place, pause their lesson, complete the
step, and then go back to their lesson to continue on to the next step. This might help students
to feel less overwhelmed with content if they can choose what smaller sizes they want to
Another advantage that comes with having digital practices taught through a flipped
classroom is having a direct visual available at your fingertips. In a traditional art classroom
usually demonstrations occur when new knowledge is introduced, and students can be shown a
material or a technique. Usually however, a photographic memory is rare. Many times students
simply can’t remember everything that they were shown and may need to ask clarifying
questions during the work process. An instructional video solves this problem by allowing
students to simply rewind to see whatever it is they can’t quite remember the look of. This is
particularly useful when navigating tools, icons, and menus in any given art related software.
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Of course it should be noted that a successful FCM with digital art practices is
dependent on how the art educator chooses to arrange their content for their specific students.
For example, many instructional videos online provide benefits like previously mentioned, but in
a more general streamlined format. These are great, however they are not exactly customizable
to certain needs that students might have. Or even to different levels, with age appropriate
vocabulary. An organized classroom, with the students' needs in mind, can really take a DIY
That is why when setting up a flipped digital art classroom it might be important to
consider a few things. How will the content be presented to the students? How will the students
access the content, and is this a consistent process for every student? What content and
practices will students be learning, and how does this relate to their art education as opposed to
just computer literacy? If the instruction that students are receiving isn’t something that is
tailored to be the most convenient to consume for the situation the students are in then it isn’t
maximizing their learning or making good use of their time. (Unrath & Mudd, 2011)
So it can clearly be seen as frustrating to someone learning something new if there isn’t
an easy path to accessing that new information. It’s important to keep content, resources, and
instruction organized so that students can focus more on the content rather than learning how to
access the content. If all students are aware of the system that an educator has in place in a
flipped digital classroom then students can have the best foundation in which to start building
Once there has been time put into how a student will access the content it’s important to
consider, will this be consistent for all students? Many schools have begun to initiate a 1:1
policy that provides all students with equal footing in access (Varier et al., 2017). Though this is
not a universal practice for all schools. Occasionally an educator may have to get creative in
how say a student with a chromebook might receive instruction versus another student with an
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iPad. Many softwares, apps, or open source programs may not function the same or even at all
on different platforms and it is always important to test this early on. So as to find alternatives for
those students who cannot follow the same instruction as the majority.
Lastly, it’s incredibly important to be sure that what students are actually learning applies
to an art education classroom. A potential pitfall that can come with a digital FCM is too much
focus being placed on the functions of computer programs and not how those programs can
relate to teaching elements, principles, uses, and history of art. The novelty of technology can
be enticing to create something visually appealing and currently popular, but it is also important
to recognize that digital art practices are just another tool for providing students with a well-
In the following three examples digital art practices have been implemented in
elementary, middle, and high school classrooms. The methods used to implement instruction
vary, but each has positive results. Using digital art practices with the flipped classroom model
can be done at any age as long as the right accommodations are made available and the
In Evil Cats and Jelly Floods students ages 4 to 5 were allowed access to a classroom
computer that only contained a simple art software called Tux Paint. Instruction was minimal,
and focused on student exploration as opposed to teacher lecture. Students were allowed to
work with the software to create whatever they wished. Teacher input during the artmaking was
limited to helping with technical problems. Following class time there were some interesting
findings. Every student was able to produce some sort of digital artwork that was based on their
visual preferences that the tools could produce. Though that’s not to say that certain students
weren’t called out as “experts,” or that there weren’t a variety of technical difficulties that
students and the teacher had to overcome together. The outcome of this process highlights the
imaginative ways that children approach digital resources, but they also suggest issues that
SPARKING INDEPENDENT LEARNING WITH DIGITAL ART IN THE FCM 9
practitioners need to be aware of when supporting children in using digital technologies. (Sakr,
et al., 2016)
Beyond Storytime was an activity created by a local community library to work with
middle school students ages 9 to 12. They were given prerecorded instructions showcasing
activities to create their own digital posters using canva.com. Lesku, et al., (2020) stated their
justification was , by using tech to explore and make art we can give students hands-on
opportunities to use creative thinking and problem solving. This project was successfully
implemented in the middle of the Covid 19 pandemic in large part due to the flipped classroom
When looking at System Error: Versatility and Facility as Empowering Values for the
Digital Arts Classroom, Mr. Luke Mekeen documents his time as a digital arts teacher and what
sorts of adaptations and accommodations he made for his students at the high school level. Mr.
Mekeen’s main goal when explaining his methods is to illustrate how well digital art practices
adapt to students with a range of disabilities. Many of his methods focus on physical changes to
technology to overcome student’s physical disabilities. Though also for many the
demonstrations of the material were the true adaptation for those students needing to work at a
different pace or be shown different methods for overcoming mistakes or errors. As stated by
Mekeen (2020), by recognizing digital technology’s potential for forgiveness, art educators can
help contribute to a more accessible and empowering learning space that is amenable to
Conclusion
In summary, both digital art practices and the flipped classroom model can work together
to provide some amazing benefits in the art classroom. The flipped classroom model has been
shown to engage students and allow them to work at their own pace when being presented with
new technology, mediums, and information not only in art but all subjects. Whereas digital art
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has been shown to not only engage students with a more modern approach to art but to also
allow students to make connections between other digital practices and those used for making
art. Finally I have done my best to show that both digital art making and the flipped classroom
model can work incredibly well together. By providing students with versatile tools that aid them
in learning a new medium, at their own pace, with modern digital practices and technology.
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Instructional Strategy on Students’ Learning Outcomes: A Meta-Analysis. Educational
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