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Research proposal fatin (First Draft)
1. DIGITAL ART EDUCATION TEACHING
PRACTICES IN PRIMARY SCHOOL: TO PREPARE
STUDENTS FOR THE CURRENT ART WORLD
By
Fatin Athirah Binti Ismail
2. Table of Contents
CHAPTER 1 ..........................................................................................................................3
1.0 INTRODUCTION............................................................................................................3
1.1 BACKGROUND OF STUDY..........................................................................................4
1.2 STATEMENT OF THE RESEARCH PROBLEM........................................................5
1.3 RESEARCH OBJECTIVES .............................................................................................7
1.4 RESEARCH QUESTIONS..............................................................................................7
1.5 RESEARCH HYPOTHESIS ...........................................................................................7
1.6 OPERATIONAL DEFINITION .....................................................................................8
1.6.1 Student Creativity.............................................................................................................8
1.6.2 Technology..........................................................................................................................8
1.6.3 Digital Art.............................................................................................................................8
1.7 LIMITATION OF THE STUDY ....................................................................................9
1.8 SIGNIFICANT OF THE STUDY ................................................................................10
2.0 LITERATURE REVIEW........................................................................................11
2.0.1 What is Students Creativity?.......................................................................................11
2.0.2 What is Digital Art?.........................................................................................................11
2.0.3 What is Art and Technology?......................................................................................11
3. CHAPTER 1
1.0 INTRODUCTION
To live in the 21st century nowadays should have prepare the students to
the education and learning environment that can guiding them in the future.
Learning process must run every day in our life as well as educators; they
should come out with the idea that can lead the young generations towards
the twenty-first century. To promote the effective learning outcome that
relevant towards 21st century’s approach, student should have prepared
their self-ready to learn something new. Learning process happens when
there is knowledge was sharing to them. What we teach or feed them in our
education system must reliable to them for the future. We have to realize
that now is the new high tech era among the students. One of the subjects
that can give a new injection is technology and multimedia in art making. In
addition, the educator should prepare the integrated digital technologies,
which means the student should be able to apply the digital and multimedia
in their art but at the same time it is also advisable to use the conventional
art.
For example in Malaysia, University of Technology MARA (UiTM) has
introduced the Time-Based Media subject to the fine art students. This
subject prepared the students to create an artwork that more to technology
or multimedia styles. This is a good started for UiTM which is they have
4. prepared student with the good subject that can lead them to suit themselves
in the future especially in the art scene and art making. This idea can make
student become creative to create something by using the technology in
visual art. In addition, the student has to deal with software to make an art. It
is another exploration for the students to experience the new exposure of
making art.
By using the technology creatively, it gives an effects on the activities
which is the teachers can do the assignment together with the student and
can follow-up the development of their assignment given. Technology in art
education includes the use of software, creative digital application such as
micro media flash, director, and adobe design and so on. While using the
technology, the educator can explain about theories and principles of art
during the lesson so that student will be able to engage into the lessons.
Student in my digital visual art classes are transformed creatively while
learning new software applications and completing their art assignments.
(Black & Browning, 2011). As we can see, digital art approach is very
important to generate and engage the students into the teaching and
learning process.
1.1 BACKGROUND OF STUDY
This paper will be discussed about the role of educators in preparing the
students to improve the visual quality of educational multimedia product in
school. In this matter, the educators have to prepare a new approach as to train
the students to produce more technological artworks. The way in which art
5. educators use and integrate technologies into the classroom is crucial to
stimulating students’ learning, their imaginations, and the creative process.
(Black & Browning, 2011). The educators nowadays only promote technologies
in the Information and Communication Technology (ICT) classrooms for
students instead of promoting technologies of digital art and multimedia in art
class.
In Malaysia, only certain subject will applied the technologies and
multimedia in to the learning process such as Mathematics, Science, Literacy and
so on but not in art class generally. To integrate technologies, art teachers can
plan well, and learn about, use, and immerse themselves in new technologies and
networking sites. (Black & Browning, 2011). By using technologies, art teachers
would be able to conducted software to teach their students about another
approach of producing arts.
1.2 STATEMENT OF THE RESEARCH PROBLEM
Students lack in interest of art in primary school when they have to draw
and paint all the time with the same materials such as pencil colors, paint, acrylic
and watercolors. There is no new exposure for them to make art subject become
more fun. This study is undertaken to investigate the effects of teaching with
digital art and technology, and teaching without digital art and technology as can
help student to be more creative and imaginative. According to Black Joanna,
“Additional keys factors contributing to art teachers’ reluctance to apply
technology to their teaching include software difficulties, increasing stress,
heavier teaching loads, time constraints, shortage of hardware and software, and
6. lack of teacher support and training. (Black & Browning, 2011). The educator has
to play a main role for this issue. They have to start to make changes in their
teaching process. Educators has to promote the creative software which able to
conduct the lesson in generating students creativity. Which means the educator
has to prepare the student with the digital art education instrument so that
student will be well prepared to experiment and playing with the digital effects
and the creative tools. As we can see, mostly primary schools in Malaysia they
prefer to teach art in basic ways instead of teaching art with technology
approaches. It is because there is a need for educators to use digital arts to teach
students in twenty-first century era.
The themes or topics given by the teachers are not broader enough for
them to explore especially in primary school. Besides that, this is to examine
whether digital art education really generate the students’ idea and creativities
in artwork producing. It is because, when they use technology in learning
process, they have to be self-directed which means they have to conduct their
self into the software and playing with the creative tools in the software. “The
way in which art educators use and integrate technologies into the classroom is
crucial to stimulating students’ learning, their imaginations and the creative
process”. (Black & Browning, 2011). This is because students can learn how to be
patience, and able to express their idea through exploration of software creative
tools.
7. 1.3 RESEARCH OBJECTIVES
The research objectives of this study are:
i) To investigate the effects of teaching using digital art and teaching
without digital art on students creativity.
ii) To identify the technologies used by the teachers in teaching art.
iii) To investigate students’ interest between digital art and conventional
art through artworks production.
1.4 RESEARCH QUESTIONS
The research questions for this study are:
i) What are the effects of teaching using digital art and teaching without
digital art on students’ creativity?
ii) What are the technologies used by the teachers in teaching art?
iii) What are the students’ interests between digital art and conventional
art through artworks production?
1.5 RESEARCH HYPOTHESIS
Hypothesis for this research are:
1. There are significant differences artworks between learning art through
conventional art and learning art through digital art.
2. Students are able to produce artwork more creatively in digital art other
than conventional art.
8. 1.6 OPERATIONAL DEFINITION
1.6.1 Student Creativity
Students’ creativity: “Creativity involves inventions, discovery, curiosity,
imagination, experimentation, and exploration. During the creative process there
is a transformation from something known to something not previously known”
(Black & Browning, 2011). In this statement, the meaning of creativity is to be
able to explore the things surrounding by discover and able to experiment. The
exploration on something will encourage student to find out the answer about
the problem occurs.
1.6.2 Technology
“Technology changes the way of learning in the classroom. Students are no
longer bound physically, by the bricks and mortar that surround them. Instead,
they have at their fingertips the opportunity to explore the world and take in
vast amounts of information along the way. We are only just beginning to realize
the potential of technology in helping to improve student learning and increase
academic performance” (Arumugam, 2011). While dealing with technology,
students are able to become more creative when they have to explore the
software and creative tools. Technology makes students become more alert and
digitally exploring things through internet and so on.
1.6.3 Digital Art
“The terminology for technological art forms has always been extremely fluid
and what is now known as digital art has undergone several name changes since
9. it first emerged: once referred to as ‘computer art’ (since the 1970s) and then
‘multimedia art’, digital art now takes its place under the umbrella term ‘new
media art’, which at the end of the twentieth century was used mostly for film
and video, as well as sound art and other hybrid forms” (Christiane, 2008).
Digital art also known as art made by computer technology. We produce work by
working with the creative tools to get the effects. Digital art production gives an
opportunity to students to explore more on pictures, effects, brush strokes,
filters and so on. It does motivate self-directed and individual problem solving.
1.7 LIMITATION OF THE STUDY
The first limitation for this study is the respondents of this study. These
respondents are limited to primary schools only. It is because the researcher
wants to find the effects between learning digital art in primary school and
learning without digital art in primary schools only. It’s also to helps researcher
to find out the creativity development among the primary students.
The second limitation is the size of sample which is small. The estimated
sample size for this study is about 100 to 120. The sample size is based on the
quantity of students in the classroom.
The third limitation is the place to be conducted. It is limited to area Kuala
Lumpur and Selangor only. It is because of the time constraints face by the
researcher would limit the researcher’s study.
10. 1.8 SIGNIFICANT OF THE STUDY
“Students in my digital visual arts classes are transformed creatively
while learning new software applications and completing their arts assignments.
Through the continual process of experimenting and playing with the digital
effects tools, creative digital art is fostered” (Black & Browning, 2011). This
statement determined that by making an artwork using digital art, students are
able to explore the creative tools and the applications of the software. “This is a
transformative process for these students; as the students feel more comfortable
and creative with the software, they become more self-confident” (Black &
Browning, 2011). By teaching with software applications, it gives students a
chance to be more independent because they have to explore and experiment the
tools in the software without knowing the outcome will appear. It motivates
them to be more self-confident once they feel comfortable with the software
applications.
“By completing creative digital assignments, students can become more skilled at
the effects tools while gaining knowledge of ways in which to use the technology
creatively” (Black & Browning, 2011). Through the process of completing works,
students not only available to develop their creativity but they are able to be
combining the past experience with the present ideas and they can express
themselves by using the software applications. Students not just skillful in the
conventional art but also they can integrate the method to create a new
artworks.
11. 2.0 LITERATURE REVIEW
2.0.1 What is Students Creativity?
2.0.2 What is Digital Art?
2.0.3 What is Art and Technology?
12. Bibliography
Arumugam, R. (2011). The Usage of Technology Among Education Students in
University Utara: An Application of Extended Technology Acceptance
Model. International Journal of Education and Development using
Information and Communication Technology, 4-17.
Black, J., & Browning, K. (2011). Creativity in Digital Art Education Teaching
Practices. Art Education; Art & Humanities, 19-34.
Christiane, P. (2008). Digital Art. United Kingdom: Thames & Hudson.