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   
   
Considerations
1.Are   students lacking in basic art skills?
2.Do    students value art?
3.Are   students learning and enjoying their art lessons?
4.What    is the perception of art among students?
5.How    to improve students’ management of coursework?
To investigate if students
are learning and enjoying
     their art lessons.
Motives
1.Toattract and empower disinterested students
to understand art.
2.To   genuinely engage all students to appreciate
art.
3.Toproduce fun and interesting lessons to
develop passion for the arts.
Play to Learn
1.Play
     is one of the best ways to engage
students.
2.Studentsseek, integrate and build up
knowledge when they work as a team.
3.Play
     is tied closely to the cognitive, social-
emotional and motor development of a
student.
Doris Pronin Fromberg (1990) claims that
play is the "ultimate integrator of human
experience" (p. 223)

This means that when children play, they draw upon
their past experiences – ( things they have done,
seen others do, read about, or seen on television) - and
they use these experiences to build games, play
scenarios, and engage in activities.
   Semester 1, Term 2
   Jigsaw puzzles of the Colour Wheel
   Each group gets one envelope containing
    Jigsaw puzzles
Objective
Students will be able to apply their knowledge of
colour theory, to create a colour wheel using
jigsaw puzzle.
Instructions
1.1   time keeper, 1 recorder

2.1   envelope for 1 group

3.4   questions were posed.

4.Fastest   and most accurate group wins

5.At the end of class, only students who like the lesson,
stick a pin to the noticeboard.
Attempting the 1st question : Colour Wheel Jigsaw Puzzle
Each pin
indicates
the
number
of “Likes”
after the
lesson.
Conclusion
The game was well-received.
Majority of students enjoyed the
lesson!
Post Lesson Evaluation:
1.   Duration of the game was too long.
2.   Location of the pin-up “Like” was messy.
3.   Time consuming to stick jigsaw puzzle with blue tack.
4.   One lesson is insufficient data to evaluate its success.
   Semester 2, Term 3
   Weeks 1, 2 & 3
   Secondary 1 EX/NA
   Printed images are used in week 1 & 2
   3D props are used in week 3
Three Weeks of Cooperative
Play
Week   1 - Recalling a story
Week   2 - Telling a story through images
Week   3 - Telling a story through drama
At the end of 3 Weeks of “Cooperative Play” , students will be
able to:

1. Recall
        a story by observation, memorization and composition
through storyboarding.

2. Understand
            the basic structure of a story: The beginning, the
development , the conclusion and the message.

3. Present
         their version of the story by rearranging a set of
images and describing the events that happened.

4. Playa role in their story through drama and action with the
aid of a given prop.
Instructions
1.   Watch the “Flintstone video”.

2.   Memorise the sequence of the video.

3.   Arrange the images in the correct sequence to
     form a storyboard.

4.   5 minutes to discuss.
Students will watch “The flintstone” video.
Instructions
1.Tell   a story using the images provided.

2. Create    the silliest story.

3. 5   minutes for discussion.
Each group is given 10 images
Each group is given 10 images
Each group is given 10 images
Instructions
1.Each   group to select a mystery prop from the black
bag.

2.Make use of the prop to tell a story through drama
about “The caveman”.

3.Each group to appoint a narrator and the rest of are
actors/actresses.

4.10   minutes to discuss before presentation.
Drama in class, “The caveman and the time machine”
Drama in class, “How music started”
Drama in class, “The Helmet ”
   85% - 90% of students “Like” the
    games played each week.

   As the week progresses, dislike was
    down from average 30% to just 7%.
78 % Like      72 % Like      78 % Like
22 % Dislike   28 % Dislike   22 % Dislike
68 % Like      86 % Like      80 % Like
32 % Dislike   14 % Dislike   20% Dislike
92 % Like     92 % Like     95 % Like
8 % Dislike   8 % Dislike   5 % Dislike
Things to improve:
   Printed image cards in black & white are
    unclear.
   During group presentations, the class
    cannot fully comprehend as some groups
    presented softly.
   Statistics need to improve further to 0%
    dislike.
   Students are more focused and engaged in game-
    based learning.
   Students are compelled to think out of the box and be
    extremely creative.
   The element of "play and learn” empowers
    disinterested and unmotivated students to learn and
    appreciate art.
Thank you for
watching and listening…

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ARt PLT Play and Learn (Cooperative Play )

  • 1.
  • 2.
  • 3. Considerations 1.Are students lacking in basic art skills? 2.Do students value art? 3.Are students learning and enjoying their art lessons? 4.What is the perception of art among students? 5.How to improve students’ management of coursework?
  • 4. To investigate if students are learning and enjoying their art lessons.
  • 5. Motives 1.Toattract and empower disinterested students to understand art. 2.To genuinely engage all students to appreciate art. 3.Toproduce fun and interesting lessons to develop passion for the arts.
  • 6. Play to Learn 1.Play is one of the best ways to engage students. 2.Studentsseek, integrate and build up knowledge when they work as a team. 3.Play is tied closely to the cognitive, social- emotional and motor development of a student.
  • 7. Doris Pronin Fromberg (1990) claims that play is the "ultimate integrator of human experience" (p. 223) This means that when children play, they draw upon their past experiences – ( things they have done, seen others do, read about, or seen on television) - and they use these experiences to build games, play scenarios, and engage in activities.
  • 8. Semester 1, Term 2  Jigsaw puzzles of the Colour Wheel  Each group gets one envelope containing Jigsaw puzzles
  • 9. Objective Students will be able to apply their knowledge of colour theory, to create a colour wheel using jigsaw puzzle.
  • 10. Instructions 1.1 time keeper, 1 recorder 2.1 envelope for 1 group 3.4 questions were posed. 4.Fastest and most accurate group wins 5.At the end of class, only students who like the lesson, stick a pin to the noticeboard.
  • 11.
  • 12.
  • 13. Attempting the 1st question : Colour Wheel Jigsaw Puzzle
  • 15. Conclusion The game was well-received. Majority of students enjoyed the lesson!
  • 16. Post Lesson Evaluation: 1. Duration of the game was too long. 2. Location of the pin-up “Like” was messy. 3. Time consuming to stick jigsaw puzzle with blue tack. 4. One lesson is insufficient data to evaluate its success.
  • 17. Semester 2, Term 3  Weeks 1, 2 & 3  Secondary 1 EX/NA  Printed images are used in week 1 & 2  3D props are used in week 3
  • 18. Three Weeks of Cooperative Play Week 1 - Recalling a story Week 2 - Telling a story through images Week 3 - Telling a story through drama
  • 19. At the end of 3 Weeks of “Cooperative Play” , students will be able to: 1. Recall a story by observation, memorization and composition through storyboarding. 2. Understand the basic structure of a story: The beginning, the development , the conclusion and the message. 3. Present their version of the story by rearranging a set of images and describing the events that happened. 4. Playa role in their story through drama and action with the aid of a given prop.
  • 20. Instructions 1. Watch the “Flintstone video”. 2. Memorise the sequence of the video. 3. Arrange the images in the correct sequence to form a storyboard. 4. 5 minutes to discuss.
  • 21.
  • 22.
  • 23. Students will watch “The flintstone” video.
  • 24.
  • 25.
  • 26.
  • 27. Instructions 1.Tell a story using the images provided. 2. Create the silliest story. 3. 5 minutes for discussion.
  • 28.
  • 29. Each group is given 10 images
  • 30. Each group is given 10 images
  • 31. Each group is given 10 images
  • 32.
  • 33.
  • 34.
  • 35. Instructions 1.Each group to select a mystery prop from the black bag. 2.Make use of the prop to tell a story through drama about “The caveman”. 3.Each group to appoint a narrator and the rest of are actors/actresses. 4.10 minutes to discuss before presentation.
  • 36.
  • 37.
  • 38.
  • 39.
  • 40.
  • 41. Drama in class, “The caveman and the time machine”
  • 42. Drama in class, “How music started”
  • 43. Drama in class, “The Helmet ”
  • 44.
  • 45.
  • 46. 85% - 90% of students “Like” the games played each week.  As the week progresses, dislike was down from average 30% to just 7%.
  • 47. 78 % Like 72 % Like 78 % Like 22 % Dislike 28 % Dislike 22 % Dislike
  • 48. 68 % Like 86 % Like 80 % Like 32 % Dislike 14 % Dislike 20% Dislike
  • 49. 92 % Like 92 % Like 95 % Like 8 % Dislike 8 % Dislike 5 % Dislike
  • 50. Things to improve:  Printed image cards in black & white are unclear.  During group presentations, the class cannot fully comprehend as some groups presented softly.  Statistics need to improve further to 0% dislike.
  • 51. Students are more focused and engaged in game- based learning.  Students are compelled to think out of the box and be extremely creative.  The element of "play and learn” empowers disinterested and unmotivated students to learn and appreciate art.
  • 52. Thank you for watching and listening…

Notas do Editor

  1. Students need to understand art before they could appreciate art. So the reason why we want to attract and empower disinterested students is simply to make them understand. For those who have understood, the next level is appreciate art.
  2. Pls mention, research has shown that…..
  3. DORIS PRONIN FROMBERG is a professor of education and past chairperson of the Department of Curriculum and Teaching at Hofstra University, Hempstead, New York. Fromberg, D.P. (1990). Play issues in early childhood education. In Seedfeldt, C. (Ed.),  Continuing issues in early childhood education , (pp. 223-243). Columbus, OH: Merrill. Though this may be seem to be a primarily childish trait, close examination of adult internal narratives (our stream of consciousness), reveals something similar.  Our adult imaginations are also continually active, predicting the future and examining the consequences of our behavior before it takes place. . . . The genius of play is that, in playing, we create imaginative new cognitive combinations.  and in creating those novel combinations, we find what works.
  4. Good pix!
  5. Good pix!
  6. A bit dark. If you can find another like this where it shows the background of the class would be great. Otherwise stick to this.
  7. Good pix!