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Digital Portfolio

Whitewash

Greg Haut

Visual Art Educator 

Rockford Lutheran Schools 

EDU 670 - Technology in Assesment and Instructional Improvement

Visual Arts Education 

Breakdown of Technology uses in the Art room at RLS

Identifying and evaluating technologies for high school visual art rooms involves considering tools that enhance creativity, facilitate learning, and streamline assessment. Below are several technologies that can be effectively integrated into the art classroom, along with an evaluation of their potential benefits and drawbacks. 1. Digital Drawing Tablets (e.g., Wacom, Huion) Benefits: Enhances Creativity: Allows students to experiment with digital art forms, giving them a new medium to explore. Skill Development: Provides students with skills that are directly transferable to careers in graphic design, animation, and other digital arts. Integration with Software: Compatible with various art software (e.g., Adobe Photoshop, Illustrator, Procreate) for advanced projects. Eco-friendly: Reduces the need for physical materials like paper and paint. Drawbacks: Cost: High-quality tablets can be expensive. Learning Curve: Requires time to become proficient, especially for students used to traditional media. 2. Art Software (e.g., Adobe Creative Suite, Corel Painter) Benefits: Versatility: Offers a wide range of tools and effects that can replicate traditional media and introduce new possibilities. Professional Standard: Familiarizes students with industry-standard tools. Flexibility: Enables easy editing and experimentation without wasting materials. Drawbacks: Subscription Fees: Continuous cost for software licenses. Technical Requirements: Requires computers with adequate processing power and memory. 3. 3D Printers Benefits: Hands-on Learning: Allows students to create three-dimensional art projects, fostering a deeper understanding of form and structure. Innovation: Encourages innovative thinking and the exploration of new materials and techniques. Cross-Disciplinary Use: Can be used in conjunction with STEM subjects, promoting interdisciplinary learning. Drawbacks: Initial Cost: High upfront cost for the printer and materials. Maintenance: Requires regular maintenance and troubleshooting. 4. Augmented Reality (AR) and Virtual Reality (VR) Benefits: Immersive Learning: Provides immersive experiences, such as virtual museum tours and interactive art history lessons. Engagement: Engages students in a dynamic and interactive way, making learning more memorable. Creativity: Enables the creation of digital sculptures and installations. Drawbacks: Equipment Cost: High cost for AR/VR headsets and compatible devices. Content Development: Requires specialized knowledge to develop custom content. 5. Online Portfolios (Artsonia) Benefits: Digital Literacy: Teaches students how to create and maintain a professional online presence. Accessibility: Allows easy sharing of work with peers, teachers, and potential colleges or employers. Feedback and Critique: Facilitates peer review and teacher feedback. Drawbacks: Privacy Concerns: Requires careful management of students' personal information online. 6. Interactive Whiteboards Benefits: Interactive Lessons: Enables interactive teaching methods, such as drawing directly on the board and collaborative projects. Resource Integration: Can be used to display digital art resources, tutorials, and videos. Drawbacks: Expense: High initial cost and potential repair costs. Usage Skills: Requires teachers to be proficient in using the technology effectively. 7. Assessment Tools (Canvas) Benefits: Streamlined Assessment: Facilitates the submission, review, and grading of assignments. Organization: Helps keep track of student progress and portfolio development. Feedback: Allows for timely and detailed feedback. Drawbacks: Technical Skills: Requires both teachers and students to be comfortable with digital platforms. Connectivity Issues: Relies on reliable internet access. Conclusion Incorporating these technologies into the high school art room can significantly enhance student learning and streamline assessment. However, it is crucial to balance the benefits with the potential drawbacks, considering factors like cost, accessibility, and the learning curve associated with each technology. By thoughtfully integrating these tools, educators can create a dynamic and engaging environment that prepares students for future artistic endeavors.

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