Visual and Performing Arts Framework-Complete - Free Downloads (CA Dept of Education)

(Nora) #1
In some classrooms across California right now:

Examples of Technology in the Arts


  • High school jazz ensemble
    students review the videotape
    of the past week’s clinic with an
    adjudicator and learn how they
    can improve their technique and
    performance.

  • Teachers and students visit
    visual and performing artists
    and return to the classroom
    with a videotaped interview and
    demonstration of a process to
    share with other students.

  • Kindergarten students use
    electronic media as a tool and a
    delivery system by taking digital
    photos of works of art and
    downloading them into a digital
    slideshow for an electronic
    gallery. The slideshow itself may
    become a work of art.

  • Digital photos of a third-grade
    mural project are uploaded to a
    school Web site and shared with
    the community and relatives
    across the country.

  • Fourth graders create individual
    dance videos with the digital
    camera and short videos to share
    with other students.

  • Middle school students create
    three-dimensional figures, using
    animation software and blueprint
    design to create clay sculptures.

  • As part of their community
    service, high school students
    create digital or video film
    documentaries or docudramas
    to share an experience in theatre
    class with eighth-grade students.


requires a variety of life skills, such as planning and preparing, managing time,
meeting deadlines, collaborating, and resolving conflicts.
When school districts and schools plan for improving and adding new
media and electronic technology, the arts teachers should be included in the
discussion. Infusing new media and electronic technology into the arts curricu-
lum provides a great opportunity for building partnerships with business
and industry, especially in California, the home of numerous computer and
software companies, animation studios, and television and motion picture
production centers. These companies may be resources for grants, equipment,
software, educational materials, staff development, job shadowing, guest speak-
ers, career education, and field trips. When creating partnerships, one must
remember that partnering is a two-way process with benefits to all participants.


Chapter 2
Planning,
Implementing,
and Evaluating
Arts Education
Programs
Free download pdf