Technology and Ways of Knowing in Visual Culture Education

Since the inception of art education, theorists have considered how knowledge develops in the visual arts; is it through hands-on activities or through the study of art in its context/history? Or perhaps both? Although many other areas of education have debated at length the impact of digital technology, art education is in the early stages of considering how the use of computer technology affects teaching and learning in the visual arts (Dunn, 1996; Gregory, 1996; Heise & Grandgennett, 1996; Prater, 2001; Taylor, 1999; Taylor & Carpenter, 2002). In this paper, I explore the current dialogue on the use of technology in art education using two frameworks, pursuing an intriguing possibility of the use of hypertext as a way to promote multiple ways of knowing and critical thinking. I conclude that, although the use of hypertext in online learning communities provides a promising use of technology in visual art education, this dialogue is still in its infancy and more research needs to be done on what really happens in online learning environments in visual art education.

Ways of Knowing in Visual Art Education
Art education has traditionally reflected the dominant cultural values of the time (Chapman, 1978). Before 1920, the knowledge and skills valued were drawing and art for cultural refinement. Between 1920 and 1940, art as self-expression and art in everyday living were dominant. The era of 1940-1960 saw value in experimenting with materials and media (hands-on) and creative behaviour. From 1960 onwards, we have seen the development of visual art knowledge as integrated content from four disciplines; aesthetics, art criticism, art history, and art production. As well, visual art has been re-constructed as 'visual culture', to acknowledge the value of visual art as a social study (Duncum, 1999, 2001, 2002; Freedman, 1997, 2002, 2003; Stuhr, 2003; Tavin, 2000, 2002, 2003). In this view, the visual arts are seen as part of a larger visual culture including fine art, advertising, popular film and video, folk art, television, design, and other forms of visual production and communication (Duncum, 1999; Freedman, 1997). In this contemporary view of visual art knowledge, multiple ways of knowing and critical thinking, in addition to hands-on art-making, are valued. Educators strive to link visual culture, works of art, content from various disciplines, and hands-on art-making activities for the purpose of meaning-making. A plurality of vision has the possibility of yielding multiple perspectives, discourses, and understandings about cultural life (Garoian & Gaudelius, 2004). Tavin (2002) explains that "art educators have an urgent and necessary responsibility to help students develop critical, reflexive, and meaningful approaches to interpreting, critiquing, and producing images, objects, and artefacts from visual culture" (p. 47). If art education is to move students "beyond modes of passive spectatorship and towards more generative and thoughtful forms of cultural production and resistance" (Darts, 2004), visual art educators will need to promote multiple perspectives of looking in facilitating students making meaning of, and creatively responding to, their everyday visual experiences.

Technology in Art Education
Although many other areas of education have debated at length of the impact of digital technology, art education is in the early stages of considering how the use of computer technology affects teaching and learning in the visual arts (Dunn, 1996; Gregory, 1996; Heise & Grandgennett, 1996; Prater, 2001; Taylor, 1999; Taylor & Carpenter, 2002). Two frameworks may be adopted to examine this debate; the purpose of the technology itself (Bruce, 1991; Dunn, 1996) and the dominant discourse (Boshier & Onn, 2000) of technology in art education.
Dunn (1996) proposes five purposes for technology in art education; as an educational tool, as a creative tool, as a research tool, as a curriculum development tool, and as an assessment tool. To this list can be added as a medium, and as a communication environment (Bruce, 1991). Of the articles I have found, about half discuss technology as a tool for creative projects (Dunn, 1996; Freedman, 1991; Gregory, 1996; Heise & Grandgennett, 1996; Marschalek, 2002; Taylor, 2000; Tomaskiewicz, 1997) and half discuss technology as a communication environment or medium for critical thinking (Gregory, 1996; Heise & Grandgennett, 1996; Prater, 2001; Stankiewicz & Garber, 2000; Taylor, 1999; Taylor & Carpenter, 2002). If visual art educators are to incorporate technology into active, constructivist curricula, technology will need to be not simply an add-on, but a communication medium that promotes critical thinking and the development of new knowledge or perspectives.
The second framework I will adopt to examine the discourse of technology in visual art education is that of Boshier & Onn (2000), who argue that the four discourses of techno-utopianism, techno-cynicism, techno-zealotry, and techno-structuralism ("not interested in whether it is good, bad or neutral, but in the social context of where the web is used") construct the realities of educational practice. In the process of the review of the literature on technology in art education, I have found that a majority of the articles are steeped in techo-utopianism (Carpenter, 2003; Dunn, 1996; Gregory, 1996; Heise & Grandgennett, 1996; Prater, 2001), blindly adding technology to curriculum. Boshier & Onn (2000) state that techno-utopianism dominates educational discourse by constructing Web learning and education as a paradigm shift, demeaning earlier forms of education/distance education, and impeding the continuing dialogue of teaching and learning with computer technologies.
If technology in art education is to be dialogued in a balanced way, I argue that the dialogue must move past technology as tool into technology as communication medium, and from techno-utopianism to techno-structuralism. Only at this point will visual art educators use digital interactive computer technology to construct new knowledge about art.

Hypertext as new way of knowing?
One area that has been discussed as a communication medium (Bruce, 1991) and leaning towards a techo-structuralist viewpoint (Boshier & Onn, 2000) is that of hypertext as a new way of knowing/communicating in online learning communities. Taylor (2004) argues that electronic linking (through hypertext-specifically a software program called Storyspace TM) promotes not only connective thinking and reader choice, but provokes a way of seeing from many and varied points of view or perspectives. As students become accustomed to seeing and making the choice afforded through multiple technological hyperlinks, their thinking is "accelerated and/or changed" (p. 331). They become dissatisfied with a single linear way of knowing; "a hyperaesthetics may point the way to the need for more student choice than is seen in traditional art classes as well as the inclusion of discussions, explorations, and connections to technologically mediated visual culture" (p. 331). Semioticians refer to the term intertextuality to indicate that a work of art is not simply the product of a single artist or author, but of its relationship to others, referred to as texts (Keep & McLaughlin, 1995, in Taylor, 2000). Because of the intertextual nature and multiple possibilities for connection through hypertext, this way of knowing in art education "liberates students and teachers to learn in ways that are not possible through a traditional or teacher-directed approach to art education" (Taylor, 2000). This intriguing possibility for a technologically supported medium to operationalize curriculum in visual culture is very exciting, but I argue that visual art educators need to examine several issues as they begin working with technology and/or hypertext.

Implications for Curriculum
First, educators need to be aware of the dialogue of techno-utopia. Technology can be a useful vehicle in helping students gain control over their own learning, but curriculum needs to be student driven, not technology driven. There can be a multitude of ways to incorporate technology, on all points of the spectrum, if we have the courage to look past the utopian discourse to make informed decisions about what technology can and cannot offer.
Second, tools for online learning need to become transparent, almost invisible means to learning rather than ends in themselves. Upcoming generations of students are argued to be increasingly techno-literate (Tapscott) and educators do need to consider how curricula will grow and adapt to meet the needs of this upcoming generation.
Third, if knowledge from each of the four areas of aesthetics, art criticism, art history, and art production are valued in visual culture education, online curricula needs to be developed that reflects content from each that facilitates the building of knowledge in a constructivist format. With the usual focus of online learning communities on the dialogic nature of learning, coupled with the challenging nature of hands-on skill development in virtual spaces, a balanced curriculum can be difficult to develop in online learning communities. De Cosson (2002) writes; "[visual] art learning is an embodied practice learned through praxis" (where praxis knowledge is the in-between theory and practice). If visual art learning is ultimately a bodily performance, is it possible to fully teach visual art courses through online learning communities? Is there space for embodied knowing?

Summary
Interactive computer technologies have the ability to provide the space, site and tools for encouraging students to engage in an active and growing learning environment. Through this change and growth can emerge a new way of knowing that becomes a part of those involved, which could engage them in further learning. However, educators need to tread into these waters carefully, being aware of the multiple ways that technology can be incorporated into art education, and avoiding the pitfalls of the language of techno-utopia.
In this paper, I have explored the current dialogue on the use of technology in art education using the frameworks of Boshier & Onn (2000) and Dunn (2001), pursuing an intriguing possibility of the use of hypertext as a way to promote multiple ways of knowing and critical thinking. Although the use of hypertext in online learning communities has the potential to facilitate new ways of knowing, more research needs to be done on the lived experience of participating in an online learning environment in visual art education.


References
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