Friday, August 16, 2024

We still don’t understand what education is. Towards a cognitive, evolutionary educational system.

We’ve all been through school, and I mean that in a literal sense - We got through it. That’s what everyone does in school. They tolerate it. That doesn’t mean that we got much out of it, or that it was a peak experience, or even that it was particularly effective. And I would assert that it’s not. Think about it. Would you like to do school over again, just for the fun of it? Even a week of it? I seriously doubt it. 

A lot of ink, research and reform has been invested in trying to improve school, or at least make it basically effective. But it’s still not. The achievement gap has not changed for over 50 years. An average of over 60% of US students do not score proficient for college or career. And why not? We had No Child Left Behind. We had STEM. We had the small schools movement, Career Technical Education, the computer revolution, charter schools, personalized learning, a myriad of strategies and learning theories, and the Every Student Succeeds Act. Yet, we’re still in the same place...if not worse, due to the pandemic. And I’m sorry, but I don’t think AI is going to fix this either. That’s another essay!

I believe that what’s wrong with school is much deeper, structural and systemic. It starts with our misunderstanding of what school is. Or rather, what education is. We mistake school for education, for that matter. Education is something much higher in concept. I think most people could agree that it means a societal organization that fosters learning, the deep understanding of a rounded curriculum, and the full development of all of the youth for life, college and career. Given the statistics, school isn’t there yet.

I would go even further. I believe education should be how we design the cultivation our society’s intelligence and our continual upward progress. It is how we engineer our society to adapt and evolve effectively, so that everything improves over time. We get better through education. It is a solution to problems we face - climate change, social justice, well-being, war, crime, media literacy, etc. We should learn to identify and solve our societal shortcomings, and improve our understanding and effectiveness over time. Our current educational system clearly can’t aspire to that. 

Our current educational system merely delivers content and measures whether it is temporarily in the brain. It appears to be trying to maintain the status quo of our complex society and to perpetuate it. And failing at it, at least for most students, and for our complex, evolving future.

The complaints about our current educational system are well known. It was designed in the industrial era, and has all the characteristics of a factory, including: a regimented, conveyor belt methodology, one-size-fits-all pedagogy, passive and top-down learning process, siloed subjects, content and testing-centered, memorization-based, emphasis on failure, monotonous, etc.

The antidote to all of this should be clear. Education should be focused on learning and improving the learning process itself. That process needs to be student-centered, engaging, meaningful, purposeful, interactive, collaborative, and rewarding. 

It may be surprising that our educational system isn’t focused on learning. In actuality, it’s focused on teaching. Its primary teaching method, direct instruction, is a method of instruction, not of learning. We then assume that students learn through good teaching. That’s the foundation of our problem. We assume education is a one-way process. The teacher teaches the information, and the student absorbs it.

In fact, learning must be primarily self-initiated and conducted, from the student side. It is commonly acknowledged, and supported by ample research, that students need to make their own sense of the content. It’s not some automatic process. They need to actually grapple with new ideas, and integrate them into their viewpoint. Think about this idea of education I’m presenting as an example. It takes work to interpret, understand and to adopt a new perspective, and thus remember and apply it later in new situations.

The second mistake we make in education is that this passive form of learning is somewhat permanent. That once students ‘know’ something, because they read it in a textbook and answered a quiz about it, it will be there for a while, and that we can build on it. Yet research shows, and everyone has experienced, that this superficial form of learning fades quite rapidly. In effect, we are building on a weak foundation, like sand. This is the nature of our neuroplasticity; our brains constantly adapt to ongoing conditions. They don’t naturally retain information they don’t immediately need.

Therefore, this antiquated mechanical education system, which is built on a weak model of learning, cannot possibly deliver this higher concept of learning and education. The ultimate goal of education should be learning to learn, and improve learning, and to aspire to a higher level of intelligence. 

In short, I am proposing an evolutionary model of education. We need to develop a system that cultivates intelligence and accelerated learning. In other words, the educational system needs to be a cognitive system that engenders metacognitive abilities for all students. It needs to develop a love of learning itself. This is far beyond our current model of education.

How do we do this? Please read my explanations and descriptions of media arts education (MAE). In essence, MAE infuses cognitive and metacognitive capacities into the system through engaging projects of creative inquiry. When one engages in these processes repeatedly and regularly across various subject areas, and in various media arts forms, this creative inquiry grows the student’s capacity for learning and their interest in and mastery of a variety of interconnected subjects. Eventually, they can begin to form their own lines of inquiry and become self-directed, lifelong learners. This becomes the basis of a cognitive system of learning, that is primarily about learning, and that improves its understanding and cultivation of learning over time.


Tuesday, August 6, 2024

Media Arts Can Transform Learning and Education

Media arts can advance the antiquated factory educational model (mechanistic, linear, regimented, top-down, content and testing-centered, and culturally biased), into a 21st century model (cognitive network and ecosystem, non-linear, adaptable, student centered and directed, flexible and equitable).


Media arts is an emergent K-12 arts content area, now initiated through standards in 39 states, consisting of the familiar communications forms of photo, film, video, animation, sound, graphics etc. Its less familiar forms extend into interactive and 3D design, as well as AI, virtual, augmented and mixed reality (XR). These forms are creatively unlimited in capacity, so that students are able to produce and simulate any product or experience imaginable. This affords students the capacity to learn anything possible and gain comprehensive competencies in enriched, real-world contexts.


Imagine a media arts laboratory where students are designing their ideal future city. Using 3D design software and 3D printing for actual scale models, they tackle urban renewal and design, sustainability principles, and the real-world application of mathematics, engineering and construction concepts.


In an augmented reality (AR) project, student groups design an interactive historical scavenger hunt for their neighborhood. Layered over their real-world environment, they mark significant points of interest and community resources, along with linked information, socially relevant murals and sculptures, and local stories and interviews.


In an international collaboration, two media arts classes collaborate on a live broadcast showcasing various arts and academic presentations and interactions. Each class displays their local culture and academic curriculum through their chosen media and arts forms, with accompanying social media feeds, and communications exchanges.


Media arts students design a video game based on a popular sci-fi novel, integrating complex physics simulations and lively, science-based narratives. The project also integrates advanced mathematics, English in project narratives, texts, and scripts, and engineering through game mechanics.


Students produce a transmedia mental health campaign. They support students to produce, share and interact in socially beneficial and empowering ways. Students produce diverse events, broadcasts, and interactions for varied outputs and audiences. They apply statistical analysis to measure their impacts on the school and community. All students gain critical media literacies for analyzing and verifying multimedia information, and collaboratively nurturing a civil digital society.


Media arts' versatile, multimodal (multi-sensory, multimedia) tools support students to interact creatively with the educational curriculum and to apply it to real world experiences. For example, they can create interactive, 3D animated models that demonstrate science concepts, such as cell division, the digestive system, or weather systems. Students are then able to manipulate, construct, and play with these multimedia models until they fully and tangibly understand those concepts, and then transfer them to varied applications and situations. This becomes a holistic process of learning that is deep and resilient, and more engaging, rewarding and relevant. MAE's capacity to multimodally ‘plasticize and animate’ the curriculum extends across all contents, concepts and applications.


Through media arts' diverse productions, the core curriculum comes alive for students, who can begin to have a leading, active role in the creative inquiry process. These adaptable projects can be scaled and tailored to students’ personal interests, learning levels and pathways. As a result, assessment becomes more diversified, flexible, and authentic, where more students can demonstrate and achieve academic success in many more ways. This advances equity and inclusion for all students, including those who are socioeconomically disadvantaged, English learners, and those with special education challenges. This liberates all students to the boundless possibilities of their own learning capacities, with implications for systemic educational improvements and transformation. Ultimately, the system gains the attributes of a cognitive network and augmented learning ecosystem.

 

Friday, July 19, 2024

Emergent Media Arts - Transforming Learning, Creating and Education: Multimodal Learning Systems and Self-Directed Learners

 Emergent Media Arts - Transforming Learning, Creating and Education: 

Multimodal Learning Systems and Self-Directed Learners

Imagine a media arts laboratory where students are designing their ideal future city. Using 3D design software and 3D printing for actual scale models, they tackle urban renewal and design, sustainability principles, and the real-world application of mathematics, engineering and construction concepts.

In an augmented reality (AR) project, student groups design an interactive historical scavenger hunt for their neighborhood. Layered over their real-world environment, they mark significant points of interest and community resources, along with linked information, stories and interviews.

In an international collaboration, two media arts classes collaborate on a live broadcast showcasing various arts and academic presentations and interactions. Each class displays their local culture and academic curriculum through their chosen media and arts forms, with accompanying social media feeds, and communications exchanges. 

Media arts students design a video game based on a popular sci-fi novel, integrating complex physics simulations and lively, science-based narratives. The project also integrates advanced mathematics, English in project narratives, texts, and scripts, and engineering through game mechanics. 

Students produce a transmedia mental health campaign. They support students to produce, share and interact in socially beneficial and empowering ways. Students produce diverse events, broadcasts, and interactions for varied outputs and audiences. They apply statistical analysis to measure their impacts on the school and community. All students gain critical media literacies for analyzing and verifying multimedia information, and collaboratively nurturing a civil digital society.             

Media arts education (MAE) can transform learning and education through multimodal facility and plasticity

MAE is much more than making movies, graphics and animations. Its versatile, multimedia (multimodal, multisensory) tools support students to interact creatively with the educational curriculum and to apply it to real world experiences. For example, they can create interactive, 3D animated models that demonstrate science concepts, such as cell division, the digestive system, or weather systems. Students are then able to manipulate, construct, represent, and play with these multimedia models until they fully and tangibly understand those concepts, and then transfer them to varied applications and situations. This becomes a holistic process of learning that is deep and resilient, and more connective and relevant. MAE's capacity to multimodally ‘plasticize and animate’ the curriculum extends across all contents, concepts and contexts. 


Through media arts productions, the curriculum comes alive for students, who can begin to have a leading, active role in the creative inquiry process. These pliable projects can be scaled and tailored to students’ personal interests, learning levels and pathways. As a result, assessment becomes more diversified, flexible, and authentic, where more students can achieve and demonstrate academic success in many more ways. This advances equity and inclusion for all students, including those who are socioeconomically disadvantaged, English learners, and those with special education challenges.  

Thursday, February 8, 2024

MEDIA ARTS CAN MAKE EDUCATION MULTIMODAL!

Dain Olsen

President & CEO, NAMAE

Author: "Media Arts Education: 

Multimodal Cognition, Holistic Learning, and the Techno-Embodiement of Education" 

Publisher: Routledge (forthcoming)


Human cognition Is Multimodal

Not ‘text-based’!

Sound familiar?

 

That’s because AI is now ‘multimodal’, and moving beyond text-based!

AI is now trained on media arts: images, text, video, speech, graphics, sound, etc.

'Multimodality' has caused a quantum leap in AI’s ability to mimic human thinking,

Resulting in greater capacities for empathy, generative multimedia, and generalizing intelligence.

 

Similar to the 'old' AI, our educational system is text and language-based, not multimodal.

Students learn indirectly, through the code of academic language, and book study,

Which makes the learning less interesting and engaging, and more abstract and hard to understand.

Because our cognition is multimodal, all students learn better through multimodality.


Media Arts Education (MAE)

Is highly multimodal, multisensory,  direct, interactive, and embodied

Across all of these forms: photo, video, sound, animation, graphics, web design, social media, 3D design,

AI supported, game design, e-journalism, interactive and virtual design


Which makes MAE creatively unlimited!

Students can produce, construct, and design anything imaginable!

Furthermore, MAE is 'transparent' to all contents, across both arts and academics.

Which means, MAE can use these forms to translate, represent, 

and simulate text-based content in multimodal projects

Therefore, MAE can make all learning more multimodal, engaging, 

interactive, and understandable!


APPLIED TO MATHEMATICS, STUDENTS OF MAE CAN PRODUCE:

photos of math in the world: clock, sign, schedule, geometric shapes, money, etc.

Graphic designs for sales showing discounts

Cooking shows, measuring ingredients

Short dramatic videos enacting word problems

Digital game designs that exercise mathematics skills

Stock market analysis webcasts with percentages, graphs 

and analysis using algebra

3D physics animations using algebra to explain and predict angles of a thrown ball

3D bridge designs and engineering using geometry and calculus

3D animations showing space travel simulations of trajectories 

using calculus and trigonometry

Algebra and calculus in programming algorithms and UI design for app design

TRANSDISCIPLINARY EXAMPLES:

Video game designs that exercise programming, mathematics, design thinking, engineering, marketing, etc.

Interactive 3D animated models that exhibit 

understanding of scientific or historical concepts

Interdisciplinary projects that combine all arts and academic disciplines 

in live and multimedia presentations


This leads to a new MAE-centered model of education, 

which is more 21st century, student-centered, effective, engaging, flexible, and inclusive.

Sunday, June 2, 2019

Digital Literacy as Creative Empowerment Through Media Arts Education


In a media arts-centered culture, we are all dependent on multimedia texts and experiences for our understanding of and ability to participate in and contribute to our culture and society. The importance of educating all students in forming, analyzing and negotiating digital environments is crucial to their wellbeing, as well as for our culture and democratic society.

Media arts standards-based education serves a proactive, leading role in developing all students’ capacity for critical independence. Critical independence is defined here as the autonomous ability to discern the value, veracity, methods, and intentions of multimedia experiences. A significant aspect of this quality is conveyed through media arts production processes and the student's resulting cultural agency. The creatively empowered student knows her way around the digital environment, is grounded in her own culture and is confident in being able to assert her own perspectives. This creative empowerment of all students would alleviate many of the negative aspects of digitally immersive environments that younger generations will increasingly encounter, including media misinformation, propaganda and influence, as well as digital abuse, addictions, and social misconduct.

This is another beneficial outcome of a distinct and fully established media arts education discipline, combined with the mutually strengthening interrelationships between all of the arts and academics. The entire educational system should be unified in positively supporting students' creative empowerment, critical independence, and cultural agency. Such an emotionally and socially enriched situation, that is also culturally relevant and responsive, would go a long way towards providing the inner creativity, resilience and self-determination that students need to remain healthy in mind and body in the digital environment.

We can describe these core objectives with more detail across their artistic processes:

Creating - Constructing media arts experiences is the means to analytically deconstructing them, in any format or context. As students build multimodal experiences, they gain the vocabulary and cognitive syntax to fully understand their operational conventions and social objectives. The multimedia experience is essentially demystified. The student is empowered with the capacities to effectively create and interpret meaning within culture and contribute to her world.
Producing - Creative empowerment across embodied multimodalities implicitly builds inner resilience to the plethora of intermedia messaging, and a grounding appreciation for aesthetics, the arts and culture. As creative masters of multimedia, technology and systems, students can see themselves as equal participants and contributors in all cultural forums.
Responding - Media literacy is the critical deconstruction of media artworks and the determination of their technical methods, underlying values, intentions and messages. As she can ‘read’ and critique the variety of multimedia experiences, she is fluent in their sources, influences and systems. She is aware of how designed experience intends to manage her experience, which actualizes her power to inform herself and make her own determinations and assertions.
Connecting - With these inner capacities for creative inquiry, acquiring knowledge and designing experience, the student can become proactive and strategic in her relationships to technology, multimedia and virtual environments. She gains cultural agency in this emerging, co-created and interconnective society.