Return to the February 1995 Table of ContentsBy Maggie Hill
Maggie Hill is a writer based in New York City.
The curriculum of the Ashley River Creative Arts School in
Charleston, S.C., is a collage fusing drama, ballet, jazz,
xylophone, Suzuki violin, drawing, illustrating, and clay-modeling
on the one hand and students' daily progress in reading, writing,
and arithmetic on the other.
Nearly every classroom door opens to reveal impressive artistic
efforts, many of them aided by technology: In a typical week, first-graders are using powerful Apple Quadra computers to write and
illustrate stories and dramas. And fourth-graders are creating
multimedia presentations on Africa--blending photographic images,
text, sound, and animated graphics, then using their creations to
teach their classmates what they know.
For those who question the educational wisdom of an arts-soaked
approach, Ashley River offers a rejoinder: Students' scores on
standardized tests consistently land the school in the top 10
percent in the state.
"There's no way a child could not do well in this setting," says
Principal Rose Maree Myers. "Arts education meets all needs. We want
children to think on the knowledge level, but we want them to think
on all six levels on a daily basis." (The six levels refer to Howard
Gardner's theory of multiple intelligences.)
The Ashley River School has a head start on implementing the
national standards for arts education, released in March 1994 by the
Consortium of National Arts Education Associations. The standards
list goals for all students to achieve in dance, music, theater, and
the visual arts.
"With the creation of the standards, these four art forms have come
together for the first time in history," says Ellyn Berk, an arts
education consultant who served on one of the standards committees.
The standards attempt to reclaim for the arts a strong presence in
the public schools, after what some experts describe as a 20-year
pendulum swing away from the arts and toward mathematics and
science. (The standards stop short, however, of creating a
curriculum for the arts; instead, they are voluntary guidelines for
what every student should know and be able to do in the arts.)
The goals are for everyone--and not just for the 10 percent who will
seek college majors in the various arts disciplines. The idea is
that every student needs the general skills, connections to culture,
and ways of thinking that the arts instill. Schools need the arts,
too, the experts say, as powerful ways to help students think and
judge independently and creatively. In turn, the students' gains in
reasoning, imagination, and dexterity equip them to do well in other
disciplines--including math and science. For example, according to
the standards, the intellectual methods of the arts are precisely
those used to transform scientific disciplines and discoveries into
everyday technology.
But the standards' renewed endorsement of the arts as a cornerstone
of a complete education leaves a nagging question: How can we get
the arts into the schools? Here's where technology can give a boost
to school arts education programs.
"Technology can be an extraordinary tool in the arts," Berk says,
adding that the developers of the arts standards did take technology
into account. "You can't talk about the future of the arts unless
you talk about technology."
Indeed, in every discipline, the standards mention use of technology
as one of the goals. But never does the standards publication
explain how technology should be harnessed.
Most likely, educators will take their cues from the professional
communities of artists, where some ingenious applications of
technology are happening right now. Choreographers, for example, are
using the computer's ability to generate animated images as an aid
in planning, communicating, and reflecting on the movements of
dancers. Musicians have found the computer to be an invaluable
compositional tool that lets them experiment with melodic, rhythmic,
and harmonic relationships. And visual artists, making use of the
computer's ability to synthesize multisensory information and
events, are creating interactive artworks that respond to the
demands of each viewer.
"The arts have always leapfrogged with technology," says George
Wurzbach, national projects director for the Songwriters' Guild of
America. "In the process of creating art, new ways of using it are
developed. After all, a piano was once considered high technology."
Even in states where support for arts education is most enthusiastic
and aggressive--South Carolina, Florida, Minnesota, and New York,
among others--technology lags behind.
"We want kids to work in the arts. We have lots of wonderful support
for the arts," says David Bach, executive director for the Minnesota
Alliance for Arts Education. "Unfortunately, some of it is haphazard
and patchwork," he says; a lot depends on "where you live."
Principal Myers, at the Ashley River School, opted for technology
instead of classroom aides when the school opened in
1984. "I felt it was a much better investment than assistance," she
says. "It's a creative tool, and you can diversify it with the
students. Sure, we use it with drill, too. But as the programs have
developed, we have encouraged all the teachers and students to use
it in a much more powerful way." Among its tools, the school counts
computers, printers, scanners, laser discs, video recorders,
televisions, and cameras.
Miami's Ray Azcuy, director of the visual arts in Dade County, Fla.,
is pushing for greater access to technology in his schools. "We have
great arts education, but we're behind in technology," says Azcuy.
"[Still,] we're getting there."
Azcuy's district is getting help from a project called Arts for a
Complete Education (ACE), funded by the Florida Department of
Education and the College of Fine Arts at the University of Florida.
Among its myriad arts advocacy projects, ACE has developed an arts
curriculum for technology. A 200-page document addresses each
artistic discipline, outlining applications for hypermedia,
interactive multimedia, laser discs, networking, and distance
learning.
"Schools in Florida run the gamut from having virtually nothing to
full immersion in arts education," says ACE's Fred Hebert.
"Technology is definitely the wave of the future, and we don't want
to be left outside."
But tightened budgets and bulging curriculum mandates have left many
art educators seemingly powerless to explore the convergence between
technology and arts education. According to consultant Ellyn Berk,
that's the bad news.
"Teachers need to have their available tools expanded," Berk says.
"There's exciting stuff out there that's not being used. It's
expensive, people are resistant, and there's always the problem of
ongoing major capital expense involving technology. And it takes
extensive staff development to make it happen. Still, when it's
being done, it's extraordinary."
The four areas of the arts as outlined in the national standards are
visual arts, music, dance, and theater. Here are a few snapshots of
how some schools are bridging the arts and technology gap.
Many art classrooms have taken advantage of technology to let
students take vicarious tours of art museums around the world or
visit artists at work in their studios. Students are also using
technology as a medium for creative expression and visual
communication, and in the process, they're creating exciting
learning experiences.
The tools of the student-artist still include pencils, charcoal,
pastels, crayons, markers, water-based paints, brushes, clay, and
the like. Now, the computer adds speed and ease of use to making
art.
At South Miami Senior High School's magnet program in
communications, students use the computer as a virtual sketchbook.
Of the 250 students in the program, almost all gravitate toward
using the computer, in tandem with learning "good, solid
fundamentals of design," says lead teacher Jerry Eisner. "Our
students learn to draw and 'do' art on the computer," Eisner says.
"We use the computer as a tool, and it's as basic as having art
supplies on hand to do watercolors or acrylics."
The students are given visual problems to solve in various design
and communication motifs, including electronic drawing and painting,
image-processing, computer-aided design, computer animation, and
kinetic sculpture. The thrust of the program, according to Eisner,
is to "put children out there who think creatively and are visual
problem solvers." To that end, teams of teachers develop problems
for students to solve that focus on the process, not the product.
Eisner attributes the program's success (most of the students attend
top-ranking arts colleges after high school, many of them on
scholarship) to a solid curriculum built around fundamental design
skills and to a professional staff. "We searched far and wide for a
really good staff, and we've got [one]. The technology means nothing
without that," he says.
Eisner credits technology with helping to speed up the process of
learning, rather than being the end result of the learning. "The
nice thing about technology is that it's made the process faster,"
he says. "At one time, it took four people about three days to do a
30-second animation. Now it takes one person three or four hours."
Is this all glitz and no substance? No chance, says Eisner.
"Computers are becoming more and more sophisticated, and what
happens is that the whole look of art is changing. If you think it's
easy to create art using a computer, just try doing something. Start
with a basic design concept. I guarantee you'll end up with soup
instead of substance. You have to learn how to use it."
Timothy Binkley, an artist who is also director of computer
education at the School of Visual Arts in New York City, agrees.
"The technology itself is making communication more visual," Binkley
says. "It's pulling [in] artists to give it shape. Computers are
going to do only what we want them to do.
"Of course," says Binkley, who is a pioneer in the field of
interactive art projects, "it will go further and beyond our wildest
dreams, but it will be at our behest. It still takes what it takes
to make a great piece of art. To that extent, it's no change in art
at all."
In the Northport, N.Y., school district, all students in
kindergarten through grade 12 are "guaranteed an art experience,"
says Peter Falotico, district director of art and computers. In a
school system with 14 full-time art teachers, that's not just talk.
"All of our students take courses in art, using both traditional and
electronic tools," says Falotico. "We do animation, graphics, and
digital photography as well as the pure art forms. Every teacher is
required to conduct a sequence in [his or her] discipline using
technology. We have a traditional, robust art program that uses
every available tool."
In one sculpture class, students do three-dimensional renderings of
a piece on a computer before they begin to sculpt. Other students
process and develop art using digital photography. They make
animated art in both the animation laboratory and the traditional
art class. And Northport students submit high-tech art--as well as
traditional forms--to earn the Regents in Art diploma offered in the
district; the honor is based on cumulative grades, a showing of 10
artworks, and written and practical exams. "We are steeped in the
Greek tradition of classical education, and that means reading,
writing, and the arts," says Falotico. "Math is the brother and
sister here, not the star."
Technology in music education is a tool for instruction and an aid
in the creation and performance of music. Music education has
employed new technologies for decades, but never before have they
been more effective and versatile across the whole range of music
topics.
In Minnesota, Anoka High School music students use a musical
accompaniment program that gives them access to a whole range of
orchestral sounds for solo practice sessions. A microphone clipped
to the bell of a traditional musical instrument allows the musical
accompaniment to adjust to the student's tempo, without changing the
musical pitch.
"This is not simply music by rote," says Mike Hiatt, chairman of the
music department. "It changes the way students approach their music.
When they play solo with a traditional accompanist, students tend to
follow along. With this system, they become more leader-conscious
and rhythmically solid."
And with music notation software, student composers can see the
music they write transcribed instantly into musical notes. According
to Hiatt, this opens up a whole new avenue of music literacy for
students. "Kids become a bona fide part of the music, and you can
see their perceptions change. They take more chances; they're
willing to take on music they normally wouldn't try," he says.
Integrating music theory, history, and appreciation into performance
classes--instead of having separate classes for each element--adds
purpose and a conceptual framework to the student performances,
Hiatt says. "Our students are fascinated by new types of sounds,"
says Hiatt. "By using technology, we're able to broaden the palette
of students' music appreciation. We are bringing new colors to kids'
ears."
Anoka's music department also has developed a creative technology
management program, a method of recording and assessing the school's
1,100 music and band students based on grades and teachers' verbal
evaluations. (The department adapted an existing piece of database
management software, creating a series of outcome-based written and
verbal assessments.)
Butch Johnson's elementary music students at the Katherine Curren
School, in Hopkins, Minn., already have high expectations of what
music technology can offer them. One of his fourth-grade students
recently brought in a piece of music she wrote and said she needed
it in printed notation form that night to show her piano teacher. "I
was amazed at her matter-of-fact acceptance that this can be done,"
says Johnson.
Johnson takes all of the school's 400 students on an electronic tour
of Minnesota's cultural institutions using a simple presentation
program he put together. He took text and scanned photographs from
various public information packets, added music, sound, and video,
and he and his students were off on a virtual day-trip around
Minnesota. "My students think it's cool. When we get to a door of a
museum, for instance, they say, 'Let's go inside!' as if it's the
most natural thing in the world," he says.
The students are also turning into fairly proficient jazz
aficionados, thanks to Johnson's "clip-and-snip" jazz lessons
incorporating CD-ROM, encyclopedia sounds, and QuickTime movies--again, assembled from a number of different primary resources.
Johnson uses the six computers in his classroom to give students
access to these learning experiences. But when it comes time for
performance, he lets one of the students run the MIDI keyboard at
his desk while he is free to roam the classroom, directing the
action. (MIDI allows musical signals to be transformed from a
keyboard to the language of a computer.)
At the Horrey County Schools in Conway, S.C., students learn music
with a keyboard and a computer. Fine arts coordinator Burt Owen says
he found Yamaha's Music in Education program to be an efficient way
to teach kids to read music "even in 20-minute periods." The
program, which Owen runs on a Macintosh computer using HyperCard and
a MIDI interface connected to 15 keyboards, is a standard curriculum
for grades three through eight with prepackaged lessons.
"It works for us," says Owen. "A key component is the remote
control. A teacher can present a successful learning experience by
hitting the remote control to access the CD-quality sound in the
programs. Kids are so used to listening to music with great sound,
the old listening style just doesn't cut it. Now they listen to
Santana and immediately follow it by listening to selections from
the Boston Philharmonic."
Compared to other art forms, theater and dance education are
newcomers at incorporating the latest technology. Virtually none
exists at the K-12 level beyond equipment used for the technical
aspects of production. But experiments at the college level should
soon start filtering into the public schools.
Doris Ressl Manary, assistant professor of dance at the University
of Duluth, in Minnesota, has her college students use a choreography
software program, which gives them the ability to create dances with
animated figures. "It gives me total control," says Ressl Manary, of
the technology. "Whatever I want it to do, it will do. It can do
some things the human body can do and some things it can't do."
And Ressl Manary brings the technology from the classroom right into
the performance--by projecting the animated figures onto a screen to
reflect or contrast with the live dancer's movements.
"There are a lot of opportunities for people to explore with this
type of technology," Ressl Manary adds. "It's a creative
environment, not a competitive one. That's my goal in bringing it
into the schools."
At New York's acclaimed Brooklyn Academy of Music, an annual
November arts festival, called the Next Wave, showcases
experimentation between art and technology. In presenting large-scale performances that blend artistic disciplines, the festival
features artists who use various media in unique ways.
"Technology changes performance to accommodate the craft to the
medium," says Joseph Mellilo, executive producer of the Next Wave
festival. "I see [technology] incorporated into performance now more
than ever. It complements or challenges the storytelling of the
artist. This type of storytelling will continue to advance.
Performance artists have a curiosity about the medium. This
curiosity is at the core of this type of aesthetic."
The National Educational Theater Association's Kent Seidel, one of
the writers of the national arts standards, believes "it's getting
more and more difficult to address drama without technology." As
technology becomes more "flexible and reliable," Seidel sees it
expanding the performance atmosphere of live theater, giving the
stage a range of scene changes as variable and immediate as in
films. He also envisions more multimedia-based performances, with 3-D images interacting with both performers and audience.
"The field of theater is starting to be a lot more accepting of
drama as it's now being manifested in different ways than just live
theater," Seidel says. "We are taking a leap. We're poised on the
verge of getting into electronic media and virtual reality. That's
really where it's going."
The artistic community is only beginning to explore the ways new
technologies can amplify, enhance, and indulge the stirrings of an
imaginative mind. Technology will be an increasingly powerful ally
as young artists, students, teachers, and arts professionals
continue to experiment and interpret the connections in the world
around them.
Return to the February 1995 Table of Contents
Go to the top of this document
Return to the Electronic School home page