Blended learning and art education: student participation in a collaborative, authentic assessment project

Grenfell, Janette 2014, Blended learning and art education: student participation in a collaborative, authentic assessment project, in InSEA 2014: Proceedings of the 34th World Congress of the International Society for Education through Art, Art education Australia, [Melbourne, Vic.], pp. 1-12.

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Title Blended learning and art education: student participation in a collaborative, authentic assessment project
Author(s) Grenfell, Janette
Conference name International Society for Education through Art. Worl Congress (34: 2014: Melbourne, Vic.))
Conference location Melbourne, Vic.
Conference dates 7-11 Jul. 2014
Title of proceedings InSEA 2014: Proceedings of the 34th World Congress of the International Society for Education through Art
Editor(s) Strong, M.
Knight, L.
Publication date 2014
Start page 1
End page 12
Total pages 12
Publisher Art education Australia
Place of publication [Melbourne, Vic.]
Keyword(s) Art Education
Blended Learning
Collaboration
Project based
authentic assessment
Summary This paper reports on higher education student engagement with blended learning experiences incorporating located (on campus), cloud based (online e-learning ) and graphically built, socially networked 3D multi user virtual environments (MUVES). Immersion in this environment enabled collaboration between two groups of students enrolled in separate undergraduate art education and public relations units, to identify, develop and participate in an integrated, authentic assessment project. It is contended that immersive blended learning experiences support creative problem solving and encourages synchronous and asynchronous student participation in authentic problem solving and collaborative practice. Interacting with co-learners, students gain knowledge and skills through situated learning, defined as the application of knowledge, learned in one setting and transferred to another and where immersion in a virtual learning experience leads to higher level engagement on the transfer task in a real world setting. In this project, collaborative blended learning involved the creation of a collection of digital artworks by art education students using computer software located in a real world environment. These artworks were curated and exhibited by the students in a virtual gallery they designed and built on Deakin Arts Education island in Second Life. For public relations students, the virtual art exhibition was the focus of a virtual campaign, designed, researched and developed by them to promote the Deakin Virtual Art Gallery on Deakin island in Second Life. The final promotion for the Virtual Gallery was presented by the students at a symposium in both real world and virtual world environments.
Language eng
Field of Research 130306 Educational Technology and Computing
Socio Economic Objective 970113 Expanding Knowledge in Education
HERDC Research category E1 Full written paper - refereed
ERA Research output type E Conference publication
Copyright notice ©2014, Art education Australia
Persistent URL http://hdl.handle.net/10536/DRO/DU:30081188

Document type: Conference Paper
Collections: Faculty of Arts and Education
School of Education
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