CHILDREN'S ART EDUCATION by Christine Susan Mulligan Dissertation Committee: Professor Judith M. Burton, Sponsor Professor Olga Hubard Approved by the Committee on the Degree of Doctor of Education m i o 2010 Dat e: Submitted in partial fulfillment of the requirements for the Degree of Doctor of Education in Teachers College, Columbia University 2010 UMI Number: 3400656 All rights reserved INFORMATION TO ALL USERS The quality of this reproduction is dependent upon the quality of the copy submitted. In the unlikely event that the author did not send a complete manuscript and there are missing pages, these will be noted. Also, if material had to be removed, a note will indicate the deletion. UMI Dissertation Publishing UMI 3400656 Copyright 2010 by ProQuest LLC. All rights reserved. This edition of the work is protected against unauthorized copying under Title 17, United States Code. uest ProQuest LLC 789 East Eisenhower Parkway P.O. Box 1346 Ann Arbor, Ml 48106-1346 Copyright Christine Susan Mulligan 2010 All Rights Reserved THE AMBIGUITY OF PERCEPTION: VIRTUAL ART MUSEOLOGY, FREE-CHOICE LEARNING, AND CHILDREN'S ART EDUCATION by Christine Susan Mulligan Dissertation Committee: Professor Judith M. Burton, Sponsor Professor Olga Hubard Approved by the Committee on the Degree of Doctor of Education FEB 1 '0 2010 Date: Submitted in partial fulfillment of the requirements for the Degree of Doctor of Education in Teachers College, Columbia University 2010 ABSTRACT THE AMBIGUITY OF PERCEPTION: VIRTUAL ART MUSEOLOGY, FREE-CHOICE LEARNING, AND CHILDREN'S ART EDUCATION Christine Susan Mulligan With many art museums uploading web-based art activities for youngsters, an online phenomenon is burgeoning, and a research domain is emerging. In an effort to contribute empirical evidence to an area of educational research that I refer to as "virtual art museology," or the study of art museum's online art activities for young people, this narrative case study examined children's interactions with and attitudes of four art museums' online art activities. An aim of the research is not only to provide art educators with a more cogent understanding of how art museums' online art-making activities may influence the art education of youngsters and vice versa, but to promote a discourse among art educators regarding the educational purpose and design of online art-making activities for children by art museums, now and in the future. Fourth- and fifth-grade students were invited to be co-researchers in the investigationas they are the intended audience of the activities examinedtaking on the role, during their free-time, of virtual visitors to art museums' online activity "wings" where they freely selected and engaged with art museums' online art-making activities. In order to create a theoretical context for the online investigation, John Falk and Lynn Dierking's theory of Free-Choice learning, an outgrowth of their extensive museum visitor research, framed the study. An analysis of the collected data from the young participants' online experiences uncovered common threads and patterns of behaviors of how children approach art museums' online activities. The resultant dimensions, or approaches, that emerged are: (1) critical; (2) experiential; (3) personal/preferential; (4) social; (5) technological; and (6) visual-aesthetic. These six flexible approaches overlap, intersect, and recur during a youngster's interactive experiences with art museums' online art programs. How the approaches manifest during children's interactions with museums' online art activities depends upon the needs, wants, and values of an individual child. The findings of the study reveal insight into the perspectives of young peopletheir somewhat ambiguous perceptions of online art-making activitiesand the importance of their participation in research endeavors related to their art education, both online and in the elementary art studio. Acknowl edgements This dissertation took nine years to reach fruition and is representative of an abundance of challenges, but also, many personal triumphs. The process and completion of this document would not have been possible without the support and encouragement of many cheerleaders to whom I shall forever be thankful. I dedicate this dissertation to these special and wonderful individuals who contributed uniquely to this endeavor, whether with patience, understanding, reassurance, guidance, capital, sustenance, humor, love, or all of the above. First, I would like to heap gratitude on my advisor, Dr. Judith Burton, whose knowledge, insightful contributions, and constructive criticisms were instrumental in helping me to "tease out" the many salient points of my research in art education. Second, I wish to thank Dr. Olga Hubard for agreeing to be a reader, particularly because of her knowledge of, and passion for, art museums. I am also grateful to Dr. Graeme Sullivan who taught me so much about the research process and how to approach the art of inquiry. I extend appreciation to many of my former and present colleagues who rallied around me. In particular, I wish to thank Ms. Leslie Watnik, my friend and technology guide, who made the research-enrichment course a treasured learning experience. I also wish to offer sincere gratitude to my building administrators, Dr. Sue Kincaid, principal, and Mr. Ronald Gimondo, assistant principal, whose flexibility and understanding were invaluable during the research and writing processes. Additionally, I am exceptionally grateful to the young students who participated in the research and shared their free time, hi thoughts, enthusiasm, and love of art with me. Their efforts in the arts inspire me to continue to learn, grow, and explore as an art educator. The support of numerous friends and family will not be forgotten and, with much sincerity and love, I extend gratitude to my dearest and most extraordinary friend JAZS, as well as to SP, KO, KP, LO, and team Singleton. The six members of the small, but steadfast Mulligan clanMum & Dad, Nana & Al, Larry & Lauriehave been an especially helpful cheering section in innumerable and immeasurable ways as well, and for that, I am greatly indebted. I wish to specifically thank my brother, Larry, whose technological wizardry saved me many times during the course of this journey. Also, one person has been instrumental to every aspect of this process, and that is my Mum. Thank you for listening, never wavering, and for a great deal of hugging. Of course, last, but not least, thank you, "Edward." CM December 2009 IV Table of Contents Chapter I - Introduction: The Internet, Art Museums, and Online Art-Making Activities for Children 1 The Online Art-Making Activities of Art Museums: A Research Dilemma? 4 Depiction of the Problem 9 Theoretical and Research-Based Limitations 9 Two Pilot Studies Generate Findings with Significant Research Appeal 14 The Research Questions 18 Assumptions 19 Assumptions Not to Be Debated 20 Assumptions to Be Debated 21 Type of Study and Rationale 23 Research Methodology 24 Data Collection 24 Participants 25 Research Location 26 Method of Inquiry 26 Presentation of Data 28 Limitations of the Study 29 Experientially Contextualizing the Research Investigation 29 Then and Now 30 Museum and Art Education Propel the Inquiry 34 Technology in the Elementary Art Studio 35 Goals of the Research 38 Significance and Educational Aims of the Research 39 Summary and Overview of Chapters 40 Chapter II - A Review of the Literature: The Contextualization and Application of Free- Choice Learning Theory to Art Museums' Web Activities 42 Introduction 42 General Internet User Studies 43 Museum Website Visitor Research 47 Children's Artistic Development and Virtual Art Museology, a Brief Synopsis 52 Virtual Art Museology and the Constructivist Connection 55 A Theory of Free-Choice Learning 67 Summary 71 v Chapter III - Methodology and Data Collection 74 Introduction 74 Method of Inquiry , 77 Procedures 77 Presentation of the Data and Data Analysis 82 An Elementary Enrichment Course Influences the Research Design and Vive Versa 85 Research Setting: the Physical Environment ,...., 89 The Virtual Research Settings: Painting Pictures of Four Art Museums' Virtual Activity Landscapes 92 Destination Modern Art, Museum of Modern Art 94 Artsconnected, Minneapolis Institute of Art and the Walker Art Center 98 NGA Kids, National Gallery of Art 106 Museum Kids, Metropolitan Museum of Art 115 The Participants 120 Keeping it Real: Observations of Online Interactions 123 Conversations with Young People 126 Digital Art-Making, Digital Portfolio 127 Inquiry and Response: Surveys and Questionnaires 130 Data Analysis 131 Limitations of the Methodology 134 Summary 138 Chapter IV - Results: The Real Story of Youngsters' Visits to Art Museums' Virtual Activity Sites 140 Introduction 140 Chapter Outline '. 144 Physical Setting 146 Introduction to the Narratives 148 The Narratives 150 Abigail [A(f)9] 152 Abigail's Relationship with Computer Technology 153 Abigail's Thoughts About Art, Art-Making, and Art Museums 154 Abigail's Experiences with Art Museums' Web Activities 156 Met Kids 156 ArtsConnected 158 NGA Kids 160 Destination 162 Postscript 164 vi Adam [A(m)10] 165 Adam's Relationship with Computer Technology 166 Adam's Thoughts About Art, Art-Making, and Art Museums 167 Adam's Experiences with Art Museums' Web Activities 169 Met Kids 169 ArtsConnected 173 NGAKids 175 Destination 177 Postscript 180 Claudia [C(f)9] 181 Claudia's Relationship with Computer Technology 182 Claudia's Thoughts About Art, Art-Making, and Art Museums 183 Claudia's Experiences with Art Museums' Web Activities 186 Met Kids 186 ArtsConnected 188 NGAKids 191 Destination 193 Postscript 196 Desiree [D(f)9] 198 Desiree's Relationship with Computer Technology 199 Desiree's Thoughts About Art, Art-Making, and Art Museums 200 Desiree's Experiences with Art Museums' Web Activities 202 Met Kids 202 ArtsConnected 205 NGAKids 206 Destination 208 Postscript 210 Neeka[N(f)10] 211 Neeka's Relationship with Computer Technology 212 Neeka's Thoughts About Art, Art-Making, and Art Museums 214 Neeka's Experiences with Art Museums' Web Activities 216 Met Kids 216 ArtsConnected 219 NGAKids ...221 Destination 222 Postscript 224 Shaina[S(f)ll] 226 Shaina's Relationship with Computer Technology 227 Shaina's Thoughts About Art, Art-Making, and Art Museums 228 Shaina's Experiences with Art Museums' Web Activities 230 Met Kids 230 ArtsConnected 232 NGAKids 233 Destination 235 Postscript 237 vii Yves[Y(m)9] 239 Yves' Relationship with Computer Technology 240 Yves' Thoughts About Art, Art-Making, and Art Museums 241 Yves' Experiences with Art Museums' Web Activities 243 Met Kids 243 ArtsConnected 247 NGAKids 248 Destination 250 Postscript 252 Summary 254 Chapter V - Discussion: The Thematic Reality of Youngsters' Virtual Art-Making 256 Introduction 256 The Thematic Dimensions that Emerged from the Data Sources and Merged into Approaches 259 The Six Approaches 263 The Critical Approach 264 Approach Statement 264 Explication of the Approach 265 Evidence of the Approach 265 The Experiential Approach 270 Approach Statement 270 Explication of the Approach 270 Evidence of the Approach 271 The Personal/Preferential Approach 278 Approach Statement 278 Explication of the Approach 278 Evidence of the Approach 279 The Social Approach 283 Approach Statement 283 Explication of the Approach 283 Evidence of the Approach 284 The Technological Approach 288 Approach Statement 288 Explication of the Approach 288 Evidence of the Approach 288 The Visual-Aesthetic Approach 291 Approach Statement 291 Explication of the Approach 291 Evidence of the Approach 291 viii Summary 293 Chapter VI - Implications for Art and Art Museum Education 296 Chapter VII - Conclusions: Reflections on Children's Virtual Art Museology 303 Introduction 303 Reflections on the Investigation 304 Locating the "Real" in the Research of Art Museums' Virtual Real-ity 304 Limitations of the Research 305 Educational Aims of the Study 310 Recommendations for Future Related Research 313 Summary 315 References 318 Appendices 324 Appendix A - Internal Review Board Application (IRB) Documentation 324 Appendix B - Pre-Online Investigation Questionnaire 326 Appendix C - Excerpts from the Researcher's Observation Journal 328 Appendix D - Online Investigation Questionnaire 330 Appendix E - Participant Interview Protocol 331 Appendix F - Interview Response Transcript 333 Appendix G - Digital Portfolio 1 (Adam) 334 IX List of Tabl es Table 1. Data Collection Chart.......... 83 Table 2. Class Session Overview of the Enrichment Course 87 Table 3. Demographics of Focus Group Participants 122 Table 4. Observation Reference Data Chart 124 Table 5. Criteria that Emerged from Data Sources to Generate Thematic Approaches..262 x List of Fi gures Figure 1. "Paintbox" image from NGA Kids Website 12 Figure 2. "Collage Machine" Imgage from NGA Kids Website 12 Figure 3. "Swatchbox" Image from NGA Kids Website . 12 Figure 4. "Dutch Dollhouse" Image from NGA Kids Website 12 Figure 5. Destination Modern Art Introduction Image, MoMA Website 12 Figure 6. Falk & Dierking's Contextual Model of Learning 68 Figure 7. The CIC 91 Figure 8. Homepage, Destination Modern Art 94 Figure 9. Destination Gallery Screen Shot 95 Figure 10. Destination Artist Icons 97 Figure 11. Homepage ArtsConnected 98 Figure 12. ArtsConnected, "Make It" 102 Figure 13. ArtsConnected, "Find It" 102 Figure 14. ArtsConnected, "Explore It" 103 Figure 15. ArtsConnected, "Watch & Listen" 103 Figure 16. Homepage, "Artist's Toolkit" 104 Figure 17. "Artist's Toolkit" Activity Page 105 Figure 18. Homepage, NGA Kids 105 Figure 19. "Lizzy & Gordon" Tour Page 107 Figure 20. "George Catlin" Page 108 Figure 21. Homepage, Met Kids 114 Figure 22. Homepage, Destination Modern Art 129 Figure 23. Data Organization Example 132 Figure 24. Website Visitation Data Chart Example 133 Figure 25. Activity, "The Dancers and Degas" 157 Figure 26. Activity, "Cezanne's Astonishing Apples" 157 Figure 27. Edgar Degas' The Dancer 157 Figure 28. Activity, "The Knights in Central Park" 157 Figure 29. Homepage, ArtsConnected 158 Figure 30. Homepage, "Artist's Toolkit" 158 Figure 31. Line, "The Artist's Toolkit" 159 Figure 32. Shape, "The Artist's Toolkit" 159 Figure 33. Shape, "The Artist's Toolkit" 159 Figure 34. Activity, "BRUSHster" 162 Figure 35. Activity, "Jungle" 162 Figure 36. Activity, "Still Life" 162 Figure 37. Activity, "Dutch Dollhouse" 162 Figure 38. Abigail's Poem for van Gogh's Starry Night 163 Figure 39. Activity, "Polly Apfelbaum" 164 Figure 40. Activity, "Kazuo Kawasaki" 164 Figure 41. Activity, "John Canemaker" 164 Figure 42. Activity, Romare Bearden 164 Figure 43. Adam's Desktop, January 24, 2008 , 169 XI Figure 44. Unidentified Met Image 171 Figure 45. Unidentified Met Object 171 Figure 46. Unidentified Met Painting 171 Figure 47. "David with the Head of Goliath" by Bartolomeo Bellano, 1437/38 171 Figure 48. Activity, "How Van Gogh Made His Mark" (Self-Portrait) 172 Figure 49. Activity, "How Van Gogh Made His Mark" (Landscape) 172 Figure 50. Activity, "Cezanne's Astonishing Apples" 173 Figure 51. "My favorite activity" Shape, "The Artist's Toolkit" 174 Figure 52. Activity, "Fabric Factory" 174 Figure 53. "I saw a cool movie!" , 175 Figure 54. "It has beautiful artwork!" 175 Figure 55. Picasso Image 176 Figure 56. Activity Unknown (Self-Portrait) 177 Figure 57. Activity, "Polly Apfelbaum" 179 Figure 58. Activity, "How Van Gogh Made His Mark" (Flower) 187 Figure 59. Activity, "How Van Gogh Made His Mark" (My Name) 187 Figure 60. Activity, "The Dancers and Degas" 188 Figure 61. Degas, The Dancer, 1881 188 Figure 62. Activity, "The Medieval Joust" 188 Figure 63. Shape, "The Artist's Toolkit" 189 Figure 64. Shape, "The Artist's Toolkit" 190 Figure 65. Shape, "The Artist's Toolkit" 190 Figure 66. Activity, "BRUSHster" 192 Figure 67. Activity, "BRUSHster" 192 Figure 68. Activity, "Still Life" 192 Figure 69. Activity, "van Gogh" 194 Figure 70. Activity, "Romare Bearden" 195 Figure 71. Activity, "John Canemaker" 196 Figure 72. Activity, "Umberto Boccioni" 196 Figure 73. Activity, "The Kitaro..." 204 Figure 74. Activity, "Knights in Central Park" 204 Figure 75. Activity, "How Van Gogh Made His Mark" 204 Figure 76. Shape, "The Artist's Toolkit" 205 Figure 77. Activity, "BRUSHster" 207 Figure 78. Activity, "Paintbox" 207 Figure 79. Activity, "Romare Bearden" 209 Figure 80. Activity, "Polly Apfelbaum" 209 Figure 81. Activity, "How Van Gogh Made His Mark" 218 Figure 82. Activity, "How Van Gogh Made His Mark" 218 Figure 83. Renoir, "Madame George Charpentier and her Children" 1878 219 Figure 84. Activity, "The Dancers and Degas" 219 Figure 85. Shape, "The Artist's Toolkit" 220 Figure 86. Line, "The Artist's Toolkit" 220 Figure 87. Line, "The Artist's Toolkit" 220 Figure 88. Activity, "Gattie, Paolini and Teodoro" 223 Figure 89. Activity, "Romare Bearden" 223 xn Figure 90. Cezanne, "Still Lide with Apples and a Pot of Primroses" 1890 230 Figure 91. Ghana, Asante, "Linguist Staff 19th-20th C 230 Figure 92. Activity, "How Van Gogh Made His Mark" 231 Figure 93. Activity, "The Dancers and Degas" 231 Figure 94. Activity, "Fabric Factory" 233 Figure 95. Shape, "The Artist's Toolkit" 233 Figure 96. Activity, "Paintbox" 234 Figure 97. Activity, "Paintbox" 235 Figure 98. Activity, "Paintbox" 235 Figure 99. Activity, "Gatti, Paolini, and Teodoro" 236 Figure 100. Activity, "China: Dawn of a Golden Age, 200-750 AD" 244 Figure 101. Ghana, Asante, "Linguist Staff' 19th-20thC 244 Figure 102. Activity, "How Van Gogh Made His Mark" 245 Figure 103. Activity, "How Van Gogh Made His Mark" 245 Figure 104. Activity, "How Van Gogh Made His Mark" 245 Figure 105. Shape, "The Artist's Toolkit" 248 Figure 106. Activity, "Jungle" 249 Figure 107. Activity, "Paintbox" 250 Figure 108. Activity, "Paintbox" 250 Figure 109. Activity, "Polly Apfelbaum" , 251 Figure 110. Actvity, "Polly Apfelbaum" 251 Figure 111. P.S.I , Keith Sonnier 251 Figure 112. Umberto Boccioni, "Unique Forms of Continuity in Space" 1913 251 Figure 113. A Conceptual Model of the Six Thematic Approaches 260 xin 1 Chapter I INTRODUCTION: THE INTERNET, ART MUSEUMS, AND ONLINE ART-MAKING ACTIVITIES FOR CHILDREN With the introduction of the networking capabilities of the Internet linking vast numbers of computers together via the World Wide Web (WWW) in the early 1990s, individuals, institutions, organizations, and companies acquired an expeditious and innovative means for connecting and communicating with one another. Joining numerous people, and private and public organizations online, the conventionally economic-conscious museum world discovered the (inexpensive) technological capabilities of the Internet and embarked on a campaign to develop and upload institutional websites. Museums quickly realized an organizational website was a relatively inexpensive communication medium for transporting information and services to interested cultural consumers almost anywhere around the globe, 24/7, at the consumer's convenience. Furthermore, by being attuned to current trends in online media and information transmission, museums were (and have been) able to further extend their reach into cyberspace and appeal to increasingly broadening Internet users. According to Judy Dahl (2003), "virtual museums help broaden museum audiences and eliminate barriers of language, geography, and time" (p.l). In keeping pace with the daily surge of technological advancement and virtual competition that has been occurring since the emergence of the modern Internet age, Originating in the early 1990s, the World Wide Web, abbreviated WWW is a branch of the Internet composed of a system of extensively interlinked hypertext documents. Many websites begin with "www" as the URL (Dictionary.com). For example, www.metmuseum.org 2 museums have been continually updating and revamping the institutional websites they originally developed and uploaded approximately fifteen years ago. Nowadays, museums' websites are multi-functional and provide a host of varying services such as general museum information, exhibition calendars, education-related activities, assessment tools, and research initiatives, to list a few. Institutions such as New York City's Metropolitan Museum of Art (Met), Museum of Modern Art (MoMA), the Whitney Museum of American Art (Whitney), and countless other art institutions offer visitors both virtual and on-site access to their collections, the virtual in the form of databases that can be easily accessed by online audiences. Stated in the article, "Making Web Sites for Young Audiences" (2004) by Deborah Schwartz and Allegra Burnette of MoMA, about the economic creation of museum websites and online activities specifically designed for young audiences: [MoMA's] common goal has been to provide greater access to the Museum's collection and resources that do not exist in other contexts or formats, carefully considering the correct mix of audience and content for the Web tools environment...goals include creating projects that can withstand the vagaries of technology and that can expand and evolve organically based upon what we learn from working directly with the intended audienceall without breaking the bank (p. 1). While the intentions of museums to harness the capabilities of the Internet 2 seems completely justifiable in the larger contexts of education and museum promotion, have some cultural institutions prematurely uploaded digital art activities and web-based art programs into a virtual realm where the educational potential and benefits of online learning have not yet been clearly identified in art and museum education research? Are the lures of a relatively inexpensive medium and the 2 Throughout this document the word "Internet" has been used frequently and references an electronic communication network of computers that span the globe connecting people, organizations, and information. 3 "profitable" payoff of a more diverse and larger visitor population, albeit virtual, too tempting for art museums to disregard at this point in web existence? Before I expand, clarify, and qualify my thoughts and what influenced these inquiries, I want to note that my area of investigatory interest references art museums' digital art and art-making activities developed and uploaded by art museums to appeal expressly to youngsters (children of about six to twelve years of age). My interest is to critically examine art museum websites' art-based activities with the audience for whom they are intended, children. One reality of our technologically advancing world is that the Internet is expanding exponentially, something that museums have not ignored considering the Internet's power to quickly and broadly disseminate information and potentially amass new and more diverse audiences for cultural institutions. However, as art museums continue to create and upload digital 3 art and art-making activities for children to their institutional websites, it will be important for them to consider and regulate how what they put into cyberspace for educational means reflects, impacts, and influences both their online and offline presence and the art museum education of their young audiences. Hence, my design of a case study to examine what I believe is a burgeoning area of research in art museum education, a domain I refer to as "children's virtual art museology 4 ." The meaning of this term refers specifically to the study of art museums' online digital art and art-making activities for youngsters, and stems from my interest in 3 Somewhat interchangeable with "virtual," digital denotes something expressed by/in a numerical form, for example, computer programs are written using a digital format, but may not be numerically represented as such on a screen. 4 For the purpose of my investigation, the use of the term "children's virtual art museology" will be found throughout and refers to my interest in the study of art museum's online digital art and art-making activities for youngsters. 4 researching art museums' web activities and resources for children, and how such programs impact youngsters' art education and vice versa. Such an area of research has not yet been subjected to the same kinds of critiques, reviews, and intensive study used to evaluate educational enterprises elsewhere in museums; for example, the assessment of museums' school programs. The focus of my research investigation was relatively narrow and its purview limited to a handful of art museums' online digital art activities for young people. I discuss my reasons for such a specific and defined research focus at greater length in Chapter III where I present the particulars of my research methodology and data collection tools and processes. The Online Art-Making Activities of Art Museums: A Research Dilemma? In its relatively short span of existence, the Internet has been host to an inordinate number of websites that have originated from a plethora of organizations, institutions, and individuals. Innumerable sites have already emerged and disappeared from the time of the World Wide Web's early establishment in cyberspace. With no singular entity regulating and/or managing this global computer network, the number of websites that currently abound on the Internet and offer a multitude of services, widely varying opinions, and copious amounts of information and misinformation is indeterminate. In order to gain a general sense for the breadth of what can be found on the Internet with regard to art institutionsthe focus of this documentI conducted a brief and informal inquiry in November 2009 of the generic term "art museum" over the course of several days on the search engine Google. When inputted, the phrase yielded approximately 29,400,000 results, or "hits," a figure that fluctuated during the days I searched, and then dramatically lessened by about two-thirds to 10,500,000 links when I entered the term as the plural "art museums." While there may be overlap and repetition among the results, based on the large number of art museum(s) links identified by Google, it is fair to suggest that art institutions have, without a doubt, firmly established their presence on the World Wide Web. To further support this idea, Andrew Pakarik (2003) notes nowadays any museum that considers itself worthy of the name needs to have a Web presence.. .but few museums seem to have worked out precisely what role a Web site should play in the overall life of a museum (p. 276). Cultural institutions' websites provide the global public with an easily accessible way to gather information about a museum, its collections, and its programs before visiting (or without having to visit) a physical museum space. Dahl (2003) suggests "many people use virtual museums to enhance their experience at physical museums" (p. 2). In addition, what is innovative and comparatively recentwithin the last seven to ten yearswith regard to museum website development is the opportunity for visitors to actively engage in online and offline art-making practices. Children, historically a large portion of art museums' on-site visiting public, can be engaged in visualyet also, digitalart and art-making experiences via museums' websites. Such visits, albeit in a virtual environment, appear to liberate institutions and their young learners from constraints imposed by visitation time allotments, school curricula, and, even, state testing mandates. 6 Some art museums that currently have digital art and art-making activities designed specifically for young people on their websites are: National Gallery of Art (NGA) in Washington, D.C. (www.nga.gov); MoMA in New York City (www.moma.org); Minneapolis Institute of Arts (MIA) in Minnesota (www.artsmia.org); Whitney Museum of American Art in New York City (www.whitney.org); J. Paul Getty Museum in Pacific Palisades, California (www.getty.edu); the Tate Gallery in Great Britain (www.tate.org.uk); and Met in New York City (www.metmuseum.org). to specify a few. However, art museums' creation of institutional websites and the subsequent development in recent years of online art and art-making activitiesprograms that offer young learners opportunities to engage with the visual arts in a virtual capacityhas in turn generated a research and assessment dilemma for me as an art educator, and, I believe, for the art museum education field as well. Several questions arose as I navigated the maze of art museums' online offerings during the initial stages of my research in 2004. The issues I encountered related to the design, intent, uses, developmental appropriateness, and the choices of activities uploaded by art museums to engage children in digitally mediated visual art experiences. For example, my specific inquiries at that juncture questioned: how do the digital art and art-making activities that art museums develop and upload reflect their collections, educational mission, and on-site educational practices? What is the statement of purpose, if any, for these programs? How are art museums' websites maintaining the integrity of the museums' collections via online web activities? How do the online art activities art museums provide impact children's art education and 7 vice versa? What forms of assessment are being undertaken by art museums with regard to the online art activities and programs they design for children? How do, or can, art museums' web activities be designed to clearly reflect children's developmental capacities and interests? Currently, there is a scarcity of literature to address the inquiries noted above, in part, because of their novelty to arts-related research, and because they coincide and overlap with various areas of study, for example: art education, museum education, visitor studies, and museum assessment and evaluation. Presently, in 2009, no studies have been published that explore how young visitors' (or adults) online experiences with virtual works of art and art-making activities influence their art education in school or during art museum experiences on-site. Nor are there studies that have addressed the developmental appropriateness of art museums' digital art-making programs, the pedagogical practices (if any) that guide the development of these digitally mediated art activities and online curricula, or the theoretical frameworks that support their design. While there has been research recently undertaken by David Schaller, Steven Alison- Bunnell, and Minda Borun (Schaller, et. al, 2002,2003, 2005, and 2007) to explore constructivist theories of learning styles as they relate to online interactions, and additional related research has been conducted by the Tate Gallery in Great Britain concerned with their website for youngsters, Tate Kids, empirical support continues to be limited in the literature (Jackson & Adamson, 2009). As a former museum educator, and presently as a visual arts educator of elementary school children, I believe that youngsters' personal interests and 8 experiences, learning styles, and capacities, as well as appropriate pedagogy, are the impetus behind their experiences in and with the visual arts. I have observed these attributes particularly when activities and programsregardless of whether children are working with tangible materials or digitally based art resourceshave been designed to relate and support young people's artistic development and foster in them an interest for learning in, with, and about the visual arts. Hence, my desire to develop research explored the following issues: Limitations of, and gaps in, current research on the developmental appropriateness of art museums' online art-making programs for youngsters and the theoretical constructs (if any) that guide the development of these digital activities; Young people's critical evaluation of art museums' digital art and art- making activities; Implications of children's responses to online digital art-making programs for the future design of these virtual activities; and Free-Choice learning and its role in youngsters' experiences with online digital art media. The following chaptervia a review of the literature and two pilot studies addresses specific concerns I identified above that art museums' online art and art- making activities may pose for children's art and museum education presently, and in the future. However, the section directly following this one touches upon the preliminary statement of the problem and pinpoints many of the issues that framed my 9 inquiry and, in addition, presents the specific research questions that guided my research investigation. Depiction of the Problem Theoretical and Research-Based Limitations The preceding pages introduced readers to a means by which art museums have endeavored to promote children's art museum education and extend learning opportunities to youngsters outside of a physical museum environment. In what appears to be an upsurge of digital-art education taking place on the Internet, art museums have been developing and uploading digital art activities for young people at an impressive rate. While the purpose of art museums' online art and art-making programs geared to young audiences seems to be an addition to, or continuation of, the museum experience via digital art-based learning opportunities, is the museum community, as a result, inadvertently molding a future culture of visitors (i.e., children) who will rarely visit actual museum sites? Dahl (2003) suggests that "online visits tend to be like touring the physical museum, and that's not always the most effective way to visit.... People learn differently online than in person" (p. 2). If we consider Dahl's statement definitive, should not art museums be aware of how young visitors are approaching and using their online art activities? In response to the surge of online art-making activities developed by art museums, a host of questions continue to emerge and have already been posed. One might wonder if some art museums' virtual programswhile offering services not 10 previously possible on-sitecould distance children from the excitement of experiencing physical works of art and art materials in personally engaging, real-world contexts. In other words, rather than extend young people's art museum education, will art museums' digital web activities eventually supplant children's actual visits to museums with virtual ones, thereby causing physical visits to be obsolete, or at the very least, infrequent? Will a consequence of children's interactions with online art activities be the demotion or promotion of greater visitation to either actual and virtual museum spaces, or competition between the two? Will young audiences unwittingly forego "authentic" (i.e., interaction with, and in the presence of, an actual work of art) aesthetic experiences in favor of virtual ones? How does virtual art making or a virtual aesthetic experience for a youngster compare with a physical, real-world context art- viewing/making/aesthetic experience? Are these online activities necessary for art museum to have? Finally, will what children know and understand about art museums and their collections eventually be completely facilitated by a computer? While the questions and issues presented on the previous pages originate from my years of practice as an art and museum educator, the specific queries posed in the preceding paragraph are the consequence of more recent personal observations and reflections on technology and Internet usage in elementary art education, in particular, my own art pedagogy and curriculum. Although a later section will further readers' understanding of the specific origins of my personal observations and reflections, it is important to note here that I work for an affluent school district on Long Island, in New York, that promotes the use of technology in all classrooms, including the elementary art studio. Young people in my school district have ready access to computers and a 11 high-speed connection to the Internet. Based on my personal knowledge of the elementary schools in the area in which I work, I can surmise that my young students have a greater chance of visiting a museum's online site than they do of visiting an actual museum, despite their close proximity to New York City, home to several world- renowned museums. With a few clicks of a computer mouse, children can virtually transport themselves to an art museum and create and print a product from an online art museum experience, without ever having to leave the school grounds. All combined, the numerous inquiries posed thus far resulted from my past and more recent pedagogical experiences and formed the collective impetus that propelled my area of investigative interest. With so many art museums creating web-based viewing and art-making activities for youngsters, a potentially fertile area of research for art museum education has emerged. At present, there is no empirical evidence to support art museums' digital art and art-making activities and programs as "educational" or as promoters of developmentally appropriate art experiences. However, based on my prior experiences as a museum educator, and currently as a visual art educator, it is fair to infer here that the digitized 5 examples of cultural artifacts and the art related activities provided by art museums aim to supply children with online experiences that possess educational import and intent. Several museums, for example, NGA and MoMA, have spent considerable time and resources developing online art activities and programs for young people. The NGA's website, NGA Kids (www.nga.org/kids). frequently uploads new and innovative art-making software where visitors can create virtual works of art 5 An object and/or image that has been converted to a digital format so that it can be viewed on a computer screen. The image is "read" by the computer as data and translated into a pixilated image that is viewable on screen. 12 inspired by pieces in the museum's collections. Young visitors to NGA Kids can create digital paintings with the programs, "Paintbox" (Figure 1) and "Swatchbox" (Figure 3), and make digital collages with "Collage Machine" (Figure 2). Visitors who select the interactive diorama program "Dutch Dollhouse" (Figure 4) can recreate virtual Dutch interior and exterior scenes of the seventeenth century inspired by the art of Johannes Vermeer and other Dutch artists of the time period. Figure 1 Figure 3 mss^sn:: >'WK^K-rtB Figure 5 Figure 2 Figure 4 ^ i _ - < MoMA's site for youngsters, "Destination Modern Art" (Figure 5) 13 (www.moma.org/destination) uses animation and digitized images of renowned artworks from its collections to introduce youngsters (ages five to eight) to modern art. Visitors to the website travel through a virtual animated gallery where they can view several different artworks, such as a digital representation of Vincent van Gogh's Starry Night. When visitors click on the digital image of Starry Night, they are taken to a screen that displays the artwork alongside five different activity icons. Viewers have the option to scroll over the painting and listen to an audio output that reproduces the sound of a whistling wind or a church bell, sounds related to the landscape. In addition, children can create a poem inspired by van Gogh's masterpiece by selecting words from a word bank provided. Although the online activities vaguely sketched here appear to offer art education opportunities for young people, concerns arise about their developmental appropriateness and pedagogical relevance with regard to art education. According to Schwartz and Burnette (2004), MoMA has "an excellent history of developing Web-based materials for children" (p. 2). The Museum's initial foray into Internet-based art activities for youngsters began with the creation of Art Safari, a site where children could view artworks from the Museum's collection and create offline artworks influenced by their viewing experiences. Due to advancements in technology, Art Safari was replaced with Destination. MoMA also has a site specifically for teens called Red Studio, but no site or activities directed toward children nine to twelve years of age. Destination and other online art museum activities for children will be discussed in greater depth in Chapter III. 14 Two Pilot Studies Generate Findings with Significant Research Appeal In an effort to develop a better understanding of art museums' web resources for children, I implemented two studies in 2005, one to examine art museums' web activities, and the other to investigate youngsters' preferences for art museums' digital art activities. The first study I designed, "An Investigation and Reflective Commentary of Five Art Museums' Websites for Young Audiences," explored the digital art-making activities for children. Not only was this study a review of current and related literature in the field of museum education, but I also developed a toolan analysis matrixthat enabled me to more efficiently categorize and analyze art museum's digital art activities for children. Upon careful review of dozens of national and international art museums' virtual branches, this preliminary investigation narrowed down the research site possibilities to the web activities for youngsters from five American art museums. The digital activities of these five art museums were selected in part because the museums are recognized throughout the museum world for their extensive collections and are highly esteemed within the art museum education community for their established, on- site educational programs. This initial study explored the question: How are art museums' websites attempting to engage children with the visual arts in virtual reality? The investigation, a website analysis, applied a three-part analytical matrix to the following art museums' websites for young audiences: Destination Modern Art, from MoMA; NGA Kids, from the National Gallery of Art; Wacky Kids, from the Denver Art Museum in Colorado; Whyville, an online affiliate of the J. Paul Getty Museum; and ArtsConnected, from MIA. The analysis component of the research was 15 influenced by and partially based upon a three-part investigative matrix designed by Amy Karabin (2000) to apply to the examination of art museum websites. Karabin's research is the only study published thus far that delves into an analysis of art museums' websites. I adapted Karabin's matrix analysis for my research purposes and applied it to the five aforementioned websites. From this modified matrix, I pinpointed several factors to investigate: layout and design; applied theories; and activities and methods. I generated these characteristics from general museum and website knowledge, my pedagogical experiences and interests, and observations noted from continuously reviewing numerous pages of art museums' websites. Another goal of the matrix was to determine how and if online programs reflect museum missions. An additional aim was to explore the possibilities these sites offer for children to have art and aesthetic experiences in virtual reality comparable to those in the actual world of art and museum education. Based on my analysis of the five museum websites, the data suggested a need for art museums to develop and establish more clearly identified relationships between the actual and virtual programs and activities they create and offer. In other words, the online activities for youngsters offered by art museums should encourage young people to have art and aesthetic experiences in both virtual and actual realities, not one or the other, as the results of my investigation suggested (Mulligan, 2005). The second pilot study I designed, "An Investigation of Children's Responses to and Preferences for Art Museums' Online Programs and Activities" researched responses and preferences with the two-part question: How do young audiences respond to art museums' websites as tools for learning in and about the arts, and what are their preferences with regard to these sites? To explore this inquiry, a sample of eighteen children, seven to eleven years of age, from two New York State public schools participated in the research conducted over the course often combined weeks during the 2005 school year. The investigation examined children's interactions with, and responses to, the online art programs and activities of three art museums' websites: NGA's NGA Kids; MoMA's Destination; and MIA's ArtsConnected. In order to support my research inquiry with a theoretical framework, I identified John Falk and Lynn Dierking's (2002) theory of Free-Choice learning as the conceptual model most applicable to my research design. Free-Choice learning is an outgrowth of Falk and Dierking's years of museum visitor studies research. The pilot investigation I developed explored children's interactions with and responses to art museums' online art programs and directly related to visitor studies and the utilization of children's leisure time. However, rather than researching young visitors' experiences at physical museum sites, I observed them in a computer lab interacting with the resources of art museums' virtual websites. The participants in this study were not on- site museum visitors, but virtual visitors, or e-learners, in the digital world of art museums. Falk and Dierking (2002) submit that Free-Choice learning is "the single largest leisure activity... the single, most dominant form of learning" that occurs, as it can happen anywhere at anytime (p. 5). Free-Choice learning enables learners to control their learning experiences as to what they learn, when, where, how, and with whom; hence, the unique power of personal choice in the continuous process of learning (Falk & Dierking, 2002). Many children can interact with art museums' web activities from 17 home and/or school, and select the sites and digital activities they wish to explore. Free- Choice learning, then, was an effective way to contextualize children's preferences and interactive experiences with art museums' digital web activities and the theory most applicable to my pilot investigation, as well as to my dissertation research. The theory of Free-Choice Learning will be explored in greater depth in Chapter II, the literature review section of this dissertation, and its relevance and applicability to my research will be further illustrated for readers. With the application of John Falk and Lynn Dierking's (2002) theory of Free- Choice learning to frame one of my pilot investigations, and empirical evidence from the research of David T. Schaller, Steven Allison-Bunnell, and Minda Borun (2002), the results of my second pilot study suggested that children prefer to have multiple interactive options from which to choose when they engage with an online art and art- making resourcefindings in keeping with a Free-Choice learning experience where learners control and choose their experiences. Additional results of the study suggested that: gender has an effect on children's perceptions of art museums' web activities and what they are able to do in virtual reality, as does the social nature of the online experience; children desired a tangible product of their experiences; children's visits to physical art museum sites may be challenged by their experiences with art museums' online activities; and children's preferences for creating art in a virtual capacity versus physically in an art studio may also be called into question (Mulligan, 2005). The findings suggested by the pilot study indicated a need for additional research to understand the educational potential and developmental appropriateness of art museum's web activities. By analyzing children's responses to and preferences for 18 art museums' web resources via Free-Choice learning theory, art museum educators will be able to assess the pedagogical intent and content of their sites from the point of view of their young users. In addition, art museums will be able to evaluate how effective their virtual activities are in promoting online learning opportunities in and with the arts in the broadening technological landscape of online art education. It is within this context, assessing children's virtual visitation experiences to art museums' websites, that I discovered evidence that the body of knowledge regarding online art museum education is truly inadequate and further study is necessary. Clearly, there is much to be learned for art museum education and a wealth of data to contribute to the field by further examining art museums' online digital art activities through the lens of Free-Choice learning theory and children's critical eyes. The research investigation I present and discuss in Chapter III delved further into this phenomenon and drew upon the unique perspectives of youngsters to support the argument for establishing an empirical foundation related to this area of inquiry. The Research Questions Keeping in mind the educational potential of the Internet, the lack of empirical support in the research literature, the findings of my two aforementioned pilot studies, and the additional queries presented in previous sections, I believe there existed a need for a comprehensive investigation into art museums' online art activities for children. Further explorations could aid in developing a research basis for this area of art museum education, as well as determine the developmental appropriateness of art 19 museums' current and future online art and art-making activities. Based on the above statements, I became greatly interested in examining the phenomenon that: Numerous art museums have been designing and uploading digital art and art- making activities for children as a way of promoting their collections and engaging youngsters' interest in the visual arts beyond museum walls. However, to date little research has been done to inquire about the developmental and artistic appropriateness of such programs for elementary age young people. One way of approaching this issue would be to assemble a group of elementary youngsters to participate in a detailed critique of a selected set of museum collection inspired digital art activities. The overarching questions that guided this study asked: 1) What might we discover by engaging young people in this kind of investigation? 2) How might their responses be used to develop digital art-making experiences using art museums' online resources that offer fresh educational possibilities for learning in, with, and about the visual arts? In order to investigate the proposed research problem, I also examined the following sub-questions: 1) Although a few theoretical constructs have been suggested by researchers to apply to the design of virtual museum environments, how might the application of the theory of Free-Choice learning relate to the development and design of art museums' digital art and art-making activities for young people? 2) What might be the implications of a study of elementary age children's critical investigation of museums' digital art and art-making activities for the design of museum education online curricula? Assumptions In order for the research to maintain integrity and relevancy, I considered and addressed several assumptions, and debated others throughout the course of the research investigation. I include these assumptions hereprimarily combined outcomes 20 of the two pilot studies I conducted and a review of the literaturein an effort to give a scholarly and practical ground to the study. I address many of these assumptions in relation to specific areas of discussion throughout the course of this dissertation. Assumptions Not To Be Debated I assumed that the intention of most art museums' digital art and art- making activities appears to be an addition to, or continuation of, art and art museum education experiences via virtual learning opportunities. Given that numerous art museums have developed and uploaded digital art and art-making activities for children, and based on my knowledge of the current literature and the initial pilot study I conducted, I assumed that few art museums have undertaken to research children's preferences for what they can see and do using an art museum's website. I assumed that children's developmental capacities, different learning styles, and interests impact and influence their interactions with art museums' web activities and programs. Based on a prior pilot study I conducted, I assumed that gender has an effect on children's perceptions of, and interactions with, art museums' online art and art-making activities. Based on a prior pilot study I conducted, I assumed that children desire a tangible product of their interactions with online art and art-making programs. 21 Based on a prior pilot study I conducted, I assumed that children favor social interaction when engaging with art activities in a virtual environment. I assumed that many children in current American suburban school districts are familiar with a basic use of technology, such as: typing on a keyboard, accessing the Internet, and navigating a website. I assumed that a public elementary school with a networked computer lab was the most acceptable and appropriate site for undertaking the research of art museums' online art and art-making activities for children via the implementation of an enrichment course. Assumptions To Be Debated I will argue that the impact digitally based art and art-making activities and programs can potentially have on children's art museum education as well as their understanding of, and experiences with, the visual arts and artistic media should be continually researched and assessed. Such careful study could result in the establishment of an empirical basis in the art education research literature for the future development of online art museum curricula, should art museums continue to upload such programs. Based on my two pilot studies, and the narrative case study research I discuss in this document, I argue children's preferences for learning about art and creating art online is based on their prior physical experiences with art materials. Given that children have various interests and different styles of learning, I argue that they prefer and require numerous choices and varieties of activities when engaging with art museums' web-based art activities. Based on one of my pilot studies, and my narrative case study research, I argue that children's visits to actual art institutions are challenged and/or impacted by their experiences with learning about and creating art on an art museum's website. I argue that my research analysis reveals suggestions for the learning structure and content components of an art museum-based website for, and possibly by, children. I argue that based on my research findings, an art museum's website for children can be developed with a variety of digitized art and digitally based art-making programs that take into account children's personal art preferences, prior experiences with art materials, developmental capacities, and possibly learning styles within the theoretical context of Free-Choice learning. I argue that John Falk and Lynn Dierking's theory of Free-Choice learningan outgrowth of visitor studies and constructivist learning theoryis an applicable, but not definitive, theoretical basis for the design of art museums' web activities and programs for children. 23 Type of Study and Rationale It is important to clearly state here that the research study I implemented was not an investigation of technology that would be necessary, or considered educational, to construct and use digital art and art-making activities. For example, I did not research programming language that should be utilized to create digital art programs nor did I examine software such as Macromedia Flash, Shockwave Player, and Adobe that may be necessary to run particular art-making programs. I am not a computer software designer or a program code writer, and my intentions were not to create digital art and art-making activities for children. However, I did not discount the possibility that ideas and suggestions from youngsters, as well as from the overall results of the data for potential art-making interactives could (and did) arise from the research. With this said, an aim of my research was to critically examine, from the viewpoint of my young co-researchers, art museums' online art and art-making activities. I achieved this by implementing a case study research investigation designed as a before-school enrichment program, the specific purpose and design of which will be described in detail in Chapter III. The reason for designing the investigation as a focused case study was to collect data directly from participants whose experiences could be qualitatively presented as narrative interpretations, stories of children's interactions, perspectives, and comments. 24 Research Methodology Data Collection The data collected for this research took many forms. Because I designed the research as a case study of a semester's work, numerous data types were necessary to develop a narrative that could be deconstructed, analyzed, and reconstructed. In order to implement the research task, I designed a ten-week enrichment course that required the creation of a specific data collection tool, a digital portfolio, an instrument similar to an artists' portfolio. The digital portfolio is the computer folder where participants saved art images of interest, as well as art they created using museums' online art programs. The portfolios enabled participants to access a folder complete with links to art museums' website activities. Each folder contained an image of the site link and included areas for participants to respond to inquiries pertinent to the research endeavor and to insert artwork they created on a site. Participants were free to select the activities they engaged with on the different art museums' websites they visited. Thus, the youngsters created their own Free-Choice learning experiences and had opportunities to acquire both specific and general knowledge content related to their online art experiences. The use of a digital portfolio was an ideal tool in many ways for the research design as it kept participants' data organized and separate by individual and by website. As the researcher and the designer of the portfolios, I had access to each participant's folder of information throughout the course of the investigation. 25 Other tools used to collect data were: interviews, questionnaires, and the documentation of observations of participants working individually and in social groups recorded in a reflection journal. The recorded observations and reflections were based on my perspectives as an elementary visual art educator as this research is an extension of my occupation as an art teacher and is representative of a way in which I believe elementary art education is expanding its scope to include digital technology more consistently and continually in the elementary art curriculum. An additional component of the journal was the inclusion of visual data in the form of photographs that documented students' during their Free-Choice experiences. Participants The research participants ranged in age from nine to eleven years old (fourth and fifth graders) and were students at the elementary school where I work on Long Island, New York. The school is in an affluent, New York City suburban school district, but the student population comprises a variety of socio-economic backgrounds. The student body is reflective of the demographics in this geographic region with students who are Persian, Hispanic, Asian, and European. In order to maintain the intimacy of a focused case study, approximately fifteen students from the fourth and fifth grades randomly participated. However, in order to provide an equitable opportunity for all the children who applied to the enrichment class to attend, a lottery system had to be implemented to ensure the random selection of participants. Of the fifteen students who originally participated, seven became the co-researchers from whom I collected and analyzed data. Although small in number, the wealth of data collected from these seven individuals resulted in the construction of rich, focused narratives to illustrate the findings. The full names of participants were not used in the data collection process to protect participants' anonymity. Research Location The research occurred at the kindergarten to fifth-grade elementary school where I am employed as an art teacher. The actual collection of data took place in the school's Computer Instructional Center (CIC) where each student had access to his/her own computer terminal. I conducted interviews in the school's art studio. I selected my place of employment as the research location because of my familiarity with its technological resources and student body, as well as its protocols for conducting enrichment courses. Method of Inquiry Because the case study explored children's engagement with digital art-making programs and involved their critical examination of these activities, the investigation was qualitative and I designed a descriptive case study methodology to present the data. The decision to implement a case study stemmed in part from a desire to conceptualize the research as a story of children's experiences, particularly their personal and social experiences with digital art programs. According to the work of Hancock and Allgozzine (2006) case study research is richly descriptive because it is grounded in deep and varied sources of information. It employs quotes of key participants, anecdotes, prose composed from interviews, and other literary techniques to create mental 27 images that bring to life the complexity of the many variables inherent in the phenomenon being studied (p. 16). Yin (1994) provides additional support for case study research by stating similarly to Hancock and Allgozzine, "the case study's unique strength is its ability to deal with a full variety of evidencedocuments, artifacts, interviews, and observation" (p. 8). These tools took the form of several resources recommended by Hancock and Allgozzine (2006) and Yin (1994): interviews, observations, and artifacts. In the case of this research, the artifacts consisted of photos of participants interacting with museum web activities and the digital work that participants created. In Renee Campoy's 2005 text, Case Study Analysis in the Classroom, she offers an additional argument for the use of case study research. Campoy writes that case studies rely heavily on interviews because "using an assortment of sources will produce a more detailed and comprehensive picture of a situation.... [Ojne of the most important sources of case study information is the interview" (p. 184). Not only did interviews with the young participants in my research provide insight into their prospective critiques and experiences with digital art-making activities, but also they were instrumental in constructing a descriptive story of the research as a whole. In addition to the significant emphasis placed on interviewing participants, one data collection tool not previously found in the literature of related research was used to implement the study. I refer here to the aforementioned digital portfolio utilized to organize participants' interactions with and responses to museums' digital art activities. Ultimately, the case study method, along with the design and inclusion of a digital portfolio to collect specific data and to examine the proposed art museum web activities 28 for children phenomenon, produced an investigative story rich in description synthesized from a variety of visual and textual sources. Presentation of Data Because a wide variety of tools were used to collect data, I analyzed the information obtained via different methods. I recorded and transcribed all interviews and color-coded and analyzed responses for similarities and disparities among comments. Responses to questionnaire inquires were also color-coded to identify connective threads among participants' experiences and comments. Additionally, observations and reflections noted in my journal were transcribed and analyzed to identify relationships among participants' comments, experiences, and interactions. The review of the data documents was aimed at teasing out possible patterns that could potentially result in thematic dimensions. Any coding that occurred used color and alphanumerical references to indicate categories and refer to specific co-researchers. To provide support for all the data, I analyzed it using evidence from related art, museum, and educational research literature, as well as Free-Choice learning theory, which was the guiding theoretical principle that framed the investigation. I analyzed all the data collected using the tenets of Free-Choice learning theory in order to contextualize the information assembled. Finally, in order to provide a scholarly interpretation of the data and the theory guiding it, I present the data in an anecdotal narrative format, in Chapter V, of each participant's critiques and experiences with art museums' online art programs. Limitations of the Study As with any research investigation, the study described in this document is not without its limitations. Although there were a multitude of questions and concerns that initiated my examination of art museums' web activities for youngsters, my specific interests stemmed from my pedagogical art practice and required that I focus my research on how children use and approach art museums' online activities as they are the intended users, not on my pedagogical critique of the programs. Additionally, in order to concentrate on children's engagement and experiences with online art activities, I would only be able to observe and focus on a small group of youngsters. The small number of children (seven) who evolved into my co-researchers is undoubtedly a research limitation, but the depth of their participation and the data collected outweighed the breadth of participants. Later chapters will further discuss specific limitations of the research, but my intent here is to introduce readers to my awareness that this research has its shortcomings, limitations that I do not necessarily view as negatives, but rather as a springboard from which future research can be designed. This study is, I hope, one among many future investigations that will be implemented pertaining to this phenomenon in art museum education. Experientially Contextualizing the Research Investigation The purpose of this section is to establish a context for the research by relating my personal and pedagogical art and aesthetic interests and experiences, and their 30 influence on the investigation. The inclusion of this information is to further acquaint readers with my desire to initiate a research dialogue into and about art museums' web activities for children and the relevance and potential impact these digitally-based art and art-making programs can have on young people's understandings of, and experiences in, and with, artistic media and art institutions. This narrative briefly introduces readers to the visual arts instruction I received throughout my student life and its influence on my current pedagogical practice and culminates with aspects of how my personal art and aesthetic education, along with my professional experiences have collectively influenced and informed my decision to delve into this burgeoning area of research. The overall aim of this narrative then, is to provide readers with the experiential foundation from whence the proposed research questions emerged. Then and Now As an elementary school art educator, I have opportunities to explore art materials with children in kindergarten to fifth grade on a daily basis, and although the visual arts are firmly and positively established in my professional career and the learning experiences of my students, they were not always so definitively rooted in my earlier academic years, when I was a youngster. My art experiences as a child and young adult have had a tremendous impact on my work as an art educator and greatly influence how I design curricula and approach pedagogy today as a public school art teacher. Thus, the following paragraphs will illustrate for readers several of the personally significant art-related experiences I had as a youngster and which, in turn, shaped me into the art educator I have become today. 31 Throughout my public elementary school days and Catholic high school years, I could never quite manage to produce what my art teachers wantedprimarily replicas of their examples. Thankfully, my imagination intervened during the majority of my rather mundane visual art experiences in school so that the art I created reflected my interests and ideas. However, as a result of the type of art education I received, my passion for art was tempered until the encouragement of a wonderful middle school art teacher re-ignited my imagination and renewed my interests and motivation for making art. Fortunately, and despite my lackluster art training throughout the majority of my primary and secondary education, my love for the visual arts did not wane. When I enrolled in my first art history course, a Survey of Western Art, as a freshman at The George Washington University in Washington, D.C., I discovered what has become a lifelong love and one of the missing components of what had been, until that point in my academic career, a rather parochial visual arts education. Art history provided me with opportunities to look at art, talk about it, write about it, approach it from multiple perspectives, and experience it at a higher level of meaning and comprehension than what I had previously known in my visual arts education. Combined with the joy I found in my own creative endeavors, particularly with photographythe one medium I embraced in high school and where I felt content to explore visual ideas freely and without restraintart history added another dimension to my passion for the visual arts. With the addition of art history to my visual repertoire, my aesthetic sensibilities were heightenedawakened actuallyas I learned how to examine and consider the work of past and present artists and cultures and connect their endeavors with my own creative ideas, processes, and pursuits. In doing 32 so, I became inspired to explore a variety of media and experiment with new ideas in my college art courses. The first time I made the journey to the art museums along the National Mall, I quickly realized how much of a truly aesthetic experience I was missing by sitting in a lecture hall listening to a professor discuss slides of artwork projected onto a white screen. The experience of standing before an actual work of art in the National Gallery of Art, from a great master like Jan Van Eyck, left an indelible impression on me. I was intrigued, fascinated, and visually overwhelmed by the variety of colors, techniques, and subject matters on display. I established a routine and made art museum visiting integral to my development as a burgeoning art historian and visually expressive individual. It was during this juncture in my academic career when I believe I acquired the maturity and collective experiences to realize the power of objects, works of visual culture in particular, to convey and express multiple meanings, tell many stories, and affectively move me. Continuing to this day, it is through the transformative experience of the aesthetic 6 encounter that I have while standing before a physical work of art, with which I cognitively and emotionally connect, that my own creative ideas and processes are often inspired. These experiences do not necessarily influence my artistic spirit in terms of style or technique, but rather they fuel a passion in me to continually question, explore, experience, create, and most of all, share with, and educate my elementary students. 6 In the context of this paper, the use of the term "aesthetic" refers to the personal encounters individuals have with works of art, regardless of whether the work of art is experienced in person or viewed digitally. The individual experience may be positive or negative, and it is wholly personal. 33 The personal experiences I am afforded when I have visceral responses to physical works of art, particularly those that I have only previously observed as reproductions in books, as digitized reproductions, or as images projected onto a screen, continue to take my breath away. For example, when I visited Rembrandt van Rijn's enormous and impressive Nightwatch at the Rijksmuseum in Amsterdam, I longed to step into the dark scene and enter Rembrandt's world. As I lingered above a football- stadium-sized landscape of terra cotta soldiers in Xi'an Province in China during the brutally hot summer of 2001, my heart skipped several beats and my breath labored as I could barely begin to imagine the human suffering that went into creating each soldier's uniquely stylized ancient beauty. Furthermore, the numerous times I have observed Vincent Van Gogh's vibrantly sweeping Starry Night at MoMA in New York City, whether with my students, acquaintances, or on my own, its rich colors and fervent sense of movement never fail to make my eyes eagerly scan the canvas absorbing Van Gogh's technique. To this day, I continue to marvel at Van Gogh's intense use of line, color, and brushwork, and smile upon what I perceive to be a stunning visual achievement. At this period in my life, I consider Starry Night an old friend, whom I do not visit in person as often as I would like, but who moves me with every visit. Each of my encounters with works of art is inimitable, and they add to my prior understandings, and are carefully stored away in my collective memory. These experiences are later reconstructed and included in new interpretations, whether in a dialogue, in my own creative endeavors, or in my teaching practice. However, when I have an opportunity to closely view a work of art, such as in a museum or gallery space, or in situ, my desire for a purely aesthetic encounter can overwhelm my creative sensibilities. The act of creating something becomes secondary to my need to first question and make sense of what others before me have done, how they did it, what inspired the idea, and why the artists made the media and expressive choices they did. In other words, I continually reflect upon the reasons why a particular work of art can so captivatingly engage my mind and my senses, and eventually inspire my own creativity, and the experiences of my young students. Throughout these aesthetically driven moments I am not an artist or an educator, but a participant in a viewing process that is wholly personal, individual, transformational, and irreplaceable. There are few occasions in my estimation that can compare to a meaningful encounter with "the real thing." Objects of art can embody history, culture, technique, emotion, and above all, convey an individual's distinctive perspective and ability to express ideas through and with various materials. The unique inner dialogue an individual can have with a material or a work of art can be difficult to articulate, but nonetheless, it can be a profoundly personal and memorable experience. Museum and Art Education Propel the Inquiry Following my college graduation, I pursued museum, elementary, and art education as fields of study that would enable me to pursue my passion for the visual arts and combine it with my affinity for museums, and my interest in working with elementary-age students. My enthusiasm for, and knowledge of the visual arts, as well as my training in museum and elementary education, coalesced into a pedagogical practice that I implement today as an elementary art educator. Being privy to young people's conversations and experiencing objects, materials, and works of art from their 35 differing developmental perspectives encouraged an interest in me to explore how art museums endeavort to engage today's young audiences in visual art experiences. My hope as an art educator for the encounters children can have with and in art museums is that youngsters will have rich conversations and aesthetically driven encounters with works of art and art materials whereby they are cognitively and affectively engaged; similar to the personal aesthetic experiences I described in the previous section. As an art educator, one of my instructional goals is to introduce my students to the visual and text-based resources of art museums so that they may make informed and inspired creative choices in own artistic lives. Regardless of the media they engage with, whether it is paint, paper, clay, or a digital art-making program, children should have opportunities to talk about artwhat they see, what they think, and what they feeland reflect upon the possibilities of meaningful engagements they can have with different materials. Such dialogues could lend themselves to children creating art that is equally exciting to them and reflective of their interests, capabilities, and cultures. However, the design of my art program prevents me from physically conveying my students to art museums, and comprehensive on-site encounters are not often feasible for art museums when students' visits are driven by strict time constraints, infrequent visitations, curriculum outcomes, state standards, and the acquisition of skills intended to improve children's academic and test performance. Technology in the Elementary Art Studio The school district where I am employed, and where I conducted my research, is a strong proponent of the arts and advocates for the incorporation of media technology 36 into classroom curricula, including the art program. Hence, students in my school have a strong technology knowledge base as computers have become commonplace in their daily school routines. The children in the district are familiar with a wide breadth of technology resources and frequently use or have contact with computers at some point during their school day. A majority of the teachers in my school building now have a Smart Board 7 in their classroom while those that do not as of yet, access the computer lab or mobile laptop cart numerous times per week. One example of how I incorporate technology into my art curriculum is with the use of an LCD (liquid-crystal display) monitor that is connected to my Internet linked laptop. When I introduce students to the work of different artists, various art techniques, and/or museum resources, I will often utilize the Internet. As a result, students have many opportunities to view and discuss digitized works of art and artistic styles from a variety of websites, particularly museum websites. Similar to my experience of viewing slides of art in college, my students can familiarize themselves with large-scale, albeit digitized, reproductions of touchstone works of art. The technology may be different, and while the "real" is not interchangeable with the virtual, and vice versa, the purpose remains the sameto observe, to discover, to be inspired, and to discuss. An additional reason I believe Internet resources can be powerful teaching tools in my art studio is because of logistical, scheduling, and economic constraints encountered if I want to take my students to an art museum. Due to the number of classes I teach each day and over the course of a week, a museum visit with one or 7 A Smart Board is an interactive whiteboard that responds to touch and is connected directly to the Internet. A Smart Board enables users to write and post images and information to the board that can be manipulated and saved. 37 several classes is not an option. To circumvent this obstacle, I have been virtually conveying my students to various cultural institutions. While I do not consider this an ideal way to bring my students to art museums, it is the most pragmatic for my teaching situation. I have "taken" my students to the Met, the National Gallery, and across the Atlantic to the Victoria and Albert Museum in London, and to the Louvre in Paris. When we visit these sites we take "virtual journeys" through the museums' digital galleries and collections, and explore other site resources. Rachel Horwitz and Cathy Intemann (2007) write of museum websites, "they give students the opportunity to wander through and wonder at the world's best museums with the same freedom that we experienced with our actual visits" (p. 1). We observe digitized artworks in a virtual world, rather than actual artworks in the physical world. Of course, the virtual journey, while one of discovery is not the same as the actual, nor do I believe, based on experience, should it be construed as such. With each art museum visit we make, it is with the understanding that what we see is a facsimile and when given the opportunity, we should "meet" the real thing. The use of the Internet in my classroom practice eventually expanded, and I developed several other digitally mediated art experiences for my students. One way I further extended art education outside of the art studio was with the creation of a before-school enrichment course for third graders, entitled Art Museums and the Web, held in the school's computer lab. Through this enrichment course, I implemented my second pilot study and virtually introduced students to several art museums' web offerings as a means to further engage them with art museums. Youngsters interacted 38 with the digital art activities of the NGA, MIA, and MoMA, three of the art museums I included in this research investigation. The experiential foundation of my interest in investigating digital technology in the art curriculum is strongly rooted in my pedagogical practice. However, my own passion for understanding the impact that actual museum encounters have on individuals' art education also informs my decision to delve into this area of research. With so many factors contributing to researching the phenomenon of art museums' digital art activities, I felt strongly obliged to explore, discover, and develop a pedagogical understanding of the current art museum virtual landscape for children. Goals of the Research One goal of this research is to initiate a dialogue among art and museum educators regarding the importance of assessing and cultivating the pedagogical foundation of art museums' web-based art activities for youngsters, in part because of the prevalence of their online presence. A second goal is to develop and establish an empirical foundation for the future development of art museums' online art-making activities for children based on research that considers the experiences and opinions of youngsters. A third goal of this research is to present the six thematic dimensions, or approaches that arose from the data analysis and encourage that they be considered when and if art museums develop future online art activities. Based on my research, I discovered that children tend to approach museums' online art-making activities in six 39 overlapping ways and that these may potentially influence children's art and museum education. Significance and Educational Aims of the Research As a former museum educator, frequent museum visitor, and art teacher, I view art institutions as essential components of youngsters' art and aesthetic education. It is important to consider how art museums' design of online art and art-making activities impact youngsters' art education and how youngsters' experiences with art materials can influence their experiences with online art activities. As stewards of visual culture, the objects art museums present to their audiences for visual consumption necessitate not only accessibility, but also accountability of perception. During the course of my research, I observed that children are somewhat fickle and occasionally ambivalent online museum visitors. The research I designed provides an opportunity for art museums to consider the origins and nature of children's experiences and opinions. Therefore, the aims of this study are to: Understand the purpose and scope of art museums' inclusion of online art-making activities for youngsters. Are they even necessary? Understand how children approach and use art museums' online art- making activities, especially if art museums continue to upload such programs to their websites. Understand how children's interactions with online art activities can influence and impact their art education in an art studio and vice versa. 40 Promote the use of children as co-researchers when assessing their interactions with online art-making opportunities thereby producing research that is rich in narrative descriptions of children's opinions and experiences. Summary & Overview of Chapters This dissertation is composed of seven chapters. The intent of this chapter was to introduce readers to a phenomenon in art museum educationthe prevalence of art museums' online art-making activities for youngsters. In addition, this chapter stated the research questions, established and outlined the type of study, presented the theoretical framework, illustrated the personal and pedagogical basis for the investigation, and acquainted readers with the overall aims of the study. Chapter II is a review and analysis of research and literature related to the inquiry. The content of Chapter II presents readers with the Free-Choice learning theoretical basis of the research and explores studies in museum education that provided a foundation for the investigation. The examination of literature in Chapter II is aimed at constructing the argument for researching the presented phenomenon and for contributing empirical data to the discourse. Chapter III is an explanation of the research methodology and addresses the rationale for designing a narrative case study. In addition, Chapter III describes the art museum websites, or virtual settings, included in the research, along with information regarding the physical research setting, the participants, and the data collection tools utilized. 41 In Chapter IV, I present descriptive narratives of the seven co-researchers' experiences with, and opinions of, art museums online art-making activities. Each narrative consists of five sections: a brief biography of the co-researcher; the co- researcher's relationship with technology; the co-researcher's thoughts about art, art- making, and art museums; the co-researcher's experiences with art museums' web activities in four sub-sections, one for each website visited; and a postscript. Chapter V is a discussion of the results contextualized by the theory of Free- Choice learning. In Chapter V, I reintroduce readers to the research questions, and introduce the six thematic dimensions that emerged from the data sources. These six themescritical, experiential, personal/preferential, social, technological, and visual- aestheticare presented with an approach statement followed by an explication of the theme. I discuss each theme in light of the data findings and contextualized by the theory of Free-Choice learning and other related research from a review of the literature. Chapter VI addresses specific implications of the research for art and museum education, and Chapter VII concludes with a discussion based on the sub-research question, What might be the implications of a study of elementary age children's critical investigation of museums' digital art and art-making activities for the design of museum education online curricula? 42 Chapter II A REVIEW OF THE LITERATURE: THE CONTEXTUALIZATION AND APPLICATION OF FREE-CHOICE LEARNING THEORY TO ART MUSEUMS' WEB ACTIVITIES Introduction The preceding chapter stated the overarching questions and sub-questions that guided and framed the investigation, introduced readers to the methodological design of the inquiry, and presented the personal and professional experiential foundation for the research. This section begins to address the research questions by discussing the literature related to the inquiry, specifically, examining and identifying general Internet users and online museum visitor patterns and behaviors, and how these areas relate to my discourse and analysis of art museums' digital art and art-making activities and curricula for children. Additionally, I include a brief section concerning children's artistic development, as well as describe the theoretical framework that contextualized the research investigation, Free-Choice Learning Theory. As previously stated, art museums in recent years have been exploring the educational potential of the Internet medium by expanding their institutional websites to include digital art-related activities and programs for young Internet users (Mulligan, 2005). What is termed "Web-Based Learning Environments," or WBLEs, have been designed to reflect, in some capacity, the content and learning goals of the museums that create and upload them (Mioduser, et al., 2000). However, as technology expands its global reach via the World Wide Web, and art museums continue to develop and 43 upload virtual art activities for children to the Internet, arts institutions will need to develop a research-basedalbeit a somewhat generalunderstanding of who their young virtual visitors are; what these visitors' interests are in relation to art in virtual environments; how young people's physical interactions with art materials relates to their virtual art-making experiences and vice versa; and how, why, and to what extent these young audiences are utilizing art museums' online resources, all in an effort to provide effective and appropriate art education. With regard to museum websites as a whole, Darren Peacock and Jonny Brownbill (2007) write, "museum Web sites suffer from a lack of tangible success measures" (p. 1). This is no wonder considering the dearth of material connected to this area of research. There is little empirical research on and related to art museum websites and their audiences, or visitors, to directly support this studyas it is a relatively new scope of inquiry for the fields of art and museum educationand the studies that have been conducted and published will be addressed in this chapter. Hence, the need here to structure a discourse that begins to explore the burgeoning area of art museums' e-learning 8 opportunities by first identifying general Internet user studies. General Internet User Studies In our increasingly techno-media world, the power of the Internet to reach hundreds of millions of individuals twenty-four hours a day, seven days a week, three hundred and sixty-five days a year, is indeed an awesome technological achievement. 8 This term is an outgrowth of the Internet and refers to individuals' learning experiences that take place online (electronically) in virtual reality and will be occasionally used throughout my research along with "e-learner," an individual engaged in online learning experiences. 44 However, the Internet is not a just new "screen media" phenomenon as was television with its capacity to reach vast numbers of viewers over the course of several decades. While both the Internet and television are media forms that utilize a screen to engage audiences, television can be considered a more passive medium while the Internet provides more interactive engagement between its users and the screen. Internet audiences, in particular, have been growing at an extraordinary pace in recent years, as will be demonstrated with a discussion of data from Internet-user research studies. In 2003, a Nielsen Net Media survey found that more than half a billion people, approximately 580 million, were utilizing the Internet for a variety of purposes (Nielsen Net Media, 2003), while two years later, a more recent tracking of Internet users by Global Internet Statistics (2005) estimated the number at roughly 729 millionfindings indicative of the Internet's meteoric growth, global breadth, and increasing accessibility. That individuals of varying ages, geographic regions, ethnicities, economic situations, educational backgrounds, interests, and belief systems can access and collect information from a multitude of sources, from almost anywhere at any time, is an astonishing realization. Since Internet surfing is often anonymous and Web crawling transitory in nature, determining who is using the Internet, from where, when, for how long, and for what purposes is an overwhelming research task (Mulligan, 2005). If we consider the Internet in terms of phases of human development, it is fair to propose, that at this juncture in its history, it is somewhat comparable to late adolescence, quickly changing and flourishing to meet current technological demands and advances, but quite possibly unsure of where it is headed. The Internet is growing 45 faster than some of us can keep up with, and as it expands and progresses, far greater numbers of individuals from around the globe have access to it. Some individuals become increasingly more experienced with how to navigate the Internet, attempting to keep up with its daily evolution. Undoubtedly, with this burgeoning access and understanding, users' expectations of what can be seen and done grow higherthe outcome of such accessibility being greater computer literacy among the populace. However, with so much personal information and "traffic" on the computer super highway traveling across secure and insecure connections, could individuals potentially become more cautious about how, where, and when they use the WWW? While this question certainly warrants speculation, the intention of this section of the research is not to explore Internet users' attitudes, but rather to create a sketch of who is using the Internet, why, and if they are accessing museums' websites once they log on and begin to surf. Suzanne Sarraf (1999) observed in her research the rapidly changing demographics that mark the Internet's expansion make it [continually] difficult to profile the average Internet user. . . . We can see phenomenal growth in web usage from the time it was first developed in 1990; the statistics of the average Internet user [however] still do not reflect the complexity and diversity of the global community (p. 2). There is evidence from more recently conducted general Internet user studies (Nielsen Net Media, 2003 and Global Internet Statistics, 2005) to dispel this notionthat users are not representative of the diversity of individuals worldwidewith Internet users being approximately one-third Asian, another third European, and the other third being North American, a conglomerate of varied ethnicities and races (Global Internet Statistics, 2005). 46 While early studies (Nielsen Net Media, 1997,2003 and Global Internet Statistics, 2005) users were traditionally and predominantly North American (American and Canadian), Caucasian, male, middle-aged, well-educated, and of middle to upper- income levels (Nielsen Net Media, 1997, 2003, Georgia Institute of Technology, GVU, 1997, and Global Internet Statistics, 2005), more present research suggests that as the Internet continues to expand and computers become less expensive and more accessible to an even greater global populace, user demographics are rapidly diversifying. How then does this general Internet user information relate to art museums' websites and digital art-making activities for young people? With some three-quarters to over a billion individuals logging on to the Internet, combined with the general landscape created of user demographics and numbers by the aforementioned surveys, museums are able to promote their institutions to broader, increasingly diversified users. In addition, museums can develop relationships with new and more varied audiences from around the world as well as have on-going continuous communication and dialogue with a global public. Information, issues, and learning opportunities not readily available to this audience of billions through real-world museum on-site visits make websites a relatively inexpensive and desirable communication tool and learning medium for museums to offer users. However, a concern arises that pedagogy provided in virtual reality reflects effective pedagogy in actuality. Museum Website Visitor Research As formerly stated, in 2009 approximately three-quarters of a billion individuals, if not more, surfed the Worldwide Web and accessed a multitude of websites. More specific research undertaken in the late 1990s surveyed museum website visitors and discovered that virtual museum visitors mimic general Internet users. These studies also indicated that museum website visitors have changed along with the evolving Internet population (Gradwohl & Feldman, 1998; Chadwick & Boverie, 1999 in Goldman & Wadman, 2002). According to these studies, museums' website visitors tend to be more widely idiosyncratic in terms of interests than general Internet users as they have specific reasons for accessing museums' websites. In particular, museum website visitors are more likely to visit these sites on weekends according to the research of Judy Haynes and Dan Zambonini (2007), a study that explored how online visitors interact with a variety of museum websites. Haynes and Zambonini discovered that "museum Web sites attract twice as many visitors at the weekend than standard Web sites, in terms of their percentage of visits" (2007, p. 3). What are these museum website visitors doing online then? "Maps are the busiest areas of Visiting sections" assert Haynes and Zambonini (2007, p. 6). However, they concede, "the Visiting sections are undoubtedly the most popular sections of museum Web sites [overall]" (2007, p. 9). Although Haynes and Zambonini's (2007) research suggests that museum websites are highly visited on the weekends and online users most frequently access visiting sections, there is other research that indicates there are varied interests among museums' website audiences in general (Sabin, 1997; Gradwohl & Feldman, 1998; Chadwick & Boverie, 1999; Sarraff, 1999; Johnson, 2000; Kravchyna & Hastings, 2002; Soren & Lemelin, 2002; and Thomas & Carey, 2005). This should not be surprising considering the ample number and types of museums, as well as the diversity of information and programs different categories of institutions make available to their online audiences. The evidence from these research studies suggests that museums' website users are still significantly less diverse than the general Internet population with regard to demographics, age, and educational background (Sabin, 1997; Gradwohl & Feldman, 1998; Chadwick & Boverie, 1999; Sarraff, 1999; Johnson, 2000; Kravchyna & Hastings, 2002; Soren & Lemelin, 2002; and Thomas & Carey, 2005). Interestingly, Sarraf (1999), Dixon (1999), and Goldman and Wadman (2002) all found through their research that women are the majority of users who access museums' websites most frequently, but more particularly, they access art museums' websites. What this data suggests for art museums and their websites remains to be explored but certainly presents insight into art museums' website users in general. Peacock and BrownbilPs (2007) research re-conceptualized museum website users, and they argue the study of museum Web sites users is caught in a confusion of paradigms. Whenever we talk about the people who might and do access our on-line content and services, we tend to use, sometimes interchangeably, the terminology, constructs and values from at least four different paradigms. Audience and visitor studies, marketing, evaluation, and usability analysis have each informed the discussion of museum Web site use to varying degrees. . . . Despite the large amount of effort going into user research over more than a decade, we still have a very fragmented understanding of users and the 'user experience' on museum Web sites (pp. 2-3). What none of these studies offer, however, is information regarding the demographics of younger users such as those in the five- to twelve-year-old age range, the targeted audience for many art museums' online art activities. Determining statistical information about young Internet users is a task that is still likely years away as children are difficult to profile and track due to their lessened Internet accessibility than adolescents and adults. This research limitation, while certainly a drawback to identifying a portion of museums' online audiences, was in no way a hindrance to the case study I designed. For researchers John Chadwick and Patricia Boverie (1999), there is an acceptable limitation to surveying museum website visitors and that is that they are most likely not representative of physical museum visitors and vice versa. Upon consideration of their observation, this does not appear to be a weakness, acceptable or not, as it exemplifies that museum websites are potentially expanding the scope of museums' audiences: those who visit the physical site, those who visit virtually, and those who do both. Peacock and Brownbill (2007) consider a limitation to museum website user studies as a "need to define visitors more purposively.. . there is too much emphasis on who they are and too little on what they want and do on-line and the context in which they do it" (p. 4). What should also be considered a drawback of museum website visitor research is that it has a tendency to be limited by the number of respondents as such studies are dependent on participation from individuals who happen to be online, aware and/or notified of the research, and those who are willing to use their time in virtual reality to complete a user survey (Chadwick & Boverie, 1999; Sarraff, 1999; and Wadman & Goldman, 2002). This self-selective process of research participation can therefore produce a relatively small response rate with less reliable results than more traditional survey methods used by museums to research their on-site 50 visitors (Chadwick, 1999; Sarraff, 1999; Kravchyna & Hastings, 2002; Goldman & Wadman, 2002). Many websites, including museum sites, use software such as "cookies" to track numbers of site users. However, this software does not differentiate between first-time and repeat visitors; therefore it separately counts all site "hits" or visits. Webtrends, a log analysis/survey program identifies individual users by encouraging visitors to log in and create a password for when they re-visit a site (Goldman & Wadman, 2002; Soren & Lemelin, 2004). Users who do so become "members" or identified users of a site and are often able to access particular components of a website not available to "guests." Webtrends software can track when site members log in, how long they visit, and what they do while visiting a site. For their museum website visitor research to analyze trends and patterns among visitors to five different museum websites, Haynes and Zambonini (2007) relied on "clickdensity (http://www.clickdensity.com), an on-line tool that can be used to study user behavioral data" (p. 1). Using data tracking software also enables museums to maintain communications with their virtual audiences via promotional e-newsletters and exhibition announcements as users who generate log-in names must supply their e-mail address in order to complete a user registration. An example of a website that utilizes such a log-in tracking device is the Metropolitan Museum of Art (www.metmuseum.org) where visitors are encouraged to register and compile their own virtual Met image gallery, and "collect" virtual objects from the museums' online collections. 51 Museum website visitor research is still relatively sparse, but with the aforementioned software and the few studies that have been conducted, museums are slowly developing a sense of their virtual users. Since 2001, the Canadian Heritage Information Network (CHIN) has been conducting research and collecting data about museum website users (Thomas & Carey, 2005). Along with CHIN, studies are finding evidence that those who visit museum websites demonstrate an interest in also visiting the actual museum (Chadwick, 1999; Kravchyna & Hastings, 2002; Soren & Lemelin, 2004; Thomas & Carey, 2005). Interestingly, my second pilot study suggested similar resultsa majority of the children who visited art museums' websites expressed a desire to visit the museum, regardless of its location. Another example of an art museum's attempt to evaluate its website usage and its online services occurred on the Victoria and Albert Museum's (V&A) website in 2005 (www.vam.ac.uk/). On the V&A's homepage, visitors saw a link to an online survey that would direct them to an introductory page requesting their participation in research that aimed to "improve interactions between museums and museum websites, for both museum professionals and museum visitors" (www.surveymonkey.com, 2005). By devoting a homepage link to researching its website visitors, the V&A was ahead of other arts institutions that provided similar online activities and services. The V&A's commitment to assessing its online services could undoubtedly provide invaluable information for all museums regarding research into their online visitors' demographics and preferences, had its results been made available and widely published. 52 As museums continue to develop their online presence, assessment and evaluation of their websites will be necessary not only for maintaining online audiences, but for developing new ones. Unfortunately, due to the relative unique nature of research related to virtual art museology, there is insufficient literature and research to support current trends and the increasing occurrence of site development and re-generation. That a museum such as the V&A and research institutions such as CHIN have become more actively involved in analyzing websites and online visitors will, I believe, experience greater growth of and visitation to their websites as museums become more attuned and knowledgeable about who their online visitors are and where their interests lay. This belief stems in part from an exhaustive search of studies relevant to this area of art museum education research, a search that has yielded only a handful of investigations from which to glean theories, connect research findings, and apply methodologies. Children's Artistic Development and Virtual Art Museology, a Brief Synopsis Children's engagement with art museums' online art activities is a relatively recent phenomenon as the previous chapter suggests. However, how youngsters' artistic development is revealed and influenced when they utilize digital media is virtually unknown at this point in art education research. For the purpose of this study, art museums' digital art-making activities are regarded as a different type of artistic media. Therefore, how children in grades four and five approach and use digital art programs is equated with their use of any other art material with which they might be familiar, such 53 as drawing tools, paint, or clay. Digital tools are simply another material in their visual media repertoire of artistic development. Al Hurwitz and Michael Day (1995) note that by the time children are between nine and eleven, they are already familiar with a variety of media and have had extensive experience working with materials. In their text Children and their Art: Methods for the Elementary School, Hurwitz and Day state, by the time children reach the fourth and fifth grades, they will probably have had considerable experience with art media and will have developed many skills in their use. A brush or crayon should now do what the child wants it to do in order to develop an idea (p. 155). Children of preadolescent age (approximately ten- to thirteen-years old), such as those involved in this research investigation who were nine- to eleven-years-old, are beginning to change in fundamental ways. For example, as Viktor Lowenfeld (1987) observed in his text Creative and Mental Growth, children of this age, to which he refers to as "The Gang Years," are becoming increasingly social and are more aware of the world around them. This heightened sensitivity to the feelings and opinions of others, Lowenfeld suggests, along with a desire to work in more group-oriented activities, becomes crucial to the artistic development of children schemata. Lowenfeld (1987) argues an art experience must provide an opportunity to express a growing awareness of sex, to develop a greater awareness of self, and to satisfy a new curiosity about the environment. It must also inspire the child to use cooperation with others to achieve results (p. 329). Hurwitz and Day (1995) lend further support for Lowenfeld's assertions about children's development during The Gang Years, although they refer to this approximate 54 age range of growth as the "Preadolescent Stage." At this stage in children's development, Hurwitz and Day (1995) state, art making becomes a means for children to express their emotions, ideas and experiences. Their art production will of necessity be idiosyncratic. However, children of the same age are also similar in many ways. With regard to the artistic development of nine- to thirteen-year olds, various schemata become more evident. For example, children's ability to visually express and represent objects and figures begins to relate more closely to nature, although their representations continue to lack a sense of realism (Lowenfeld; 1987). A particular schema of children's artistic development to which Lowenfeld speaksand directly relates to this investigation as will be discussed in Chapter Vis youngsters' relationship to and with color. Lowenfeld (1987) argues that children "develop personal color relationships.. .the origin of the individual's schema is probably to be found in a visual or emotional concept of color" (p. 279). In addition, a child's relationship with color at this stage of development is not only significant to his/her development, but it is a strong indicator that the child is developing the capability to apply abstract thought from previous experiences to generalized situations (Lowenfeld, 1987). In addition to children's growing awareness of and relationship with color, at the preadolescent stage, they become more visually perceptive and aware that objects and figures overlap. Although, they still struggle to visually represent perspective and the concepts of light and shade (Lowenfeld, 1987). According to Hurwitz and Day (1995), at this time in youngster's artistic development, the role of the art teacher changes as well. 55 Students are more receptive to instruction in competencies of drawing; of color and design principles; of technical skills in painting... and sculpture; and other models of art making (p. 86). The preadolescent stage of youngsters' artistic development, although very briefly attended to in this Chapter, will be further discussed in Chapter V. The reason is thus, this study, as previously mentioned, did not examine children's artistic development in relation to and in light of their experiences with art museums' online art-making activities. However, children's developmental capacities were taken into consideration and the analysis of data collected revealed direct correlations between children's experiences with art museums' online art activities and their artistic stage of development. Therefore, a general overview of the preadolescent stage of artistic development was necessary to include in a review of related literature. Virtual Art Museology and the Constructivist Connection As of this date, barely a handful of formal research investigations have been published that explore young audiences' responses to the digital art activities offered by art museums. While there has been some formative and summative research conducted related to art museums' web activities for youngsters, as with MoMA's site, Destinationit will be introduced in a later chapterthe results were more for in- house usage and purposes rather than to contribute empirical data to a more formal published research base (Schwartz & Burnette, 2004). A more recent study, published by Sharna Jackson and Robert Adamson (2009) of the Tate Gallery in London will be addressed in this Chapter as well as Chapter V as it contributes some data results parallel to the findings of my investigation. 56 As there are few documented studies related to the content of this research investigation, placing this investigation within a theoretical framework would appear to pose a challenging task. Nonetheless, education in and by museums is often supported by constructivist learning theory that is grounded in John Dewey's experiential-based philosophy of education (Hein, 1998). Constructivismwhich will only be briefly introduced, as I did not conduct a study contextualized by constructivist theoryis a basis for an area of research that I believe possesses the greatest applicable significance to the research investigation I designed, and that is John Falk and Lynn Dierking's theory of Free-Choice learning, an outgrowth of their extensive on-site museum visitors' studies and leisure time research. Falk and Dierking (1998, 2002, and 2005) have e-evaluated and expanded their research of museum visitors to focus on individuals' learning processes when specifically engaged in leisure time activitiesspecifically, when they visit museums. It is Falk and Dierking's research related to an individual's use of his/her leisure time studies that are the outgrowth of their museum visitor researchthat is most germane to my research aims as it addresses learning at one's own pace, choosing one's own learning opportunities in a variety of environments, and learning at anytime. Falk and Dierking (2002) refer to learning in such a capacity as "Free-Choice Learning," learning that occurs primarily during leisure time, a time of one's choosing and it is an ongoing, personal, active, and voluntary process. However, it is not learning during leisure time, per se, that is a component of my proposed research; rather, it is the theory of Free-Choice as it pertains to active and voluntary processes of acquiring knowledge using art museums' online interactive environments, web-based environments that are easily accessible. Peacock and Brownbill (2007) reference Free-Choice learning when describing museum website visitors. These visitors "made a conscious choice to engage with the museum" (p. 3). The young participants involved in my research chose to experience online art opportunities prior to the start of their school day by participating in an enrichment course where they visited art museums online. Students were able to choose what they did when they visited each art museums' website. According to Falk and Dierking (2002), "In free-choice learning situations, the learner can self-select the challenge they wish, rather than having it imposed upon them. This element of control emerges as... [a] fundamental component of motivation" (p. 17) Before more fully exploring Falk and Dierking's theory regarding Free-Choice learning experiences, I will touch upon Constructivist learning theory vis-a-vis the research of David T. Schaller, et al. (2002, 2003, 2005, and 2007), Wendy Ennes and Christie Thomas (2007), and additional research that relates back to online museum visitors and indirectly provides empirical support for my investigationthat of Wendy A. Thomas and Sheila Carey (2005). In their study, "Actual/Virtual Visits: What are the Links?" Thomas and Carey (2005) argue the need for museums to have an understanding of correlations between visitors' actual and virtual visits in order to develop the content of their websites. However, as there is much less information about museum visitors' experiences in virtual spaces than at physical sites, the associations are still difficult to determine. 58 As the basis of their persuasive argument, Thomas and Carey (2005) use the findings of a study they conducted related to their work with CHIN from 2003 to 2004. The researchers discovered that eighty-two percent of the online museum visitors they surveyed were initially only looking for general museum information when visiting a museum's website. Seven percent of the total number of individuals they surveyed indicated they were seeking web-based activities when they accessed a museum's website. Following their online experiences with museums' websites, however, fifty- seven percent of the respondents indicated both an increased interest in the websites and physically visiting the museums they virtually visited. These findings, suggest Thomas and Carey, demonstrate that many of the respondents were perhaps originally unaware of the multiple possibilities of information and activities available to them on a museum's website, thereby positively influencing their opinions of a visit to an actual museum based on their virtual encounters with collections and online resources. Thomas and Carey's contribution to this area of virtual museum-visitor research is important because it is one of the few virtual visitor studies that relates to the pilot studies I conducted and the narrative case study presented in this manuscript. Furthermore, it reflects an assumption held by this researcher, that young people have little to no knowledge of art museums' online resources in part because of the limited or controlled access youngsters may have to the Internet and/or their lack of knowledge regarding art museums' and their online resources. Another possibility could be insufficient promotion by some museums of the web activities they make available to young people. With this hypothesis in mind, I wondered how children would respond to art museums' websites and what their preferences would be with regard to learning in and with the arts in a virtual capacity. Are children aware of these art-based websites, and if so, how? Can children who visit these websites independently navigate them or is adult facilitation required for them to have experiences with online museum activities and resources? Would children's experiences with museums' virtual art activities encourage them to physically visit an art museum? From this initial speculation, and the results of the initial pilot study I initiated to examine the content of five art museums' websites for children (Mulligan, 2005), a two-part question emerged to guide my second pilot investigation: How do young audiences respond to art museums' websites as tools for learning in and about the arts, and what are their preferences with regard to these sites? This study was discussed in the preceding chapter. Additionally, other studies I uncovered examined how specific learning theory, when applied to museums' websites, guide the development of museums' sites and their related content. I refer here to the research of Wendy Ennes and Christie Thomas (2007), as well as that of Schaller, et al. (2002, 2003, 2005, and 2007). All of Schaller, et al.'s studies have more direct relation to my research than Ennes and Thomas (2007) and Thomas and Carey (2005), because their research explored pedagogical approaches and learning theories directly connected to online museum learning. Through their research, Schaller, et al. propose constructivist learning theories as having applicability to the design of museums' websites and to individuals' preferences when engaging with museums' online resources. Schaller, et al. (2002) found evidence in their initial research study that "determine people's preferences for different types of Web-based educational activity" such as children "prefer [ing] more personal choice and interaction" (p. 1). Children, their research discovered, "need to be 60 motivated... [and] they respond positively to the opportunity for interaction and choice with a goal-based environment that offers them an extrinsic purpose" (Schaller, et al., 2002, p. 1). However, they argue, "transplanting learning theory from the classroom or museum environment to the Web poses unique challenges" (Schaller, et al., 2003, p. 1). Schaller, et al.'s (2002) research suggests that children prefer creative play (making and doing something) and role-playing stories where they can create a character (called an "avatar," in virtual reality) that can make decisions about what they do and how they do something. These findings led them to argue the need for museum web developers to apply a pedagogical approach to the web activities they design for young people so that the sites reflect the goal-based interactivity children desired. More recent research conducted by Schaller, et al. further supported these results and discovered "children prefer structured activities like Role-Play and [additionally] Design" (2007, p. 1). Based on the findings of their research from 2003, Schaller, et al. contend that constructivist learning theory is the most applicable and appropriate pedagogical approach to take when developing a virtual museum environment. This contention is based on individuals' ability to "construct" or build their knowledge base from their varied and multiple online experiences. Schaller, et al. (2003) proposed that constructivism should be a guiding theory to museum web activity pedagogy because it also "underlies much educational practice in [actual] museums." In other words, the educational theory that guides much museum pedagogy in actuality should therefore be reflected in museums' virtual reality. In their 2004 article about MoMA's websites for 61 youngsters, Schwartz and Burnette note that, "the relationship of these Web sites to the actual Museum experience is synergistic" (p. 14). However, they offer no empirical evidence by way of theoretical or pedagogical data to support a claim of synergy existing between actual and virtual museum visits. Schaller, et al. (2007) indirectly provides support for the concept of synergy between actual and virtual visits. Their most recently published investigation discovered that similar to actual museum visits, "learning style does influence an individual's preferences for learning activities... the experience will be more engaging and more satisfying, and thus a more successful informal learning experience" online (p. 1). They also contend an individual's dominant learning style drives his/her learning experience in an online museum environment (Schaller, et al., 2007) . The specific constructivist learning theories to which Schaller, et al. (2002) refer are: David A. Kolb's model of learning styles, a theory that considers learning an experiential and social endeavor such as simulation and role play; Howard Gardner's theory of Multiple Intelligences, a theory that provides multiple entry points to engage learners of various intelligences, and according to their research stretches the web's capabilities; and Kieran Egan's view of learning that knowledge is developmentally constructed through learners' natural tendencies at each stage of development, thereby offering "valuable guidance about the kinds of abstractions people will find innately relevant and meaningful" (Schaller, et al., 2003, p. 13). In 2005, Schaller, Bunnell and Borun were in the process of "developing ways to measure children's learning styles and testing hypotheses about learning style, activity, preferences, engagement, and satisfaction" by applying the aforementioned constructivist theories to their research 62 (2005, p. 1). In doing so, Schaller, et al. (2005) were endeavoring to determine a theory of learning that can best be reflected in and applied to museums' digital activities. By 2007, Schaller, et al. published additional research to support their initial use of David Kolb's 1984 Experiential Learning Theory (ELT) when considering how individuals approach museums' website activities. This 2007 study "explores the relationship between learning style and on-line interactives" (Schaller, et al., p. 3). "We find [Kolb's] characterization of learning styles valuable because, rather than being an internal mental model of cognition, it emphasizes how people like to interact with content" (Schaller, et al., 2007, p. 3). Although Schaller, et al. (2002, 2003,2005, and 2007) deal primarily with the online activities of science museums' websites, their research from 2007 "identifies several important factors that developers should consider when creating computer-based learning materials," the most important being an individual's learning style which, according to Kolb's theory are: social, creative, intellectual, and practical (p. 9). Because this area of art and museum education research is only just beginning to emerge, learning theories that researchers believe would most effectively engage children in learning from museums' virtual branches, such as constructivism, have been suggested, but not definitively identified. Although Schaller, et al. proposes constructivism as a theory of learning construction most applicable to science museums' web activities, they are still endeavoring through continued research to establish the connection, their most recent study from 2007. "The field of computer- based informal education is such new territory," state Schaller, et al. "that typologies 63 and classifications are a necessary early step on the way toward more sophisticated theoretical understanding and coherent best practices" (2005, p. 2). While I agree that learning online using museums' web-based activities is "new territory" for many museumsbased on the relatively small number of related studiesI believe that instituting typologies at this point is still somewhat premature. Schaller, et al.'s research findings, however, are broader than the results of the pilot study I initiated, research that focused exclusively on art museums' websites, and not museum websites in general or science museums, as Schaller, et al. did. My pilot investigation also considered children's preferences for learning about art online a few steps further than the research Schaller, et al. implemented. Specifically, my research analyzed youngster's experiential responses to specific art museums' web environments and online activities. I continued to further explore children's experiences and opinions of art museums' art-making activities in the case study I discuss in Chapters III, IV, and V. More recently, research has surfaced that relates to this discourse. Wendy Ennes and Christie Thomas (2007) introduced the integration of Visual Thinking Strategies (VTS)developed by Philip Yenawine and Abigail Housenin the design of museums' online resources. VTS is a person-to-person, instructor-facilitated (not person-to-screen) visual literacy instructional methodology. VTS is learner-centered and assists students in "communicating ideas about works of art" (Ennes & Thomas, 2007, p. 1). Despite the face-to-face interaction required of VTS instruction, Ennes and Thomas (2007) applied it to the development of an online resource (face-to-screen) about the art and history of Ancient Mespotamia. Ennes and Thomas' goal for their VTS structured online resource: we wanted Visual Thinking Strategies to inform the on-line resources in such a way that it would encourage students to be active participants in their own learning process.... Incorporating a wide range of innovative learning technologies helps to facilitate unique, constructivist learning experiences for students (2007, p. 2). Ennes and Thomas' (2007) note in their article that the informal VTS instructional methodology used by some educators is a means for helping viewers of art "build ideas and concepts as a group together.. .as the group moves through the process of decoding a work of art" (p. 3). This suggests that observing works of art is a somewhat social experience (at least as far as the VTS method is concerned) and translating this to an online environment could pose challenges. I would argue that socialization among youngsters online functions differently than when they are not online, as will be demonstrated in Chapter V. Additionally, the group process of Ennes and Thomas' (2007) "decoding a work of art" will not necessarily lead to individual comprehension of a work of art. In my experience as a museum, classroom, and art educator, decoding is not necessarily equivalent to comprehension, nor should it be mistaken as such. One of the ways in which Ennes and Thomas (2007) discuss their implementation of VTS in an online art-based instructional unit is through the use of games. Although designed for middle school students, Ennes and Thomas' (2007) Ancient Mesopotamia web resource has consequences related to younger children's engagement with similar activities, and these will be discussed at greater length in Chapter V. The game to which Ennes and Thomas (2007) refer is "more of an 65 archaeological quest...[and] what seems like an archaeological game actually leads to expanded lessons on skills encouraged by Visual Thinking Strategies." They evaluated these games in a usability study with twelve sixth graders (p. 8). Ennes and Thomas discovered that students did not require much guidance with some of the online resources of Ancient Mesopotamia, somewhat antithetical to VTS, a facilitated instructional tool. However, additional findings of their research suggest "face-to-face VTS instruction might be more effective with students than independent Web-based VTS instruction" (2007, p. 11). Additional findings of Ennes and Thomas' (2007) research uncovered that students 7 expectations with regard to game-based activities were grounded in their "experience playing video games in other areas of their lives" and students were "mindful of the selection process, and choice was very important to them" (p. 11). At the 2009 Museums and the Web international conference, Sharna Jackson and Robert Adamson introduced their case study of the newly re-launched Tate Kids website from the Tate Gallery, London. Prior to the site's redesign, Tate Kids received approximately one million hits per month, the majority of which were made by visitors other than children (2009). Jackson and Adamson (2009) refer to the original site "as a small incoherent collection of games" (p. 2). The intent of the newly redesigned site would be to meet Tate's mission to 'increase public knowledge, understanding and appreciation of art' by the creation of a colorful, relevant interactive Web site with engaging content that would both entertain and educate the intended audience of six to 12 year olds (Jackson & Adamson, 2009, p. 2). The study the Tate initiated was designed to "get some insight into how and where the Internet is used by Tate Kids intended audience, and what content they were engaging with," research similar to what I present in this document (Jackson & Adamson, 2009, p. 3). Although the Tate research investigation does not address theoretical underpinnings related to the design of its site and its activities, its findings are germane to this discussion because it is one of the few recently published studies related to the phenomenon of art museums online art activities. In particular, the Tate study worked with youngsters, as did I, as children are the targeted audiences for these particular websites. The Tate's research with youngsters uncovered "some [site] usability problems but also showed that children already had some clear expectations of how the applications would work" (Jackson & Adamson, 2009, p. 9). Similar findings were discovered in my research and in effort to "ensure the site is still meeting the needs of the key audiences, [the Tate] plans to conduct another session of user testing" (Jackson & Adamson, 2009, p. 19). The Tate's promise to continuously re-evaluate its site and activities demonstrates that its website for youngsters is an important aspect of its commitment to art education, with or without a guiding theoretical context. Schaller, et al. (2003), assert, "no one theory can be our single guiding light... it seems more pragmatic to treat the range of learning theory frameworks as a developer's toolbox from which we can pick and choose according to the needs of a particular project" (p. 15). If we consider pragmatism an additionally embedded goal of the research I designed, then the idea of developing a toolbox for art museum's web activities for young people is indeed a crucial step in the research and museum website development processes. However, one particular theory of learningnot the several constructivists' theories Schaller, et al. (2002, 2003, and 2005) propose in their researchrelates more directly to my pilot investigation and is a keystone of this 67 proposed research. This theory, also related to learners constructing their own knowledge, is Free-Choice Learning, an outgrowth of the extensive museum visitor studies research of John Falk and Lynn Dierking (1998 and 2002). Falk and Dierking are pioneers in the field of museum visitor studies and proponents of Free-Choice learning. Free-Choice learning theory not only evolved from Falk and Dierking's years of onsite museum visitor research, but it factors constructivism into its theoretical framework. Free-Choice learning, Falk and Dierking persuasively argue, is having a transformative impact on education, museum, and online education (2002). The following section will outline Free-Choice learning and describe for readers its importance to the proposed investigation. A Theory of Free-Choice Learning "Free-Choice learning is the most common type of learning in which people engage. It is self-directed, voluntary, and guided by individual needs and interestslearning that we will engage in throughout our lives " (Falk & Dierking, 2002, p. 9) Broadly sketched, Falk and Dierking suggest that learning is an immeasurable form of knowledge construction and encompasses a multitude of facets that are continuously built upon over the course of time during a variety of experiences. The knowledge that is built by learners can occur in school, out of school, online, through interactions with others, from the acquisition of facts and concepts, and through the development of ideas. Learning, they maintain, includes combinations of multiple entities such as cognitive and aesthetic understanding, psychomotor skills, values, beliefs, attitudes, critical thinking, and personal and socio-cultural dimensions (2002). Consequently, learning can be interpreted as not only complex, but highly 68 individualized, and a cumulative process of interests, prior knowledge, and experiences being continually constructed and reconstructed, as well as "highly idiosyncratic" (Falk & Dierking, 2002, p. 36). "Since learning is a continuous, almost seamless process of developing and elaborating our understanding of the world," Falk and Dierking state, "we should be asking how did this school lesson, museum exhibition.. .contribute to what someone knows and understands about a topic" (2002, p. 42)? In the instance of my narrative inquiry, what would a critique by young people of art museums' online digital art-making activities contribute to their learning in and about the visual arts? When discussing learning, Falk and Dierking are clear to say that there is a "risk in oversimplifying the complexity of the learning process... [and] suggest that the nature of learning can be described in three simple statements" without being reduced to over-generalizations: Learning begins with the individual. Learning involves others. Learning takes place somewhere (2002, p. 36) When they converge, these three statements, or streams of influence on learning, according to Falk and Dierking, meaningful learning is constructed. To illustrate the confluence of these interconnected streams, occurring over periods of time, Falk and Dierking (2002) created th Figure 6 Figure 3. The Contcttual Mods] of Learning 69 Falk and Dierking's extensive research in museum visitor studies and Free- Choice learningtheorizing that culls from the work of Mihalyi Csikzentmihalyi and his theory of flow experiences, which are the result of intrinsically motivated activitiesdemonstrates that "learning is extrinsically motivated when the anticipated benefits are external to the activity. For example, extrinsic rewards might include getting good grades.... Free-choice learning, they maintain, is intrinsically motivated, highly effective learning," and not based on extrinsically motivated rewards (2002, p. 16). It is, however, learning that is constructed from the experiences of the individual, and while it may echo a goal-based form of learning, it differs from what Schaller, et al. (2002,2003, 2005, and 2007) suggestthat learning online for children requires motivation and an extrinsic purpose. Does not all learning require some form of motivation and purpose in order to occur? According to Falk and Dierking (2002), learning is "self-motivated, emotionally satisfying, and very personally rewarding" and go on to assert that research into motivation has found that people are motivated to learn when they experience the following five conditions: 1. they are in supporting environments; 2. they are engaged in meaningful activities; 3. they are freed from anxiety, fear, and other negative mental states; 4. they have choices and control over their learning; and 5. the challenges of the task meet their skills (p. 15). Falk and Dierking consider Free-Choice learning to be an intrinsically motivated type of learning, and therefore flow experiences. They submit Free-Choice Learning to be "the single largest leisure activity...the single, most dominant form of learning" mat occurs, as it can happen anywhere at anytime (2002, p. 5). Free-choice enables learners to control their learning experiences as to what they learn, when, where, how, and with whom; hence, the unique power of personal choice in the continuous process of learning (Falk & Dierking, 2002). Free-Choice learning, then, is an effective way to contextualize children's preferences and interactive experiences with art museums' digital art activities and the theory seemingly best suited to contextualizing my case study investigation. Children can interact with art museums' web activities from home and/or school, and select the sites and digital activities they wish to explore. Rather than contextualizing my research with one or all of the constructivist theories proposed by Schaller, et al. (2002, 2003, 2005, and 2007) that have yet to be applied to museums' educational web resources and empirical evidence collected, Free-Choice learning lends itself to online environments such as art museums' web activities for youngsters because these websites can be accessed at any time from any Internet connected computer terminal, and Free-Choice is grounded in constructivism. Free-Choice learning may bear some theoretical connection to constructivist learning in that it is a continuous, scaffold learning process, and children's experiences with online digital art activities can be self-selected rather than imposed by an outside source as the Internet is a readily available medium, an interactive multi-media (IMM). For many children, the Internet is a tool that can be accessed inside and outside of school and provides them with a multitude of choices from which they can select and engage with activities at their own leisurely pace and level of understanding (Falk & Dirking, 2002). Learning in an online environment is therefore similar to learning 71 elsewhere: it is an ongoing process that results from the influence of various sources from which individuals can select and interact with at their own degree of participation. It is an individual's power to choose and select his/her experiences that is at the core of Free-Choice learning, but not at the heart of constructivism (Falk & Dierking, 2002). According to Falk and Dierking, successful free-choice learning experiences, whether they be museum exhibitions, performances, films, programs, or Websites, all share the flow quality for the learner. A good medium of communication permits the participant to seek the level of engagement and understanding appropriate to the individual (2002, p. 17). The power to choose and select one's learning experiences, also established by Schaller, et al.'s (2002, 2003,2005, and 2007) researchbut not a tenet of constructivist learning theoryas personal choice and interaction, will be further demonstrated when I present the research findings in Chapter IV and then discuss them in Chapter V. Summary This chapter introduced readers to research in the literature related to my inquiry into the art education potential of art museums' online activities for youngsters. A review of general Internet user studies indicates that Internet users are plentiful and diverse, but difficult to profile. Studies directly related to museum website visitors, on the other hand, suggest that while users interests are diverse, online visitors are not necessarily reflective of physical site visitors and therefore difficult to track. Although 72 museums are beginning to understand who their website visitors are and what they seek online, young children are not an online audience currently being investigated. This research study attempts to make sense of what young visitors think, want, and do when they visit an art museum's website and presents Free-Choice Learning Theory as a means for contextualizing the data. Other research, such as that of Schaller, et al. (2002,2003,2005, and 2007) recommends the constructivist learning theory of learning styles by David Kolb as the most applicable method for investigating museums' online learning environments. While I do not question Schaller et al.'s use of Kolb's theories, I do want to challenge their findings by examining their suggestions. I would argue that the consideration of online learning styles should be secondary to the primary consequence of choice in learning. From choice, from preference, from personal interest, and from experience arises how we want and perhaps need to learn, not necessarily what and how we should learn. As previously discussed, my hope is that the results of my case study will not only provide empirical evidence about online art-making, but encourage a dialogue about the role art museums' online digital art and art-making activities can play in children's art education. Based on a review of the current literature, there is a noticeable disparity between the research and the practice and design reflected in art museums' website activities for children as demonstrated in a previous study I conducted (Mulligan, 2005). The findings of my narrative case study investigation may help to establish the importance of art museums designing, and perhaps re-designing, educational web environments and digital art-making activities that anticipate children's interests, and their developmental capacities. As Falk and Dierking state, 73 learning outcomes are always diverse in a Free-Choice context, because what people attend to, and why, varies so much and, thus, what they learn also varies. Quality free-choice learning experiences should always be designed in ways to support multiple motivations, interests, skills, and knowledge levels (2002, p. 142). Chapter III will present the research methodology of the investigation including the multiple types of data collection tools used. Readers will also develop an understanding of the reasons I designed the research as a descriptive narrative case study, and, finally, I will acquaint readers with the research context, settings, participants, and limitations. 74 Chapter III METHODOLOGY AND DATA COLLECTION Introduction The purpose of this study was to investigate youngsters' experiences with, and their critical examination of, the online art and art-making activities that a number of art museums offer children via institutional websites. My desire to explore art museums' website offerings for children arose from a trend I have been observing the past five yearsthat of art museums providing young audiences with virtual art and art-making opportunities online. While examining this surge of online art activities that art museums are uploading to their websites, I began to wonder whether or not some of the virtual programs and activitieswhile offering experiences in and with the visual arts not previously possible on-site at museumswould distance children from the excitement of experiencing tangible works of art and art materials in developmentally appropriate ways and in personally engaging real world contexts. I also questioned the relevance and necessity of these programs. In an effort to investigate the aforementioned issues, and to discover how children's personal preferences and interactions with art museums' online art activities may influence their artistic development (inside and possibly outside the elementary 75 school art studio) and their art experiences, such as their perceptions of art, art making, and art museums, I carried out two pilot studies . The findings of these two investigations warranted additional exploration, and as a consequence, I conceived a case study methodology that is both descriptive and interpretive in design to further research the phenomenon. My decision to pursue more formal research in this area of art education stems not only from the prior studies I conducted, but also from my former pedagogical practice as a museum educator, my current work as an elementary art teacher, and numerous personal aesthetic experiences I have had in art museums around the world, as previously discussed in Chapter I. My aim with this case study is to generate a dialogue amongst art practitioners and inform educational practice in art museums and art classrooms with regard to the development and use of online art activities. In addition, my intention is to also establish an empirical foundation for online art activities that are yet to be created for youngsters and uploaded to the World Wide Web for free-choice entertainment and/or educational purposes. According to Sharan B. Merriam (1998), researchers employ a case study design to: gain an in-depth understanding of the situation and meaning for those involved. The interest is in process rather than outcomes, in context rather than a specific variable, in discovery rather than confirmation. Insights gleaned from case studies can directly influence policy, practice, and future research (p. 19). The case study I designed is descriptive in that it provides an illustrative depiction of a phenomenon from children's perspectives, and interpretive because of the abundant 9 For the initial pilot study, The Online Art Museum Education of Elementary Children: An investigation and reflective commentary of five art museums' websites for young audiences, and the second study, An investigation of children's responses to and preferences for art museums' online programs and activities, see Chapter II. 76 complexity of data collected through observation that required further illumination. The findings could potentially inform research and practice in the art museum education field, specifically online art education. Researchers Dawson Hancock and Bob Algozzine define a descriptive case study as an "attempt to present a complete description of a phenomenon within its context" (2006, p. 33), and Sharan B. Merriam defines interpretive research as a "thick, rich description" of data (1998, p. 38). The complementary features of descriptive and interpretive case study combined offered a unique design application to my overall research inquiry. Furthermore, Merriam (1998) says of interpretive case studies and their descriptive data: [they are] used to develop conceptual categories or to illustrate, support, or challenge theoretical assumptions held prior to the data gathering. If there is a lack of theory, or if existing theory does not adequately explain the phenomenon, hypotheses cannot be developed to structure a research investigation. A case study researcher gathers as much information about the problem as possible with the intent of analyzing, interpreting, or theorizing about the phenomenon.... Rather than just describing what was observed or what students reported in interviews, the investigator might take all the data and develop a typology, a continuum, or categories that conceptualize different approaches to the task (p. 38). Due to the online nature of the phenomenon examined, and an interest to contribute empirical research to what I consider to be an emerging area of art museum education, the data collected for this study required contextual support from a , theoretical framework that recognized the potentiality of learning in virtual reality. In Chapter II, I argued for using Free-Choice learning theory developed by John Falk and Lynn Dierking (2002) when studying online art museum education. Per Falk and Dierking (2002), "Free-Choice learning is the learning people do when they get to control what to learn, when to learn, where to learn, and with whom to learn" (p. 6). My decision to implement a case study framed by Free-Choice Learning theory stems in part from a desire to conceptualize and present the research phenomenon as a descriptive narrative of youngsters' experiences with art museums' online art activities; specifically, their personal preferences, choices, and experiences. Children in essence would be in control of what they learned and when they learned it. This chapter describes and discusses the descriptive-interpretive design structure of the research inquiry. I will first present the specific tools used to collect and organize the data. Secondly, I will illustrate the methodological approach of the case study investigation in terms of data analysis; and finally, I will address the limitations of the methods employed to research the phenomenon. Method of Inquiry Procedures Because I conceived of the investigation as a descriptive-interpretive case study, numerous data types were necessary in order to create a broad landscape of children's preferences and interactive experiences with certain art museums' online activities. Hence, it was essential to take into consideration the qualitative nature of participants' experiences, both observable and analytical, and the quantitative aspects of their responses to surveys and questionnaires when I designed the investigation as a case study (Mulligan, 2005, p. 14). More specifically, I applied both qualitative and quantitative methods to the collection and analysis of participants' responses and experiences; the choices they made as individuals and art-makers; and their interactions as members of an online digital art community. The rationale to design a case study investigation is a result of my interest to comprehend the research situation from the 78 perspective of the participants for whom many of the online art activities have been designedyoungsters. Researchers Dawson Hancock and Bob Algozzine (2006) refer to this perspective in case study research as "emic, or the insider's, perspective" (p. 8). To collect the desired "emic" data, I designed the study as a ten-week, morning enrichment course (with time added to conduct interviews) for fourth- and fifth- grade students from the public elementary school on Long Island, New York, where I work as a kindergarten to fifth-grade visual-art educator. The research commenced in January of 2008 and concluded in June of 2008. The length of the course enabled me to spend a significant amount of time in the research environment in order to collect a variety of observable information. According to Merriam (1998), when designing and implementing qualitative research: the investigator is the primary instrument for gathering and analyzing data and, as such, can respond to the situation by maximizing opportunities for collecting and producing meaningful information. Conversely, the investigator as human instrument is limited to being humanthat is, mistakes are made, opportunities are missed, personal biases interfere... the qualitative researcher must have an enormous tolerance for ambiguity. Throughout the research processfrom designing the study, to data collection, to data analysisthere are no set procedures or protocols that can be followed step-by-step (p. 20). With no set protocols or published precedents in the research of online art education, I had to establish the parameters and design an investigation that considered multiple means to collect and interpret data without the interference of bias, something that could color my examination of the data. To minimize the potential of partiality obscuring the collection and analysis of data, I contextualized, framed, and analyzed it through the lens of Free-Choice learning theory. In order to utilize both quantitative and qualitative methods and support the research design, I used a variety of tools to collect the research data. The instruments selected to collect the data were: a pre-study 79 informational survey regarding participants' computer and Internet usage (Appendix B); a journal of my reflective observations as the researcher (Excerpts in Appendix C); photographs of participants interacting with their computer desktops; a tool I developed called a digital portfolio used by participants to save any activities and images they created and/or found to be of particular interest (Appendix G); exit questionnaires about the activities with which they engaged on each website they visited (Appendix D); and a post-study interview protocol (Appendix E). The inherently visual nature of the research task dictated that I design a methodology that would support a visually reflective interpretation. To reinforce my decision to realize the investigation in a way that was both descriptive and interpretive, I determined from my implementation of the two pilot studies that influenced this dissertation, that a case study design that considered "emic" perspectives had the most potential to provide rich, visual, and varied data from a relatively small sample size. A descriptive case study design grounded in the observation of a phenomenon and children interacting with, as well as their viewpoint of, the phenomenon, along with an interpretive analysis of the data, necessitated that I locate additional support for such a study's implementation from the research literature. It is important to note here that according to Merriam (1998) "resources for case study researchers is [sic] scant" despite the current prevalence of case studies in educational research (p. 19). Merriam (1998) also states "the literature on case study methodology has expanded in the last few years, but still lags behind other types" (p. 19). Throughout the course of my investigation of case study research in education, I discovered the texts of a small number of researchers to be crucial to the development of my research methodology. Sharan B. Mernam's (1998) work has already been oft quoted to support my choice of creating a case study, and the text, Doing Case Study Research by researchers Dawson R. Hancock and Bob Allgozzine (2006) has also been invaluable in solidifying my decision to design the investigation as a case study. Hancock and Algozzine write of case study research as being by its very design, .. .richly descriptive because it is grounded in deep and varied sources of information. It employs quotes of key participants, anecdotes, prose composed from interviews, and other literary techniques to create mental images that bring to life the complexity of the many variables inherent in the phenomenon being studied (p. 16). Robert K. Yin (1994), another proponent of case study research maintains, "the case study's unique strength is its ability to deal with a full variety of evidencedocuments, artifacts, interviews, and observation" (p. 8). The intent of the study I created was to examine a phenomenon in art museum curriculaspecifically art museums' online art activities as experienced by childrena research design that required multiple data collection tools to manage a diversity of possible variables. I, therefore, conducted interviews, made observations, and collected surveys and artifacts as Hancock and Allgozzine (2006), as well as Merriam (1998) and Yin (1994), all advocate to aid in the collection and interpretation of descriptive data. Sharan B. Merriam (1998) refers to the case study of a phenomenon as particularistic because of "what it reveals about the phenomenon and what it might represent" (p. 29). To explore the phenomenon of art museums' online art activities for children, I determined that specific documents and artifacts would be necessary to describe and interpret the trend I had been observing in art museum education over the course of the past several years. Documents, or artifacts of my research, consisted of photographs that illustrate children interacting with various web activities and hard 81 copy printouts of documents I refer to as digital portfolios. Both will be discussed at greater length later in the chapter. In addition to the artifacts I collected, I observed participants throughout the ten-week study and documented my observations in a journal. I used a guide of thematic dimensions (Table 4) to aid with my observations, and developed from my pilot studies, and included reflections that indirectly connected information gleaned from the professional literature, as well as my own professional experiences with what I observed during the sessions. By connecting my observations with readings from the fields of art and museum education, and Free-Choice learning theory texts, an aim I had as the researcher was to preclude the influence of bias when I eventually examined and interpreted the data. My use of an observation guide and referencing resources from the literature when recording my observations would hopefully support any interpretations I later made when examining the data. Over the course of the study, and in addition to being observed, research participants were asked to complete several questionnaires. Prior to beginning the online portion of the research, participants completed a pre-study survey related to their personal usage of technology, e.g., computers and the Internet (Appendix B). After they concluded their virtual visits to the four pre-determined art museum websites, participants were requested to complete an exit questionnaireincluded with each of the digital portfolios was the same surveyof their online experience with that website. Finally, following the online component of the study, I conducted and recorded interviews with seven of the fifteen research participants. 82 Presentation of the Data and Data Analysis I will further elaborate upon the collection tools previously indicated in this chapter and the methods by which I analyzed the data will be described in greater depth in Chapter V. As discussed earlier, I collected and examined data using Free-Choice learning theory as the guiding theoretical principle and evidence from previous research and related art and museum education professional literature to inform both the data collection and interpretation. The prior research I conducted, along with evidence from related texts and published studies, resulted in the emergence of themes that I hoped would, in some capacity, be applicable to and support this research endeavor. These themes, which will be discussed later in the chapter, served to generate more pointed thematic categories when I interpreted all the data. According to Hancock and Algozzine (2006), case study research is generally more exploratory than confirmatory; that is, the case study researcher normally seeks to identify themes or categories of behaviors and events rather than prove relationships or test hypotheses (p. 16). All analysis, however, relates principally back to the tenets of Free-Choice learning theory in order to contextualize the information that I amassed. Table 1 outlines the sources and tools that were necessary to the data collection process. The data types previously identified correspond to each of the three research inquiries: the overarching questions and supporting inquiries. Finally, to provide a scholarly interpretation of the data and the theory guiding its analysis, I present the information in a narrative format in Chapter IV. Table 1: Data Collection Chart 83 Research Questions Overarching Ouestion Numerous art museums are designing and uploading digital art-making activities for children as a way of promoting their collections and stimulating youngsters' interest in the visual arts beyond museum walls. However, to date, little research has been done to inquire about the developmental and artistic appropriateness of such programs for elementary-age children. One way of approaching this issue would be to assemble a group of elementary youngsters to participate in a detailed critique of a selected set of museum inspired digital art activities. What might we discover by engaging young people in this kind of investigation? How might their responses be used to construct digital art-making experiences using art museums' online resources that offer fresh educational possibilities for learning in, with, and about the visual arts? Sub-Ouestion #1 What might be the implications of a study of elementary-age children's critical investigation of art museums' digital art and art- making activities for the design of museum education online curricula? Data Types 1) Post-study interviews of participants - Open-ended questions - Informal conversations 2) Published research- based texts and studies 3) Visual texts 4) Images -Downloaded images and links -Examples of digital artwork created by participants usings museums' resources 5) Observations of participants - Observations of individuals - Observations of social groups -journal reflections 1) Interviews of participants - Open-ended questions - Informal conversations 2) Published texts 3) Visual texts Data Collection Instrument 1) Interview Protocol 2) Evidence/records of empirical research 3) Virtual art museum visits 4) Digital portfolio (design and use of) S) Journal of researcher's observations and reflections 1) Questionnaires/ surveys Post-study interview responses 2) Evidence/records of empirical research 3) Virtual art museum visits Data Sources 1) Interviewees' responses Participants ages 9 to 11/ 4 th and 5 th graders 2) Virtual visitor studies Researcher's pilot studies Research texts 3) Art museums' websites 4) Art museums' digital art activities used as visual "texts" 5) Researcher Photos of participants 1) Interviewees Participants ages 9 to 11/4* and 5 th graders 2) Virtual visitor studies Researcher's pilot studies Research texts 3) Art museums' websites 84 Sub-Ouestion #2 Although a few theoretical constructs have been suggested by researchers for the design of virtual museum environments, how might the application of the theory of Free-Choice learning relate to the development and design of art and art-making activities for young people by art museums? 4) Images -Downloaded images and links -Examples of digital artwork created by participants using museum resources 5) Observations of participants - Observations of individuals - Observations of social groups -Log and journal reflections 1) Interviews of participants - Open-ended questions - Informal conversations 2) Published texts 3) Visual texts 4) Images -Downloaded images and links -Examples of digital artwork created by participants using museum resources 5) Observations of participants - Observations of individuals - Observations of social groups - Log and journal reflections 4) Digital portfolio (design and use of) 5) Journal of researcher's observations and reflections 1) Questionnaires/ surveys Post-study interview responses 2) Evidence/records of empirical research 3) Virtual art museum visits 4) Digital portfolio (design and use of) 5) Journal of researcher's observations and reflections 4) Art Museum's digital art activities used as visual "texts" 5) Researcher Photos of participants 1) Interviewees Participants ages 9 to 11/4* and 5 th graders 2) Virtual visitor studies Researcher's pilot studies Research texts 3) Art museums' websites 4) Art museum's digital art activities used as visual "texts" 5) Researcher Photos of participants 85 An Elementary Enrichment Course Influences the Research Design and Vice Versa At the onset of each school year, elementary teachers in my school district are given the opportunity to develop morning enrichment courses on topics of their choosing. Classes can be implemented once administration approves a teacher's proposal. These enrichment courses enable teachers to instruct students on subjects of interest outside of the general school curriculum and students to participate in classes that appeal to their personal interests. Enrichment classes are held once a week for an eight-to-ten-week period and take place for approximately forty minutes prior to the start of the official school day. Each year, I teach an enrichment course and have implemented classes on digital photography with fourth and fifth graders, and a class of online visits to art museums for third graders. The latter course was a pilot study for this investigation. The enrichment class I designed for the spring semester of 2008, however, would differ from the enrichment courses I had previously developed and taught. I conceived of the course's design as a case study in order to collect data for my research inquiries and not as a typical instructional module where I would be responsible for determining and guiding all the content and focusing the learning trajectories. In other words, I, as the educator, was not responsible for introducing students to new concepts, ideas, imagery, media, materials and processes, and helping students to discover possibilities for how to use and apply what they experienced. This statement is not meant to imply that all my responsibilities as an educator and facilitator would be cast aside in deference to research purposes. Rather, I would be discovering new 86 information in tandem with the participants, focusing less on what and how I would teach, and more on what, how, and if the participants would expand their arts knowledge as they interacted with art museums' online art activities. Stepping out of my role as an educator and into that of researcher required that I temper my inclination to instruct participants and instead focus on my task as an observer and investigator. The Free-Choice learning nature of the research design was such that I could not and would not be able to preside over all aspects of the course as an educator and directly guide children's online art experiences. Instead, the websites would fill the role of facilitator and the participants would be in charge of their own online art experiences by individually selecting the activities they interacted with and for how long during each class period. The participants' personal choices and not my agenda as a teacher or even as the researcher would determine what the children did on each website. Students' participation was voluntary and their interactions would be self-guided based on their interests (Falk & Dierking, 2002). My role as a researcher was to provide the necessary tools and resources as well as to be responsible for introducing and modeling for participants during the first class what they were to do each week in terms of data collection. With my teacher role primarily set aside after the first week, my responsibilities, therefore, were limited to observing the participants during the sessions and demonstrating how they: accessed the museum websites; used and saved the digital portfolios; and completed the site questionnaires. To provide readers with a better sense of the class format, Table 2 presents the organization of the ten weeks of the enrichment course. 87 Table 2: Class Session Overview of the Enrichment Course Session 1 Sessions 2-3 Sessions 4-5 Sessions 6-7 Sessions 8-9 Session 10 - Review the research component with the participants Introduction to the four major art museums' website activities and how to access them Model the use of the digital portfolio and how to insert and save images and data Model how to access both a site and use the portfolio - Brief review of the digital portfolio - 2 class sessions for Site 1: MetKids from the Metropolitan Museum of Art 2 class sessions for Site 2: ArtsConnectEd from the Minneaopolis Museum of Art - 2 class sessions for site 3: NGA Kids from the National Gallery of Art - 2 class sessions for site 4: Destination Modern Art from the Museum of Modern Art - Review and discuss site visits with the participants Introduce additional museum sites to students: The Tate Modern, The British Museum, The Galleries at Moore College The art museum websites selected for inclusion in the enrichment course are a result of the pilot study I conducted in 2005, The Online Art Museum Education of Elementary Children: an Investigation and Reflective Commentary of Five Art Museums' Websites for Young Audiences (Mulligan, 2005). The pilot examination applied a three-part matrix to the descriptive analysis of several art museums' online activities and programs designed expressly to appeal to young audiences. Of the multitude of online sites originally reviewed at the onset of that investigation, I narrowed down the field of art museum websites to the sites of five art museums. I identified the sites using my familiarity with, and prior knowledge of, each institution and its collections, as well as the observations I made of each website's format. The sites were then further navigated and examined, and notes taken of their various components from which certain characteristics emerged. I condensed the attributes that 88 surfaced into three components: layout and design; applied theories; and activities and methods. The resulting websites selected for analysis with that study were ultimately selected for their distinct online art and art-making opportunities for children and the renown of their art collections around the world. The findings of that exploratory investigation suggested that art museums should consider developing relationships between the actual and virtual programs and activities they create as they pertain to and encourage children's art and aesthetic experiences in virtual and actual realities. I determined to utilize four of the five websites intensively reviewed in that pilot study for this case study. They are: NGA Kids (www.nga. gov/kids/kids.htm) from the National Gallery of Art in Washington, D.C.; Destination Modern Art (www.moma.org/destination) from the Museum of Modern Art in New York City; ArtsConnectEd (www.artsconnected.org/toolkit) from the Minneapolis Museum of Art and Walker Art Center in Minneapolis; and MetKids (www.metmuseum.org/explore/museumkids.htm) from the Metropolitan Museum of Art in New York City. The website I used to introduce participants to the course and the research components was Getty Kids (www, getty. edu/education/for_kids), the children's website component of the Getty Museum in Los Angeles. I also included two supplementary art museum websites: Tate Kids from the Tate Modern Gallery (http://kids.tate.org.uk) in London, and the website for children via the Galleries at Moore College of Art and Design (www.thegalleriesatmoore.org/activities/colorbook.shtml) in Philadelphia, in the event of a disabled primary site or student interest in further art museum website exploration. 89 The four main websites from which I collected data are discussed in greater depth in the following section. Research Setting: the Physical Environment A unique component of the case study presented here is the setting because in essence, it is of a dual nature, physical and virtual. The physical aspect is where I actually collected data each week, in an elementary school computer lab. The virtual setting is the Internet where tangibility is in the realm of cyberspacea digital media format. The actual occurred in the school district of an affluent suburb of New York City where I work as a kindergarten to fifth grade art educator. Located in Nassau County on Long Island, the town is an easy commute via car or train to Manhattan. The district's two traditional high schools are among the highest rated in the United States for the quality of education they provide, the high-test scores students achieve, and the number of national scholars they produce. The school district is a strong proponent of the arts and advocates for the incorporation of media technology into all classroom curricula areas. In the fall of 2008, the district adopted technology standards for its elementary schools to further promote the use of technology in students' overall education. Briefly, the technology standards aim to address and promote among elementary students: creativity and innovation; communication and collaboration; research and information fluency; critical thinking, problem solving and decision- making; digital citizenship; and technology operations and concepts. Children in the school district have a relatively strong technology knowledge base in part because of the district's mission to encourage and support technology usage 90 both in school and at home. Computers have become commonplace in students' everyday school lives as they are able to use desktop computers and have access to the Internet on a daily basis. Every classroom in the school has at least four computers and there is a computer lab with twenty-two computers. At the time of this printing, the school added another computer center with twenty-five computers. In addition to classroom computers, a majority of the teachers throughout the schools use SmartBoard technology and utilize it for a large portion of the lessons they teach. I, therefore, selected my place of employmenta kindergarten to fifth grade elementary schoolas the research location on several grounds: the overall accessibility of the site for my research purposes; my knowledge of the student population; my familiarity with the school's technological resources; and my prior experience developing and implementing morning enrichment courses. My acquaintance with the school's technological resources, as well as the availability of its Macintosh platform Computer Instruction Center (CIC), enabled me to design a class where I could consistently collect data every Thursday for ten weeks during the spring semester of 2008. By utilizing the CIC (Figure 7), the research participants were able to use the same desktop computer each week of the course. This consistency of computer usage would aim to maintain a routine for participants. For example, participants who arrived could go directly to his/her computer, log on, and work independently. Every student in grades one to five has his/her own username and password to access the district network. The CIC has a movable cart of thirteen wireless laptop computers and twenty-two 2008 G4 Mac computers located around the perimeter of the room. However, teachers can often be found using a bank of computers 91 in the CIC before school due to the close proximity of these computers to a high-speed color printer. In deference to teachers' daily usage of the CIC computers and the possibility of technical issues, I devised the course to accommodate up to fifteen participants. The small number of students who comprised the class would also serve to keep the sample size to a focused group of participants from whom I could gather more detailed information. A technology staff developer oversees the CIC along with two technology educators who maintain the center five days per week and instruct students on a variety of computer processes and software related programs. Throughout the period of data collection, I was fortunate enough to have the support and expertise of district technology staff developer, Ms. Leslie Watnik who works with the school's staff two days per week. Ms. Watnik was instrumental in formatting and uploading the digital portfolios to participants' desktops as well as troubleshooting technological difficulties each week of the course. My focus as the researcher was to observe and record participants' interactions and experiences with the art museums' online activities and not on the minutiae of computer and networking system issues. Ms. Watnik's availability and skill as a technology specialist made it possible for me to observe participants and collect other vital data while she diagnosed and rectified problems with individual computers, Internet connections, and the network server. Figure 7: The CIC 92 When the collection of data in the CIC concluded at the end often weeks, I arranged and scheduled participants' interviews to take place in the school's art studio prior to the start of the school day. All the students in the school (approximately 470 kindergarten to fifth-grade students) receive weekly visual art education for a forty- minute period. However, certain grades, such as first, second, third, and fifth, attend art on a six-week rotational basis. This means that students who have art rotationally only have art eighteen times in a school year as there are three, six-week rotations. Interviewing participants in the art studio allowed me to speak with the children in a familiar and comfortable environment where they spend a portion of their elementary school career. Conversing with participants in the school art studio also provided a quiet location, free of interruptions and distractions that might have occurred elsewhere in the building. The Virtual Research Settings: Painting 10 Pictures of Four Art Museums' Virtual Activity Landscapes This section includes a precis of each of the four pre-selected art museums' websites for young virtual visitors in order for readers to develop an understanding of the content and visual layout of the websites visited by each of the research participants. To aid in the illustration of each site, I describe the sites' contents and activity components as well as include images from each website to further illustrate their virtual design for readers. However, it is important to emphasize that because 10 1 use the word painting here as a descriptor to illustrate for readers that there are many layers, shades, and styles to the art museums' web activities included in the research, and therefore they warrant a painterly interpretation, or broad strokes of description, to construct a visually based explanation for readers. 93 websites are situated on the Internet, a site's Webmaster can easily and frequently modify the URL address, appearance, and content, to name a few aspects of the website. A site visited one day can be relocated and changed the next, or permanently removed from the World Wide Web. Due to the inconsistent design of some sites and the regularity at which organizations tend to revamp and reorganize their virtual activity "wings," maintaining familiarity with a site's format can be a challenging task. Likewise, I have repeatedly visited the four websites included in this study and each site has undergone various visual and/or technical alterations and additions at some period over the course of four years of research. A specific example of this is the National Gallery of Art's NGA Kids. While the site maintains its original design in terms of layout and imagery, it has been updated several times during the past four years with new activities added to its interactive section, The Art Zone. Therefore, unless otherwise noted, the descriptions provided in this document are illustrative of how the four websites appeared and functioned during the research investigation. The four main websites included in the research investigation as previously mentioned are: Destination Modern Art from The Museum of Modern Art in New York City (Figure 8); ArtsConnected and "The Artist's Toolkit" from The Minneapolis Institute of Art and Walker Art Center in Minneapolis (figure 11); NGA Kids from The National Gallery of Art in Washington, D.C. (Figure 18); and Met Kids from The Metropolitan Museum of Art in New York City (Figure 21). Figure ^Homepage, Destination Modern Art www, moma. or g/interactives/destination/^ Destination Modern Art, Museum of Modern Art The Museum of Modern Art's (MoMA) child-centered website Destination Modern Art has been a link on MoMA's homepage for approximately five years. According Schwartz and Burnette's (2004) article, Destination [and Red Studio for teens] was the result of a "newly energized commitment to young audiences" (p. 1). The site "was originally conceived as a small, internally produced project exploring ways in which the Museum of Modern Art could provide resources specifically for younger children via the Web" (Schwartz & Burnette, 2004, p. 7). As stated on the website, the activities included have been specifically designed to appeal to children five to eight years of age: Destination Modern Art is a Web site for children ages five to eight. An interactive online gallery offers an introduction to The Museum of Modern Art (MoMA) and its affiliate, P.S.I Contemporary Art Center. This site gives children the opportunity to learn about works in MoMA's collection and site-specific works at P.S.I to look carefully at works of art to learn about artists, their techniques, and their inspirations to engage in online and at-home activities. The site utilizes animation, audio, narration, text, and interactive components to engage young virtual visitors. The homepage of the site, illustrated in figure 8, requires 95 Flash 6 plug-in software in order for the animation to be viewed. The children's guide through the virtual museum gallery spaces is an unnamed alien on an "intergalactic journey to MoMA and PS 1" (www, moma. org/inter actives/destination/ft). The use of the alien, according to Schwartz and Burnette (2004), is to incorporate an added element of discovery and curiosity.. .a friendly inquisitive alien, whose lack of familiarity with the art environment allows questions that range from the simple to the complex. In this way, the alien could serve as the impetus for discovery and allow the children to interact directly with the art (p. 8). The initial animation of the site features the alien's spaceship flying across a cartoon-stylized backdrop reminiscent of Vincent Van Gogh's painting of Starry Night in MoMA's collection. Upon the alien's arrival at MoMA, "he" requests (in a high- pitched disembodied voice) users' assistance in exploring the museum. While virtual visitors decide on which artwork to select, such as the art of: Vincent van Gogh, Frida Kahlo, Polly Apfelbaum, Pablo Picasso, Romare Bearden, or Umberto Boccioni, to name a few, the alien floats in the gallery space awaiting a directive from virtual visitors as to which works to more closely engage. Visitors can opt to position and click their mouse on an artwork in the gallery space depicted or click the directional arrow at the bottom of the screen to move through the additional virtual museum gallery spaces (Figure 9). Figure 9: Destination Gallery Screen Shot M When selected by the user's mouse, an artwork from the museum's collection will convey virtual visitors to a screen with multiple activities from which they can choose. [Activities were created specifically for each work, with an emphasis on looking more closely, listening, and using words to respond to works, The works were selected to convey the breadth of the collection from painting to sculpture to collage - and from the Museum's earliest works to its contemporary acquisitions (Schwartz and Burnette, 2004, p. 8). Visitors have interactive options from which to choose with each artwork they visit and these icons have been included here. These icons are: "tools" S B for activities that involve the process of art-making; "look" ^ H H activities that involve looking closely at a work of art; "write" ^ H M activities that involve writing a poem or story; "idea" suggestions for art-making activities at home art and "listen" HHHI activities that involve audio components such as narration or music. To access additional site images and full animation, visit MoMA's site go to www.morna.org/interactives/destination/#. All the artists included on the Destination interactive website have a cartoon portrait (Figure 10) and all have artwork in the MoMA or P.S. 1 collections. Each virtual portrait, or avatar, connects to an "about" section where visitors can read four basic facts about an artist's life and work. Some, but not all of the artists featured have an audio component linked to their activity page. When visitors access van Gogh's "Starry Night" link, for example, they can explore sound effects such as the sound of crickets or wind related to the painting's subject matter by simply opening the link and rolling their mouse over the virtual painting. Visitors also have the option to 97 compose a poem inspired by their observation of van Gogh's work when they open the I link. A word bank appears to assist visitors with their poetic word choices. For the artists' sections that contain an online art (-making) component, visitors link via the I icon. Polly Apfelbaum's link W&fM has an artists' tools icon where visitors can create shape and color collages inspired by the artist's rug designs. Similarly, the Romare Bearden link H i provides an opportunity for visitors to create a Bearden- style collage by selecting objects from an image bank that includes landscape photos and other computer clipart imagery. Several of the artist's links do not provide an online interactive art exploration activity. However, as with the Frida Kahlo section children are encouraged to print the frame design provided in which they can draw at home or in school their own self-portrait using tangible art materials rather than virtual art tools. Figure 10: Destination Artist Icons D About" facts Polly Apfelbaum 'About" facts Umberto Boccioni "About" facts Romare Bearden o About" facts Vincent van Gogh About" facts William Anastasi About" facts Frida Kahlo "About" facts Pablo Picasso "About" facts Kiki Smith 98 "About" facts Marcel Breuer 'About" facts Kazuo Kawasaki 'About" facts John Canemaker 'About" facts Ellsworth Kelly fir W 'About" facts Piero Gatti, Cesare Paolini, and Franco Teodoro Figure 11: Homepage, ArtsConnected - MI . Map" ampat jswwaefl % MM Stste LeglsMam www, artsconnected. org/ & www, artsconnected. org/toolkit/ Artsconnected, Minneapolis Institute of Arts and the Walker Art Center The Minneapolis Institute of Arts (MIA) (www.artsmia.org ) entered the realm of art museum e-learning in approximately 1998 when it developed Artsconnected (www.artsconnected.org)the most mature site included in this studyin conjunction with the Walker Art Center. The site initially launched its first version in 1998, the same year as Google (Dowden & Sayre, 2009). In 2000, MIA formally uploaded Artsconnected to utilize the Internet as an interactive tool for further engaging audiences (primarily educators and youngsters) with art experiences outside the physical museum. Robin Dowden and Scott Sayre (2009) say of the site's original intention, "the objective of the site was to combine the collections, educational resources, and archives of both institutions specifically for the use of K-12 teachers and students" (p. 1). Artsconnected's virtual visitors are able to access the site through the Walker's or MIA's website homepage or through its own URL (Uniform Resource Locator) address www.artsconnected.org. In the spring of 2009, the Minneapolis Institute of Art and the Walker Art Center re-launched Artsconnected. According to Dowden and Sayre (2009), close to a decade after the site's initial launch, ArtsConnectEd was starting to show its age. Increasingly poor response times, out of date content, and rising expectations as a result of Web 2.0 technologies called into question the site's relevance (p. 4). The site is now primarily an image resource locator and bank of artwork from the museums' collections. Also available on the site are links to Artsconnected pages found on Facebook and Twitter. The entire site has been revamped and visually redesigned from how it functioned during the research investigation. Although some components are still accessible and remain consistent, such as "The Artist's Toolkit " the descriptions of the activities and the images included in this document pertain to the previous generation of the site's design which the participants interacted with and, for the purposes of this study have been described in the present tense here. These original thematic sections of the original site - Art Gallery, Library & 100 Archives, For Your Classroom, Playground, and Search All - have been abandoned for a less hierarchical interface focused on actions and toolsets to facilitate user-generated content (Dowden & Sayre, 2009, p. 7). The Artsconnected main page, displayed in Figure 11, invites visitors of all ages, particularly educators and students, to choose activities from several different interactive online art viewing and art-making options. While the MIA website also includes on its homepage a link to an additional site for children, Kidsworldfound under the interactive media linkthe pages of this link were not included in the analysis because its interactive options could not be directly accessed through the Artsconnected "Playground" option. The "Playground" link is the primary interactive online component of the website with which the participants engaged. The "For Your Classroom" link is an educational database for teacher usage. The "Library and Archives" option provides visitors with a searchable database that not only connects them to WWW sources, but to video clips, labels, and other art related information. "Art Gallery" is a combined database of objects from both the Walker Art Center and MIA. Users who select this option can create their own gallery of objects as well as browse topics of objects such as "modernism," or interact with PowerPoint-type presentations of digital representations of a work from the museums' collections developed by a museum educator. Visitors who select the "Playground" link read that this section is not only for all ages, but it is "where the fun stuff is!!!" This section offers opportunities to engage with various art-making, audio, and game activities. With each of the four links, there is some overlap of activities. Some of these activities are available through the Walker Art Center's "Learn" link on the site's homepage and no longer directly accessible through Artsconnected without intensive searching, although the links do have the Artsconnected logo. The main images for these activities have been recently updated and appear slightly altered from how they appeared at the time of the research. The "Make It" (Figure 12) option offers activities where visitors can digitally create artwork online or print reproducible pages to use for a materials-based artwork. The interactive programs on this site include: design a garden; fabric factory; color your cabin; line design; geometric mouse, biomorphic house; and sound ideas. No longer available on the site are postcard and coloring book printable activity options. The "Watch & Listen" link (Figure 15) connects visitors to audio/video-related artworks such as a video about the assemblage of Oldenburg's Spoon Bridge, as well as one of the first moving pictures ever produced, Muybridge's work of a running horse. With "Explore It," (Figure 14) online users can play a game of concentration and take a virtual tour of the Walker's sculpture garden and other museum pieces. "Find It" (Figure 13) also offers concentration, along with a treasure hunt and an opportunity to collect art for you own virtual gallery. Pictured in Figures 12-15 are the specific "Playground" links with their corresponding choice options. Activities that require plug-ins to access have icons of the required software to the bottom left of the link icon. 102 Figure 12: ArtsConnected, "Make It" Make It X CJSS Figure 13: ArtsConnected, "Find It" Mdlefl 4 Watch & Listen bfjlcrelt Figure 14: ArtsConnected, "Explore It' Explore it Figure 15: ArtsConnected, "Watch & Listen' The Artsconnected site also provides a link for visitors to the virtual art-making site, "The Artist's Toolkit" (Figure 16). Visitors who select this link can choose to view brief video clips of artists at work, acquire art vocabulary with the encyclopedia link, and explore the Toolkit to create virtual artwork using a program about lines, geometric and organic shapes, color, perspective, or symmetry (Figure 17). The Toolkit link provides users with various art tools to create their own digital-based art. Visitors click on a link, see a demonstration of the art concept/principle, and create their own virtual artwork work using the concepts viewed in the demonstration. Users unsure of the meaning of certain concepts prior to their virtual art-making exploration can access the encyclopedia link to the left of the screen for further clarification of an art concept or principle. Although as previously state, a revamped version of the Artsconnected site has been uploaded to the Internet, "The Artist's Toolkit" is still accessible to visitors and remains virtually unchanged. This program can currently be accessed via MIA's webpage link "Education and Resources: online resources." Although the links are still available, additional imagery of the program is not. 105 Figure 17: "Artist's Toolkit" Activity Page ___ the ARTIST'S _._ _ __ _ . . . _ . f^ ll^ fflT* Vi sua! ELEMENTS and PRINCIPLES ^ Explore the Toolkit Arti sts use visua- el ement s and pri nci pl es like l i ne, color and shape as tool s t o build works of ar t . Each t i t l e bel ow has t hree secti ons; Wat ch an ani mat ed demonst r at i on Find exampi es of t he concept i n wor ks of art f r om museums Creat e your own composi t i on You can menu fo work -Wft t i ne Edge & Out l i ne Pr i mar y & Secondar y Wa r m & Cool Compl ement ar y Nat ur ai & Ar bi t r ar y Ti nt s & Shades ^fliiiy " " " Symmet r i cal & Asymmet r i cal Movement/ Rhythm HL1 Vi sual Rhyt hm Repet i t i on makes a Pat t er n Artists use visual elements and principles like line, color, and shape as tools to build works of art. Each title below has three sections: Watch an animated demonstration Find examples of the concept in works of art from museums Create your own composition Figure 18: Homepage, NGA Kids mm SHI u. . its jcifc
y\3mJA u \ A CHI NF 1 P *S^ f lffiE-81 V6 l i v* | interactive art I t i hat Toucan 1 make online *M ST*:!*! 1 Adventures with A r t - Activities and Proj ects 106 NGA Kids: National Gallery of Art The National Gallery of Art's Website NGA Kids (www.nga.gov/kids.htm), displayed in Figure 18, features animation, interactive art-making programs, art viewing and inquiry activities, and suggested at-home or in-school art projects for a wide range of ages. Some of the options from which virtual visitors can select on NGA Kids are to: take a virtual tour of the Museum's Sculpture Garden with characters Lizzy and Gordon as part of an interactive animated musical story (Figure 19); explore works of art by artists as diverse as Wassily Kandinsky and George Catlin (Figure 20); and create digital art by accessing any of the numerous art-making programs on the site's interactive component, "The Art Zone." The NGA Kids site also provides homework assistance that encourages virtual visitors to research the museum's online collections resource for images and information that will aid them with their studies. Figure 19 displays the homepage of NGA's virtual sculpture garden tour for children, "Lizzy Visits the Sculpture Garden." Visitors to this link watch an animated storyline that follows the character Lizzy and her family on a tour through the National Gallery's sculpture garden. Music plays in the background while a narrator relates the story. Text pops up on the screen for virtual visitors to read along with the narration. Visitors are also able to "turn" virtual pages of the story by clicking on words highlighted in the text. This visitor participation capability helps to move the story along and allows visitors to control the pace of the story as well. 107 Figure 19: "Lizzy & Gordon" Tour Page L I ZZY Vi si t s t h e with Sordon! CnpyngKT 2001 Notori al Sai i ery of ^ r ' Li z*y, &ordon, and Mom ar e characters f r om "Thf Lizzys" <S> ami ar e reproduc cd wi t h per'-iivsion f rom Rhinoceros Prr.sentat.ons rrc y <Topyr.ij h* & 1997- 2001 Rhinoceros Predeptqlions I nc. Music Copynyh* t'OOl, Cornaj uon In addition to the animated tour of the sculpture garden, the NGA Kids site also provides visitors with multiple choices of artwork to view from the NGA's celebrated collection. The site's homepage depicts images of artworks that visitors can access with a click of their mouse. Figure 20 is an example of the link to painter George Catlin's work. Descriptive text provides visitors with basic information about Catlin's life and work, which also includes informative links to additional contextual information related to the artist, the geography, and the time period in which he worked. Figure 20: "George Catlin" Page _. x r V -^ - http://www.nga.gov/kids/catlin/catlinl .htmGeorue Wfti >rrrait of Muh-to-Ujh-pa National Gaiierv of Art. Paul rV<. M^r^s George Catlin is best known as a painter of the "'^"kk-^tT ' * \jte American Indians. After seeing a delegation of ' ^ L J R ' *\ \ '** j * *^S Pl a ms Indians in Philadelphia, he decided to *&XY"r .*** h&~ .a d e di ca te his life to recording the lives and customs of Native Americans. Soon after completing law school, Catlin became a professional artist. He traveled extensively throughout North America in the 1830s and he visited South America in the 1850s, painting hundreds of Indians and keeping detailed records of his journeys. The National Gallery has more than 350 paintings by Catlin in its collection. This one shows the artist painting Mah-to- toh-pa. a Mandan chief, while members of the tribe watch the artist at work. Following his extensive travels, Catlin put his paintings on view in an exhibition he called The Indian Gallery. http://www.nga.gov/kids/kids.html Copyright 2004 National Gallery of Art The largest section of the NGA Kids site is "The Art Zone," a page of interactive digital art-making programs. However, visitors will need to possess various software plug-in updates on their computer in order to use these interactive programs, such as Adobe Shockwave Player that is capable of handling Flash content, and QuickTime to view videos and animations. If visitors do not have these programs, they can connect to a free download link made available on the site. Research participants had to switch to the use of a Macintosh laptop computer to interact with the "The Art Zone" link because the more current Mac PCs used in the study, ironically, lacked the compatibility to access the website's Art Zone activities. As of the writing of this paper, the site acknowledges compatibility issues and indicates that a resolution will occur sometime in the near future. The interactive activities on the "The Art Zone" consist of seventeen diverse online art-making activities from which visitors can choose to create virtual collages, pixellated portraits, three-dimensional structures, virtual paintings, mobiles, and pattern designs to name a few. Each program provides text-driven directions of how to best make use of the program as well as the requirements necessary to save and print virtual art made using the program. All the programs featured on the site relate in some capacity to art in the National Gallery's collection, or have been inspired by artistic techniques of artists featured in the Gallery's collection. All of the programs included on the "The Art Zone" have been collaboratively designed, created, and maintained by an outside web design resource and NGA education staff. The following paragraphs briefly describe the content of each of the programs featured on "The Art Zone" webpage. Intended for a wide range of ages, the "Paintbox" program displayed here *** I provides virtual artists with a variety of drawing (symmetry) and painting tools (strokes and line widths), color possibilities (such as transparency), background options (patterns), and warp effects to create their own digital drawings. Inspired by the work of Alexander Calder, "Mobile" r T- > aal is a program that supplies visitors with tools to create and then manipulate the movement of 110 60 various shapes and movable arms when they design their own one-of-a-kind virtual mobile. Virtual mobile-makers can also create shadows and spirographic motions that accompany the movement of their mobiles. "Wallovers" HHHHHHHI I is a symmetry pattern-making activity based on the use of a square or hexagonal grid to design a pattern. Visitors can design their own textured wall patterns or select the auto-draw option and watch as the program produces its own patterns. 'Collage Machine" K A -- ! and "Collage Machine IF -""' ' *** - have been inspired by the work of artist Romare Bearden. With these programs, virtual visitors can manipulate images, shapes, and patterns selected from image banks provided to create their own virtual collages. "Photo Op" is a relatively new program to "The Art Zone." Users can take pictures with a virtual camera then edit their images with this two-part introduction to digital photography. With the camera option, visitors can try different lighting choices and shutter speeds. The editor options aids visitors in transforming their images with color and filter applications. I l l "Still Life" *&& * V is an interactive program appropriate for all ages. The program, inspired by the art of the old masters, enables visitors to select objects from works in the Gallery's collection and combine them with everyday items to create a not- so-still life. The program introduces users to ideas of composition, perspective, and proportion. Users are encouraged to view works from the Gallery's collection to inspire the creation of their own virtual still life work. Visitors can select a compose option where they can make object choices for their still life composition or use the painter option to manipulate brushstrokes for a more abstract still-life. "3-D Twirler" WKWHnKlmfSil is a program designed to show how artists create three-dimensional shapes on two-dimensional surfaces. Users can design sculptural shapes then layer them with textures and watch them turn in virtual space to learn about 3D special visual effects. "Swatchbox" "-B^ M .<,WCTEM*O., } s a co lor mixing and drawing program with dozens of color choices. Virtual artists can tint and shade their colors, save their unique color blends, and select different brush sizes. 112 'River Run" JMMlilffllinifnffll is a program for younger children. Youngsters can create flowing compositions of lines, shapes, and patterns online that change as the user manipulates the flow. The program "Cubits," ^HI HKHHHHH inspired by sculptural works in the Museum's collection, such as the work of Sol Lewitt, introduces the use of geometric forms and axis grids to build virtual sculptures. The "Flow" WMI i W^Bi WB program designed for all ages employs motion with a virtual painting process. Users can mix and overlap layers of color and pattern as well as create their own motion icons (with rotation and speed) to design unique virtual works of art that flow across the screen. "BRUSHster" '*'** *"' -:* is similar to the "Flow" program in that it is a virtual painting activity, but rather than using shapes, this program provides users with up to forty different virtual brushstrokes. Designed specifically to introduce children to abstract art, this program encourages visitors to make use of the toolbox 113 provided to develop virtual artworks with an array of special visual effects such as spray painting, blending, fragmenting, blurring, and smudging. The program "Pixelface'' 3 is one of the site's original interactive programs inspired by portraits in the Gallery's collection. Users can select from 24 different brush sizes and up to 49 colors with which to work. Virtual artists can choose from model images or create their own portrait to manipulate and modify using various pixel options. 'Diamonds consists of three color and shape animation activities: orbital jam, depCharge, and pool. Designed for younger children, these interactives enable visitors to direct shapes into a variety of patterns. The site refers to the use of diamond shapes and patterns in art as the "gymnasts of geometry." A " and "Jungle' Both the "Dutch Dollhouse' n ^ EH^iB*^ ^&f%gki$? programs are fairly new to The Art Zone. Each interactive is directly inspired by artists from the Gallery's permanent collection. The work of Dutch artists Pieter De Hooch, Jan Vermeer, and Jan Steen, to name a few, are not only the 114 inspiration for "Dutch Dollhouse," but aspects of their work appear in this interactive. Based on Dutch dollhouses (called apoppenhuis in Dutch), this program enables children to re-create interior and exterior scenes of Dutch daily life as painted by the Dutch masters. Henri Rousseau's imaginary landscapes inspired the creation of "Jungle." Children of all ages can manipulate a variety of online tools to design their own fantastical landscape environment. Users can select various animals, control weather and lighting conditions, and design their own flora and fauna. Many of the creatures and plant life found in Henri Rousseau's artwork figure prominently in this collage-like making program. risiuii: 21 ITomefMiie. Museum Kids Learn About Color Have you ever seen a purpie hippo? Learn how colors are created by changing the appearance of William the Hippo. Aaron's Awesome Adventure A college friend wrote this story about a boy who visits the Metropolitan Museum especially to tell kids that looking at art can be fun. The Dancers and Degas Join special guests on a visit to the galleries and find out what dancers can tell us about Edgar Degas. Listen, look, and create your own sketch in this fun activity for all ages. Cezanne's Astonishing Apples Paul Cezanne said, "I will astonish Paris with an apple!" Have some fun while you play with shapes, listen to a story, and learn all about Cezanne's "Still Life with Apples and a Pot of Primroses." How Van Gogh Made His Mark This interactive exploration of four landscape drawings introduces young visitors to the creative genius of Van Gogh the draftsman. Romare Bearden: Let's Waik The Block See Harlem street life through the eyes and imagination of Romare Bearden. This exploration of his famous collage, The Block, includes a guided tour, music by the Branford Marsalis Quartet, and activities designed for kids, parents, and teachers. Gilbert Stuart: Making Faces A family feature, which includes an animated story and activities, teaches children about Gilbert Stuart and his famous subjects, such as George Washington. The Tomb of Perneb 115 Travel through space and time with the tomb of Perneb on its journey from ancient Egypt to its current home at the Met. Childe Hassam, American Impressionist Games, a movie, and morehave some fun while you learn about paintings by Childe Hassam, American Impressionist. Frequent l y Asked Questions for Kids How many pieces of art are in the Museum? What are the colored buttons used for? Do you want to know more about the Museum? You'll find the answers here. George Washi ngt on Crossing t he Del aware Analyze the composition of this painting about the first President of the United States. In the Footsteps of Marco Polo: A Jour ney Through t he Met to the Land of t he Gr eat Khan Follow the route of the thirteenth-century explorer in this online journey through the Met's collection of European, Byzantine, Islamic, and Asian art. Knights in Cent ral Par k Ever wonder what it was like to be a knight in shining armor? This special feature;which includes games and projectsinvites you to discover different types of armor from around the world. The Unicorn Tapestries Find out about the elusive, magical unicom depicted in The Cloisters' beloved tapestries. A Japanese Pi ct ure Scroll Take a look at this thirteenth-century scroll and see and hear a story of human deceit, vengeful demons, and the founding of a famous Japanese shrine. Tughr a of Sulaiman the Magnificent Leam about the Ottoman sultan's official calligraphic signature through audio, text, and images. Explore & Learn Experience the masterpieces in the Mefs collection from different points of view through a variety of interactive features. Hei l brunn Timeline of Art History A chronological, geographical, and thematic exploration of the history of art from around the world, as illustrated by works in The Metropolitan Museum of Art's collection Museum Kids: Metropolitan Museum of Art The Metropolitan Museum of Art's (Met) interactive link for youngsters, appropriately titled Museum Kids (www, metmuseum. org/explore/museumkids. htm), offers an array of interactive components for its young virtual visitors. The site, designed around the Met's world-renowned collection, provides a broad selection of ait viewing and art-making opportunities that span the art historical spectrum. The activities as briefly described on the site's main page (Figure 21) give virtual visitors an overview of what they can experience when they select a specific link. As of December 116 2009, the site has been re-organized and re-designed to some degree with different visuals, graphics, and programs. A majority of the program links on the Met site require Flash 5 plug-ins. Programs include both interactive and informational sections for children to access and all follow a similar design layout. For example, "How Van Gogh Made his Mark" has a section where visitors can read a succinct biography of the artist, view his ink drawings, and create their own Van Gogh- inspired virtual ink drawing using their mouse to direct a virtual ink pen around their computer screen. If drawing with your mouse seems too daunting, there is the link "The Dancers and Degas." Visitors have the opportunity to listen to a narration by a ballerina named Marie and compose a virtual cartoon-style collage based on an Edgar Degas ballet scene. The black and white image can then be printed out and hand-colored. "Cezanne's Astonishing Apples" has four different sections. One link is a dedicated brief biography of Cezanne's life and work. Another link encourages young viewers to closely observe Cezanne's still life with apples and answer questions as they peruse a digital replica of Cezanne's artwork. A third link offers children the opportunity to listen to a story about Cezanne while music plays in the background. Youngsters can read along as the story is read aloud and turn each virtual page at their own pace. A final link is a "things to do" page, where children can engage in both online and on- paper activities. The online options are to send an e-card, take a quiz about Cezanne, or watch a demo about using a basic shape program to create your own virtual shape image, similar to Cezanne's drawing technique. For visitors who prefer a paper option, the page suggests the materials and procedures for creating one's own still life. Another choice is to write a story using one of Cezanne's artworks as inspiration. The final 117 section provides additional reading suggestions for learning more about Cezanne's life and work. The link, "Romare Bearden Let's Walk The Block" features six online user choices. The guided tour of Bearden's work "The Block," narrated by a Met curator, details the history and imagery behind Bearden's six-panel collage painting while jazz music plays in the background. The "Romare Bearden" section offers a brief text-based biography of Bearden's life and work while "Look Closely" enables visitors to zoom in on different portions of "The Block." Here, visitors can read text about the work's creation and discuss what they observe in the art. "Look and listen" features "The Block" alongside jazz recordings by the Wynton Marsalis Quartet. The "Things to Do" links offers interactive options for children of varying ages such as a visual hunt and a suggested hands-on collage activity. This section also provides suggestions for teachers and parents. The final option, "Learn More" is a resource list of books, videos, and additional online references. If you're interested in learning about the life and work of artist Gilbert Stuart, "Making Faces" is a five-part interactive. Similar to the other interactive programs already discussed, this link includes an audio/video biography, a closer look at three of Stuart's portraits with information and fun facts, a timeline of the historical era, an activity section with an online crossword puzzle and portrait drawing activity, and an online gallery tour of Stuart's art. "Childe Hassam: American Impressionist" is a four- part interactive that follows the same format as that of Gilbert Stuart and several other programs. However, it offers no online or offline art-making activity suggestions. What 118 is different with this link is that it offers a listening quiz of sounds possibly related to a painting's topic. "The Tomb of Perneb" is primarily a virtual tour program of Perneb's tomb and covers three historical periods of the tomb's history: Ancient Egyptian times; the early twentieth century discovery of the tomb; and today at the Met. Each virtual stop along the tour offers images and brief historical blurbs. Visitors can opt to "zoom in" on specific images and learn additional information about the history of the tomb during their tour or listen to experts who were involved in researching and conserving the tomb and its artifacts. This link offers no online interactive art-making activities, but suggests a hieroglyph activity to try at home or a crossword puzzle option. The "Tughra of Sulaiman the Magnificant" link also offers no online interactive art-making activities, but does suggest an at-home or in-school Tughra-related drawing activity. Following the reading of texts about the history and meaning of Tughra manuscripts, visitors can attempt to translate the sultan's Tughra. The link for "George Washington Crossing the Delaware," a famed piece in the Met's collection, diverges from the other programs offered on the Met site in that it does not offer interactive components. This link is primarily a composition analysis tool that quizzes visitors on their knowledge of compositional elements such as: proportion, light, color, form, perspective, and motion. Follwing Washington's program link is a section for children titled "Frequently Asked Questions for Kids," dedicated to answering children's inquiries about the Met. "In the footsteps of Marco Polo: A Journey Through the Met to the Land of the Great Khan" is primarily an informational 119 and image link about the journeys of explorer Marco Polo. While it does offer audio components, the link is primarily image and text-based. Visitors to the "Knights in Central Park" link are greeted with the sound of a neighing galloping horse. Once the link has been entered, visitors have four sub-links from which to choose. The first link offers information about armor from around the world in the museum's collection, with "did you know" sections for additional information. Visitors also have the option to read how the armor is cared for by conservators and studied by curators. The third link provides a visual tour of the Met's Arms and Armor gallery, and the fourth link is game-based link. This link continues the Met's use of online crossword puzzles and quizzes, but also includes tic tac toe, an animated joust challenge quiz -"...-.-. y^.*,.- .-.: ^^J.^-:---::.^, and a paper samurai helmet- making activity. Among the other text-based links on the site is "The Unicorn Tapestries" about the stories behind the famed tapestries housed at the Cloisters, the Met's medieval branch. Following a format similar to "The Unicorn Tapestries" is "A Japanese Picture Scroll" a link that provides narrated versions of stories about demons and deceit from a thirteenth century Japanese scroll. The final two links of the Met's "Museum Kids" website are "Explore and Learn" and the "Heilbrunn Timeline of Art History" are primarily reference databases. Although "Explore and Learn" has some interactive components it does not include art-making or game-based activities. The Participants Once the research study I designed as an enrichment course received approval from the school principal, the district superintendent, and the IRB committee of Teachers College, Columbia University, I sent a letter home for parents/guardians of fourth- and fifth-grade students that briefly described the course's content and research foundation (Appendix H). Children interested in participating in the course returned signed permission slips. Due to the number of fourth- and fifth- grade students (27) who submitted permission forms to participate in the enrichment course entitled Art Museums and the Web, and with only fifteen available slots, a lottery system was implemented so that the selection of participants would be random and equitable. This indiscriminate selection process coincided and adhered to the parameters and protocols of both the Internal Review Board (IRB) requirements for working with young individuals and the school district's policy regarding enrichment instruction. Once arbitrarily selected, I assigned a confidential code identifier to all students who participated in the research. The full names of participants are not used or printed in this document so that children's anonymity could be maintained and their privacy protected. Prior to the commencement of the enrichment course, students chosen via the lottery process and their families received a more in-depth letter explaining the research nature of the course. During the first class session, students were again familiarized with the research component of the class and provided with the necessary consent forms and informational documentation to bring home for final signatory permission. All documents pertaining to my research with a young population were part of the Internal 121 Review Board application submitted to and approved by the IRB committee at Teachers College, Columbia University (Appendix H). As the enrichment course commenced, several students withdrew from the course. Three students found the early start time difficult to attend, two others realized that they would eventually have a schedule conflict with another obligation that began the following month, and, unfortunately, one student left with no explanation. Another child was not given permission to be a research participant, and although the student continued on in the course, I did not collect data from her. Additionally, I informed and reminded students during each week of the course that their role in the research was to interact with the sites' activities. In essence, they would operate as critics, or "co-researchers," and thus, the activities they engaged with online, the comments they made, and the images they collected would be crucial to their involvement. Approximately one week into the research process I noticed that the better part of my observation notes detailed comments, interactions, and experiences of seven particular boys and girls. Because of decreased enrollment during the first few weeks of the course, and the sporadic attendance of a couple of other students, I found my research efforts again pointedly focusing more and more on the experiences of these seven students. It is the experiences, observations, interviews, comments, and digital portfolios of these seven students combined that are the core of the data collected, analyzed, interpreted, and described for the case study. While the final sample size may be small, the intent was to focus more on children's individual experiences and opinions, and the variety and quantity of data collected was more than ample for my research purposes. This, in turn, directly related to the overall purpose of my research 122 study. As stated in my research question I considered "one way of approaching this issue would be to assemble a group of elementary youngsters to participate in a detailed critique of a selected set of museum collection inspired digital art activities." The seven fourth- and fifth-grade students who formed the nucleus of the focus study group consisted of two boys and five girls ranging in age from nine to eleven years old (Table 3). Five of the students are of Persian heritage while the other two are of Philippine and Russian backgrounds. The seven participants are all from upper socio-economic, two-parent households and they all speak two or more languages. This student population demographic is typical of the school in which I work, a neighborhood that is predominately affluent and comprised primarily of families of Persian descent (the three other elementary schools in the district have a greater variety of income levels and diversity of ethnicities due to their locations throughout the town). Chapter IV illustrates in-depth dimensional representations of each of the seven participants. Along with additional data, the interactions and experiences of these seven participants will be re-constructed and described in Chapter IV and analyzed in Chapter V. Table 3: Demographics of Focus Group Participants
1 2 3 4 5 Participant Abigail Adam Claudia Desiree Neeka Code Identifier A(f)9 A(m)l 1 C(f)10 D(f)9 N(f)10 Gender F M F F F Age 9 11 10 9 10 Grade 4 5 4 4 5 Ethnic Descent Philippine Persian Persian Persian Persian Languages English Tagalog English Farsi Hebrew English Farsi Hebrew English Farsi Hebrew English Farsi Hebrew 123 6 7 Shaina Yves S(f)ll Y(m)9 F M 11 9 5 4 Persian Russian English Farsi Hebrew English Russian Keeping it Real: Observations of Online Interactions This research investigation is an extension of my current work as an art educator and my former employment as a museum educator, as well as my personal aesthetic encounters in art museums. As such, it is representative of my experiences and my recent observations as an art professional that the curricular scope of elementary art education in this country is expanding to include digital technology in some capacity. Although I am not required to include digital technology in my instructional art practice, I am strongly encouraged and supported to do so. As a result, I use technology in a variety of capacities in my elementary art room. For example, I teach digital photography as well as use an overhead projector and laptop computer to access and display various art images and museum websites for lessons as well as to share new art-related software with my students. While my prior knowledge of and experiences within the fields of art and museum education informed my study, its design, and its implementation, my observations and reflections as a researcher revealed new information to me about children's choices and interactions with art museums' online activities. These findings will be discussed in later chapters. As a researcher I had some specific ideas about what I would be looking for and what I hoped to find when I observed the participants; particularly their interactions with one another and their computers, comments they made and questions they had, and what they would do and create when they were 124 online using art museums' web activities. These ideas, categorized into themes, arose from multiple sources: previous research conducted by others, professional experience, and myself literature from the field, and my familiarity with the participants as art students. Table 4 below outlines the thematic dimensions I referenced (not applied) as I observed participants and analyzed the final data. Therefore, I recorded my journal entry observations with the themes in mind and in keeping with Hancock and Algozzine's suggestion that, a case study researcher should create an observation guidea list of features to be addressed.... This list often includes the time/date/location of the observation, names/positions of persons being observed, specific activities and events related to the research questions, and initial impressions and interpretations of the activities and events under observation (2005, p. 47). Table 4: Observation Reference Data Chart Possible Observable Themes Previous online experiences Previous art studio experiences Previous art museum experiences Digital art-making experiences Social context of experience Personal context Gender Technological context Activity choice(s)/ preferences Individual expression with activities Print product Ease of content Digital Portfolio / s s s / V V / s Post-study Inters iews / V V / s V V s s s ^MS8Si?iiMiffmwMlSiii^ / s / s
</ </ s s Researcher's observations and reflections
/
V / V S V s 125 Difficulty of site content Time spent on a site Level of engagement Other/Unknown variables
/ S
y V / V -/ / s V V y / " y In an effort to faithfully document as much as possible of what I perceived both visually and aurally from the participants each week, I relegated myself to the background of each class session, after the initial introductory class, by sitting off to the side. My physical positioning within the setting made it possible for Ms. Watnik to troubleshoot technology issues while I recorded my observations as I saw and heard them occur. I advised participants during the introductory class that like them, I was there to discover new things and, in order to do so, I would be watching, listening, and writing while they worked, essentially observing the situation firsthand (Merriam, 1998). In addition to the written component of the journal, as part of the log, I included photographs that documented participants interacting with the pre-selected art museums' web activities. Merriam (1998) refers to the use of photographs as "researcher generated documents" (p. 119). Some of these researcher generated artifacts aim to support the written observations, while others are records of a session. The images were taken of participants in profile, from behind, and/or slightly out of focus and are included among the data in Chapter IV. As a result, I was able to maintain the integrity of what I was documentingyoungsters engaging with art museums' online activitieswhile simultaneously preserving their privacy and protecting their identities. 126 Conversations with Young People My goal for conducting personal interviews with the participants following the online portion of the data collection was to gain further insight into youngsters' prior art, museum, and online experiences as well as additional thoughts they may have had regarding the art museums' web activities and how their responses would further inform the data collected. In her 2005 text, Case Study Analysis in the Classroom, Renee Campoy suggests, "using an assortment of sources [for case study research as they] will produce a more detailed and comprehensive picture of a situation . . . [0]ne of the most important sources of case study information is the interview" (p. 184). Interviews are not only an essential tool for collecting data, but according to Merriam (1998), "in qualitative research, interviewing is often the major source of the qualitative data needed for understanding the phenomenon under study" (p. 91). Not only did interviews with the young participants in my research provide additional information about their critiques of and experiences with online art-making activities, but also they were instrumental in helping me to construct a descriptive story of the research as a whole. To gather the conversational data, I created a three-part interview procedure (Appendix E). I established three connected discussion categories for the interview protocol: art and the artistic process; art museums; and art in virtual reality. Each category consisted of a series of related questions with approximately twenty-three questions in all. Hancock and Algozzine (2006) recommend that researchers who conduct interviews should spend more time listening and less talking, thereby limiting comments as much as possible. Although I wanted the interviews to be open-ended and conversational in tone, they required a semi-structured format in terms of the sequence 127 of questions asked. Also, because I wanted participants to feel as though they were engaging in a conversation with me about their experiences and for the conversation to have an open-ended more natural flow, I deleted some questions, and combined and included new questions, as I deemed appropriate for each of the interviews I conducted. For example, some participants answered one or more of the inquiries with a single word response. As a result, I revised and edited my interview questions accordingly. Each of the seven interviews lasted between twenty to thirty minutes. I digitally recorded all of the interviews using the Olympus DW-90 Digital Voice Recorder and downloaded the recordings using Olympus Digital Wave Player software for Windows 98. In addition, I manually noted certain comments made by the interviewees and included some of my own reflections as I took notes during the course of each interview session. Each of the seven interview recordings was then transcribed from the digital recordings (excerpts in Appendix F). I transcribed approximately 210 minutes of recorded data, or about four hours worth of conversational data from the seven focus group participants. Unfortunately, some conversational bits were not entirely coherent due to background noise or an interviewee's muffled speech. Aspects of interviews that were unintelligible have been pointed out in Chapter IV. Digital Art-making, Digital Portfolio A data collection tool not found in the literature of related research, and particular to this investigation, is my development of a digital portfolio (Appendix G). For all intents and purposes, a digital portfolio could be considered an artifact per Hancock and Allgozzine (2006), as well as Yin (1994), because it is a document, or a record of participants' online endeavors. Participants accessed the digital portfolios from their computer desktops and were able to collect, save, review, and printout contents when desired and necessary. A digital portfolio works similarly to an artist's portfolio in that it is a compilation of various ideas, images, and pieces. However, it is compiled on a computer and there is only one medium displayed in the case of a digital portfoliodigital mediaand the work included is not meant to highlight the artist's oeuvre or demonstrate any particular evolution of an artist's process or technique. I specifically designed the digital portfolios as a means for participants to record their initial impressions of a site and its activities, and to organize and save images of artwork they collected, and images they created from an activity interaction with a website they visited throughout the course of the ten-week program (Appendix G). Because the investigation dealt with participants' online art experiences, I felt it was important that the method for collecting the online data reflect the data's digital, yet art- based nature. More specifically, the portfolio design included areas for participants to respond to a question about their initial impressions of a site; to insert any artwork they created on a site; to collect images of museum artwork of interest and/or to keep a record of activities they played; to record a final impression of the site; and finally, to complete the exit questionnaire. With the assistance of Ms. Watnik, I uploaded digital portfolios for seven different art museums' websites to the school's network. In the form of desktop folders labeled with the name of an art museum website, four of the portfolios represented the main sites participants would interact with over an eight-week period. One of the three additional portfolios represented the site from which I would model for the participants 129 how the portfolios could and were to be used each week. The other two folders were supplementary and to be used in the event of technological difficulties or participant interest. Each portfolio contained an image from the art museum's website, usually a main image with the site's title, attached to an embedded link. Participants were able to directly connect with an art museum's web activities when they clicked on the image as shown in Figure 22. Figure 22: Homepage, Destination Modern Art Overall, the participants were free to select the activities they engaged with on the different art museums' websites they visited. Thus, they generated their own Free- Choice learning experiences and had the opportunity to acquire both specific and general knowledge content related to their online arts experiences and saved some of their interactions with the assistance of the portfolio. The use of a digital portfolio was an ideal tool in many ways for this investigation as it was a data collection instrument that enabled me to easily access the activities and the artwork that participants created during their virtual museum visits, as well as to printout hardcopies of each participant's portfolios at the end of the study. Inquiry and Response: Surveys and Questionnaires Up until this point, I have discussed the qualitative methods used to collect the research data. Equally important are the use of quantitative tools, surveys, and questionnaires to round out the data collection process. The intent of the surveys was to collect information about software and website trends, computer experiences, and personal preferences, and to identify any links and commonalities among the participants with regard to how they use computers and the Internet. Hancock and Algozzine (2002) suggest that an advantage to creating and using quantitative measures in a case study is that the researcher can design the instruments "to address the specific research questions in need of investigation" (p. 52). Not only were such tools utilized to address the research questions, but also to establish a foundation of participants prior knowledge and experiences with computers, the Internet, and their opinions of the sites and corresponding activities. Over the course of the ten weeks, participants completed a total of five questionnaires. The initial questionnaire, completed during the first session of the course, was a survey that attempted to gauge participants' prior experiences with computer technology (Appendix A). For example, participants were queried as to the amount of time they spent on a computer and the Internet, what software they were familiar with, and what sites they frequented. The responses to the pre-study questionnaire would aim to establish a foundation of how much computer technology participants use, how much of their time is spent using technology, what technology features they are familiar and comfortable with, and what they prefer to do when they use technological resources. 131 The subsequent four questionnaires were all the same exit feedback form (Appendix D) that participants completed when they ended their virtual visit to an art museum's online activity site. These surveys, attached to each digital portfolio, would serve to acquire feedback from participants about their opinion of a site and its activities and the experiences they had interacting with a site. Merriam (1998) refers to such documents as "attitudinal measures" the results of which "become supporting documentary material for the observation and interview-based findings of the study " (p. 119). Data Analysis "Data collection and analysis is indeed an ongoing process that can extend indefinitely. There is almost always another person who could be interviewed, another observation that could be conducted, another document to be reviewed," so asserts Sharan Merriam (1998, p. 163). In case study research, where multiple methods inform the design, Hancock and Algozzine state: .. .making sense of information collected from multiple sources is a recursive process in which the researcher interacts with the information throughout the investigative process. In other words, unlike some forms of research in which data are examined only at the end of the information collection period, case study research involves ongoing examination and interpretation of the data in order to reach tentative conclusions and to refine the research questions (2006, p. 57). The recursive nature of collecting, organizing, and scrutinizing data throughout the research process has been crucial to understanding and interpreting the volume of information I amassed over the course often weeks in 2008. Each of the collection tools I employedwhether qualitative or quantitativerequired that I approach, 132 organize, and analyze the data in ways particular to the instrument utilized. The research questions, along with the thematic dimensions teased from previous research endeavors and the contextual support of Free-Choice learning theory, are the three guiding principles of all the data analyzed. Throughout the research collection and analysis processes, I consistently referred back to the data collection chart I created that related the research questions to the data sources, data types, and instruments to support my understanding of the data. For the quantitative toolssurveys and questionnairesI charted and coded all the responses in order to identify connections among participants' opinions, knowledge, and experiences. The pre-study survey contained thirteen questions, each of which had three or more possible responses. I used the alphanumerical code identifier assigned to each participant to indicate who responded what to a particular question. Figure 23 is an example of how I organized this data. Using charts and code identifiers has been instrumental in managing the data that has arisen from the quantitative methods. A similar format was also used to organize and analyze participants' response to the website exit questionnaires. Figure 2 3 Data Organization Example Question Response Response Response Do you have a computer at home for your own personal use or do you share a computer? I have my own computer C(f)10 D(f)9 Y(m)9 N(f)10 I do not have a computer at home N/A to respondents I share a computer A(f) 9 A(m)ll S(f)10 The journal of observations I made each week required that I reflect upon what I perceived. In the week following a class, I transcribed my entries onto my computer. Re-entering my journal notes provided the opportunity for me to review the events of each class as well as to constantly return to the research questions. Hancock and 133 Algozzine (2006) stress, "that each new piece of information should be examined in light of these fundamental questions" (p. 56). As I continually returned to the research questions and my journal notes and reflections, new themes emerged from both the data and additional categories identified for the analysis of the information. Merriam (1998) notes "category construction is data analysis...data analysis is done in conjunction with data collection" (p. 180). New thematic categories also surfaced as I reviewed participants' digital portfolios and interview responses. These will be further elucidated in Chapter IV, but in order to do so, the data had to first be organized and coded. To maintain consistency, I continued to use participants' code identifiers, but color-coded them to denote the seven focus group participants. For each website visited by the participants, I developed a separate data chart (partial example in Figure 24). Each chart included an image from the site, the URL address, a column for the participant identifier, and a column of each participant's recorded response. Each site chart enabled me to easily access any participants and/or responses necessary to the analysis. The development of data charts provided a visual record of all the data, whether meaningful or potentially irrelevant, without my having to spend an inordinate amount of time sorting data, a counterproductive endeavor (Hancock and Algozzine, 2006). Figure 24 Website Visitation Data Chart Example Participant As I ENTER this site I thi nk. . . . 134 A(f)9 A(m)ll It is filled with a lot of art info. It is located in NY It is the Metropolitan Museum of Art There are a lot of interesting pictures. It also shows a little history about the picture. I think this is a great site. One of the most time-consuming portions of the data analysis was transcribing the interview responses. However, it was also among the more enlightening processes. Each of the seven interviews lasted anywhere from fifteen to thirty minutes, and although I digitally recorded them using the Olympus DW-90 Digital Voice Recorder and downloaded the recordings using Olympus Digital Wave Player software for Windows 98,1 manually had to transcribe the questions and responses onto my computer. Some participants tended toward shyness at the onset of their interview and were difficult to hear on the recording as previously stated. Once I transcribed each interview, I then continued to categorize the responses based on previously referenced thematic dimensions and newly identified ones. Limitations of the Methodology All research designs have their limitations. They also have their strengths. Determining the most appropriate design course is tied to the questions being examined and how to approach and address the research problem (Merriam, 1998). Case study is a particularly appealing design for applied fields of study such as education. Educational processes, problems, and programs can be examined to bring about understanding that in turn can affect and perhaps even improve practice. Case study has proven particularly useful for studying educational innovations, for evaluating programs, and for informing policy (Merriam, 1998, p. 41). 135 My decision and rationale to pursue a case study research design has already been discussed, and although both quantitative and qualitative methods aided in the collection of data for this investigation, the variety of data instruments used, such as those selected and created, may well be considered limitations of the research design. As the researcher, I grappled with the research design and my data instrument choices, in part because it is in the researcher's nature to continually ask questions about the methodology as new queries arise with the continuous examination of the data. For example, my creation of a digital portfolio to collect data from participants' online interactions with art museums' web activities could be considered a drawback to the study's design. There is no historical precedent found in the literature of such a data collection instrument to support its use in this research. The utilization of the digital portfolios and the lack of a foundation for such a collection tool could be viewed as a risky undertaking that impacted both the collection of information and its interpretation. In hindsight, there are several data collection tools that could be considered limitations to this case study, such as the aforementioned digital portfolio. However, considering the nature of the research questions and their subsequent investigation, it is not so much the data collection tools that could be considered limitations, but rather the setting in which the tools were usedvirtual reality. Throughout the ten weeks of data collection, the research investigation was dependent on computer technology. The computers used for the study are maintained by a school district that networks its entire system. There were class periods when several computers failed to link to the network and participants were unable to log onto the Internet. The unpredictability, and on some occasions, unreliability of the system caused frustration and confusion among participants. Such computer issues are unavoidable, however, as the nature of technology tends to be variable, especially when computers are connected to a network. Additional technological factors that could be regarded as limitations of the research are the art museums' websites themselves. Although periodically reviewed, a few of the websites used in the study received updates, such as the addition of or modification of activities. An example of this is the National Gallery of Art website NGA Kids where the activity "Photo Op" was added during the data collection process. Sharan B. Merriam (1998) suggests that researchers need to be aware of website modifications when using online resources as a change in content or appearance could result in data discrepancies both in terms of managing and interpreting the data collected. Merriam (1998) also refers to another potential limitation of using technology in case study research and that is the effect the medium can have on an individual's personality. For example, a person may acquire an online personality that differs greatly from his/her every day persona. This change in behavior and/or attitude could effect how the individual interacts with various online activities and in online settings. Technological limitations addressed, there are other areas of the research to examine for possible limitations. One in particular, according to Hancock and Algozzine (2006), as well as several other case study researchers such as Creswell, 1998; Glesne & Pleshkin, 1992; and Hatch, 2002 to whom Hancock and Algozzine refer, is the disadvantage of using quantitative tools like surveys and questionnaires. These instruments are: primarily self-report measuresresearch reveals that people do not always portray themselves truthfully when they are asked to respond to surveys, questionnaires, and examinations (Hancock and Algozzine, 2006, p. 52). When completing the pre-study survey and the post-visit questionnaires, participants worked independently. As a result, there is no way to determine how time, peers, and comprehension of the questions may have influenced participants' responses unless directly specified by the participants themselves. The number of students who participated in the case study could be considered an issue in terms of the quantity of data collected. While the small group of participants may have less diversity in terms of life experiences, ethnicities, and socio-economic backgrounds than a larger sample size, the information gathered is no less valuable and the quantity of data collected should not be equated with the quality of data. It is the context in which the data was collected, as well as the interpretation of the data, and the implications it has for art education that are of paramount importance here. The focus group size is not the only possible disadvantage with regard to the participants. My three-year relationship to the participants as their art teacher could be construed as a limitation as well. Although I did not see the participants on a daily basis in the art studio or throughout the school, I was familiar with them as art students. As a result, the participants might have felt a certain comfort level with me as the researcher who observed their actions each week. The students may have felt more or less likely to let down their guard in the research setting feeling either inhibited or overly relaxed; thus influencing how they interacted with the web activities and one another. Finally, my decision to contextualize the research with the use of Free-Choice learning theory as the conceptual framework provokes reflection, and warrants mention. Research of art museums' online art resources for children has no precedence and would appear to require investigation from a multitude of perspectives, many which have yet to be explored. That I selected Free-Choice learning theory as the lens through which I would examine the phenomenon of online art museum education is merely one perspective that can ultimately serve to provide a foundation for future research in this area of arts learning. If we can generalize for a moment and freely accept the statement that learning is possible everywhere, than Free-Choice learning is not so much a limitation to this case study of online art education as it is a viable possibility Summary In many respects I view this research investigation as an extension of myself as an art educator and the influence I believe technology is beginning to assert on children's visual art experiences and art education. By closely examining the phenomenon of numerous art museums providing youngsters with online art activities, using both qualitative and quantitative methods in a case study design, my intention is that data collected will inform the future design of art museums' online art activities and perhaps how both educators and students utilize these resources. The development and implementation of a research methodology that is both descriptive and interpretive in nature offered opportunities to collect a variety of data from multiple sources to create a rich and illustrative depiction of a phenomenon in online art museum education for readers. As online learning experiences are often self-selected and self-directed, I examined and interpreted the data through the lens of Free-Choice learning theory. The research questions and the thematic dimensions from previous related research also guided my analysis of the data sources and are instrumental in conveying the data in a manner that reflects participants' personal experiences with art museums' online art activities. Chapter IV will present the case study data in a richly descriptive narrative format. The rationale for this design is twofold: to convey the research as a story of youngster's experiences with art museums' online activities, particularly their personal preferences, choices, and their social interactions; and to communicate the results in a format that takes readers on a journey that makes use of participants' experiencesthe emic perspectives with online art and art-making activities as developed by art museums. 140 Chapter IV RESULTS: THE REAL 1 STORY OF YOUNGSTERS' VISITS TO ART MUSEUMS' VIRTUAL ACTIVITY SITES Introduction While Chapter III introduced readers to the methodology of the data collection, this chapter presents descriptive narratives of seven elementary-aged children's experiences with art museums' online art activities constructed from the emic perspectives of the participants via the various data collection tools and my observations as the researcher. My goal in this chapter is to describe and illuminate the real online journeys of the seven focus participants as they navigated the virtual art and art-making opportunities offered by the four pre-selected art museums' websites. Because I designed the investigation as a focused case study of children's Free- Choice experiences with art museums' online web activities, my aim here is to communicate the data in a format that invites readers to participate in the individual online journey of each young co-researcher. "Case studies, which have as their goal to convey understanding," according to Merriam (1998), "must contain enough description to provide a vicarious experience for the reader" (p. 243). Therefore, the interpretive nature of the narratives, which utilize specific examples from the various research data types, encourage readers to engage with the collected information via a personal The use of the term "real" refers here to the authentic experiences of the participant co-researchers based on interviews, questionnaire data, and the researcher's observations, thereby emphasized by truthful and accurate reporting. 141 context, e.g. from the perspectives of the seven participants as well as from my viewpoint as an observer. There are currently no standardized formats or formalized methods for how to present case study research findings in education (Merriam, 1998). This particular investigation was an opportunity to explore an alternativea narrative designto more commonly used presentation approaches of qualitative research findings such as categorical, theoretical, or thematic (Merriam, 1998). While these three methods are not overtly evident in the narratives, and no particular methodology takes precedence, they were components of the contextual framework for the collection of data. However, it is important to state here that although the narratives are interpretive in nature by way of their presentation design and structure, they are not an analysis of the data; rather, the narratives are the datainterpretive presentations of collected information (a discussion of the findings occurs in Chapter V). To present the datacontextualized by both Free-Choice Learning Theory and the thematic dimensions outlined in Chapter IIIin a descriptive and engaging format, I had to deconstruct and then reconstruct the information generated by the multiple data collection tools to develop each participant's narrative. By recreating the data in this way, I was able to compose multi-layered narratives that consist of participant's art museum activity site visits, their relationship with computer technology, and their knowledge of and experiences with the visual arts. There are three components to each narrative: the participants' relationship with computer technology; the participants' thoughts about art, art-making, and art museums; and the participants' experiences with the pre-selected art museums' online activity sites. This final section of the three-part narratives consists of four sub-sectionsone for each art museum websitethat contain comments and images collected and/or generated by the children during their site visits, intermingled with my observations and reflections as the researcher, as well as any other anecdotal information pertinent to the phenomenon being investigated. In order to illustrate and relate children's experiences with the online art activities in a stimulating and informative way, each narrative considers the perspective and voice of the individual participant, in particular their actions, interactions, and comments when they engaged with, and later discussed, their online experiences with activities from the four art museum websites. Merriam (1998) asserts that one of the most difficult dilemmas to resolve in writing up qualitative research is deciding how much concrete description to include as opposed to analysis and interpretation and how to integrate one with the other so that the narrative remains interesting and informative (p. 234). To maintain consistency of the findings' content design, the thematic dimensions of the conceptual framework have not been isolated and independently highlighted in each of the narratives. The thematic dimensions have already been considered and interwoven into the data collection process, particularly with regard to my observations and reflections, and, therefore, an analysis of six main thematic identifiers that emerged from the findings occurs in Chapter V. Readers, as previously discussed, will visit the four art museum websites with each of the participants via the children's digital portfolios, interview and questionnaire responses, observations and reflective extracts from my research journal, and my evolving understanding of the choices the participants made, the latter of which is a result of the deconstruction and reconstruction of data to construct the narratives. The overall design of the narratives is what Merriam (1998) refers to as "particular description" in that they contain quotes 143 from the participants and excerpts from my journal observations collected and composed from the multiple data sources (p. 235). One of the most challenging aspects of presenting qualitative data in this manner is that, as the case study researcher, it is essential to be aware of one's partiality as an observer in order to maintain objectivity when presenting the data in an interpretive format, and later when analyzing it. As the art teacher of the participants, I am familiar with their work habits, motivations, interests, abilities, behaviors, and personalities. Any inclusion of or references to these characteristics is due to my professional knowledge of the participants as students in my art classes, and serve to further contextualize the children's experiences and not to reflect partiality on my part. Hancock and Algozzine (2006) stress the importance of researcher bias awareness in qualitative research and state, the researcher must recognize his or her personal role and biases related to the research. Unlike other forms of research in which the researcher attempts to maintain distance from the setting and activities, case study researchers are usually immersed in their work. As a result, if not recognized and addressed, these researchers' inherent biases and predispositions may prejudice their activities and interpretations of the study's findings. Case study researchers must actively attempt to identify and mitigate the effects of their biases and prejudices in order to ensure the impartiality of their conclusions (p. 47). Therefore, in some cases, my research journal reflections of the enrichment classes may contain anecdotal information about a participant and have been included to give readers a more developed sense of who the co-researchers are and the choices they made, but are not an interpretation of the data findings. In addition, any verbal interaction I had with the participants during the online data collection process became evidence in my research journal as observations, reflections, or inquiries. To reiterate, the intent of such inclusions is to contextualize children's choices, comments, critiques, and experiences with art museums' online art activities and are not reflective of the researcher's bias. Because I designed the study to be a Free-Choice learning experience for the participants, I did not want my presence or comments to their queries to influence their choices and interactions with the online art activities. The nature of technology is such that issues do occur, and based on my experience with both children and computers, questions will arise. Therefore, if a participant questioned me rather than Ms. Watnik, the technology facilitator, I recorded the dialogue in my journal to avoid the appearance of bias entering the data collection process. Chapter Outline In order to guide readers through the complexity of data condensed into each narrative, this section outlines the layout of the chapter. Each section builds upon the previous one in order to lay the framework for the most crucial component of this chapterthe participants' narratives. Readers will first be introduced to the research setting so that they have an understanding of the physical environment where the weekly data collection process occurred. This in turn will be pertinent to the analysis of the findings presented in Chapter V, when data analysis considers how the physical space may or may not have influenced the interaction and the choices the participants had and/or made. The second part of this chapter is the more substantial portion of the chapter and comprises a brief biography of each participant along with the three-part 145 descriptive narratives of participants' relationship with technology, thoughts about the arts, and their virtual visitations to four art museums' websites for children. The narratives will follow the same format for each participant. The reasons for this are twofold: to maintain consistency through repetition of presentation method and to integrate as much information from the data sources into the narratives as possible to illustrate parallel reporting of the data. Hancock and Algozzine (2006) emphasize the primary characteristic of reporting findings when doing case study research is repetitive, continual review of obtained information to identify answers to questions being investigated. The process is generally facilitated by categorizing information into themes that represent tentative and then final outcomes for the research. Identifying themes involves a series of steps that end in a collection of parallel findings representing the results of the investigation. Reports of case study research reflect all aspects of the investigative process using integrative sections of text or illustrative tables to reduce the typical volumes ofavailable information to meaningful units for confirmation and dissemination (p. 62). As previously discussed, the themes that contextualized the data collection are not highlighted and presented within the format of the narratives, but the six overarching themes that emerged from the findings as a result of the data collected will be introduced at the close of the narratives. Contained within the narratives, text fonts have been altered to differentiate between my observations and reflections as the researcher and direct quotes from the participants in response to inquiries and their experiences. Direct quotes from the participants have been italicized within the body of each narrative or offset due to length. Both my observations as the researcher and my observation journal reflectionsrecorded during the data collection and following a weekly review of my notes have been condensed and italicized in bold font within box frames to maintain the narratives' flow. Also included are images from participants' digital portfolios. To review the thematic dimensions previously identified in Chapter III and referenced during the data collection process to contextualize the data, refer to Table 4 on page 121. Based on the findings, these themes have been filtered and condensed into six overarching and focused, yet broader, categories of how children approached these websites and will be discussed at length and in greater depth in light of the findings in Chapter V. The Physical Setting The Computer Instructional Center (CIC) of the elementary school where I am employed as an art educator became the research site for the ten-week-long case study. The room is a Macintosh platform computer classroom outfitted with twenty-five 2008 iMac computers. Additionally, the space contains a meeting rug area for students, an LCD projector, and technology-related imagery and charts, but it lacks warmth, intimacy, and personality in comparison with other classrooms throughout the school. Typical classrooms throughout the school bear the decided stamp of individual teachers and the students who comprise their learning communities. Both teachers and students alike tend to personalize their individual work areas and collectively decorate the classroom space with images, text, posters, books, and handiwork projecting a distinctive class character. Despite its lack of personality and an atmosphere decidedly different from grade level classrooms, the CIC is usually abuzz with teachers designing lessons and instructional materials on a computer, printing, or viewing a new software program or website while students complete assignments, surf the Internet for information, and learn new programs. The room has a "U" shaped computer bank configuration around the perimeter ffaKtFfi*} of the space, as shown in this image . This setup enables teachers to easily view each student's computer screen to monitor their progress and lean over a keyboard to assist when necessary. The layout of the computers in the room also requires students to face their computer screen and not one another, as they sit "shoulder to shoulder." Hence, interaction is mainly between the student and the computer screen rather than student-to-student or teacher-to-student(s). When the computer/classroom teacher introduces a new software program or discusses an assignment with the students, the children first gather on the rug area and look to a large viewing screen WBrnaSm^m^SniBB (top right of the image). This screen displays images projected from an LCD projector connected to a computer *a ^ fetfAlfl accessed by a teacher m' *& 1 From this central computer I used the LCD projector to introduce the co-researchers to the websites used in the study as well as to review the various procedures for collecting data, such as creating image screen shots, completing online questionnaires, and saving data to digital portfolios. As part of their technology education at school, all the participants share a common foundation of specific hardware and software program knowledge. For example, all students, beginning in grade two and moving up through grade five, learn how to efficiently use a computer keyboard with the program Type to Learn. This program uses instructional activities in the form of games, drills, and exercises to develop children's facility with keyboarding and word processing. Students also learn how to use programs for assignments such as: Microsoft Word, PowerPoint, Timeliner, Kidpix, and online sites such as Brainpop and Master Guru, to name a few, as well as the search engine Google to collect information. During indoor recess periods, students have a classroom computer rotation schedule, and can engage with a variety of online and software programs throughout their allotted time. Introduction to the Narratives In order to represent as accurately as possible the varied experiences of the seven co-researchers with art museums' interactive website activities, I had to continually revisit the data collection documents: interview responses, journal notes, questionnaire data, and digital portfolios. The seven narratives presented here are therefore descriptive presentations of each participant's responses organized into four distinct yet connected sections. They are: brief biographies of the participants, participants' relationships with computer technology; participants' thoughts about and experiences with art, the art-making process, and art museums; and participants' experiences with art museums' online art activities. Despite parental permission to participate in all aspects of the study, two of the participant's were too self-conscious to be photographed working on their computer and declined being photographed even from behind, therefore, included with some of the narratives is a photograph of the individual participant engaged in the process of interacting with an online art museum activity. It is important for readers to be mindful that the study's participants range in age from nine to eleven years old. Therefore, some of their responses to inquiries and the gaps in some data may appear limited or lacking specificity as well as their experiences with, and knowledge of, art and technology. What information has been included is representative of their online experiences and accurate of their responses to questionnaires and interview inquiries as well as reflective of my observations as the researcher. Nowhere in this document do the full names (first and last names) of the participants appear, per IRB regulations for working with youngsters. I do, however, use the participants' first names, monikers that are not uncommon to the school where I work. Each co-researcher has also been assigned a color code identifier; therefore, they can remain anonymous and not be definitively identified. Although fifteen participants enrolled in the enrichment course, I elected to focus on the experiences and impressions of seven individual participants. At the onset of the enrichment course I did not consciously choose to concentrate on these particular seven children. My original intention was to examine the data collected from all the students who had parental permission to participate. However, inconsistent attendance and/or parental refusal of a child's participation in the research portion of the course compelled me to refocus my attentions on children who consistently contributed to the research endeavor each week of the course and/or were given parental consent to participate in all portions of the study. The seven participants who became the focus group and who I designated my co-researchers, were not merely the most involved, but their personalities, shared comments, interest in art, and their engagement with the online art museum web activities emerged, and coalesced as the group of children on whom to direct my observations. The seven co-researchers reside in an affluent suburb of New York City and all are from upper socio-economic households. Five of the seven are from deeply religious Persian-Jewish families, a component of their upbringing that greatly influences who they are as well as a cultural group that composes a large majority of the school's demographics. Interestingly, one pronounced commonality worth noting here among the focus group participants was a professed enjoyment of art and art- making, a common declaration made by each of the participants when they attended my art class over the years; hence, my belief in their commitment to contribute to the data collection process on a consistent basis. The Narratives Class 1 -Introduction: Review of Routines and Procedures for Collecting Data Students were introduced to the enrichment course, how it would work, build (from week to week), and what would be expected of them (to be critical researchers of art museums' web activities, but have free choice to choose what they did). Most importantly, I reviewed the contents of their enrichment folders which consisted of the necessary IRB forms. Students were asked to further review these forms with parents and to have them signed and returned by next week's session when the data collection would begin. Students were also given an opportunity to ask any questions they might have about the course, expectations and research components. This took approximately 15-20 mins. No questions were asked other than "when can we get started?" and "can we print out our stuff?" Yes, they could print as long as they asked first, and yes, they would begin momentarily. Students were introduced to the concept of using a digital portfolio. The students were introduced to the idea ofaportfolk by comparing it to the artist's portfolio/compendium they keep in the art studio for art class. I used the Proximo projector to model for students how to access their portfolios, use the portfolios, save work to the portfolios, and what is expected of them as researchers. This introduction took a good 15 minutes, so students had limited time to work (about 10 min.). I decided to use the Getty Museum's site as the introductory site and not as one of the actual research sites as it was not a site that they would be critiquing. Students would be able to familiarize themselves with how the portfolios work using the Getty site without compromising their experiences with the preselected research sites. Students were eager to explore the introductory website and the digital portfolios independently. Several asked during the introduction if they could get started. Once they accessed the initial portfolio and linked to the website, students expressed an immediate interest in taking a "snapshot" (screen shot) of whatever they were doing or created (such as an avatar seen in Abigail's example below). This actually worked out well because students were practicing this component of the digital portfolio requirement and they had an opportunity to ask questions about the process.... Students also had the opportunity to get a sense of what they would be doing, how they were to go about doing it, and why they were being asked to save their online experiences in this way (Researcher's journal, January 17, 2008). ~" (Abigail's screen shot of her avatar) Abigail is an intelligent, soft-spoken, nine-year-old fourth grader who projects quiet confidence and thoughtfulness in everything she says and does. Abigail's father is a physician of European descent and her mother is from the Philippines. As a result, Abigail speaks both English and Tagalog. Abigail's family travels often and due to her travel excursions she possesses a well-developed awareness of various cultures and their artistic heritages for a nine year old. She also possesses a keen understanding and sensitivity to differences among individuals and ideas that are evidenced by her thoughtful contributions to many art studio discussions. Abigail is well liked by her peers and is a sought-after friend for her calm presence and gentle disposition. Abigail is a consistently strong student academically, according to her classroom teachers. She loves to read, write, play music, and use different materials to create a variety of artworks. I have observed Abigail to be a very neat artist and she takes prodigious care to both follow directions (mostly for safety purposes) and activate her imagination when she is in the art room. Abigail will typically take time to think about and consider how and what she is going to make before she dives into a creative experience. I would consider Abigail a student who values creating art that demonstrates effort and thoughtfulness rather than placing greater importance on producing multiple works. When she requires clarity of an assignment or assistance with developing an idea, Abigail will not hesitate to elicit the teacher's or a classmate's guidance and suggestions. Abigail's Relationship with Computer Technology Abigail shares a computer with her younger sister, a third grader. Because she shares a computer with her sibling and her parents monitor their technology usage, Abigail uses her home computer only a few times per week where she will spend on average of less than an hour at a sitting. The overall time Abigail spends online is dependent on the day, on her school work load, and at her parents' discretion. She spends more time on a computer during the week at school than she does at home. The majority of Abigail's home computer time is used for school assignments and when she completes these in a timely manner, she is able to spend longer periods visiting various Internet sites of interest. When she does use her computer for leisure time, Abigail prefers to go online and visit some of her favorite sites, professing to prefer to be on the Internet for at least an hour to maximize her online time, but as she said, "that rarely happens?' Some of Abigail's favorite sites to frequent are: www.disneychannel.com which she finds useful for frivolous entertainment as she can play games; www.webkinz.com from which Abigail noted that she has learned about responsibility through the care of a virtual pet; and www.americangirl.com which is a site that combines historical information with a 154 variety of activities. Abigail wrote in her questionnaire that she enjoys sites where she can learn things by doing different activities. Abigail feels her strengths as a computer literate youngster are to: independently navigate the Internet to locate interesting information to develop her general knowledge and aid with her schoolwork; communicate effectively with her friends; and occupy and entertain herself with games. Abigail's favorite online activity is to play games, but she also expressed an interest in watching silly videos, researching information specifically for school assignments, downloading and listening to music, and making and looking at pictures on a range of topics. Prior to her involvement in this research endeavor, Abigail had never visited a museum website, although she has physically been to museums which will be evident in the next section of Abigail's narrative which introduces readers to her thoughts about art, art-making, and art museums. Abigail's Thoughts about Art, Art-Making, and Art Museums During my interview with Abigail, her gentle disposition was evident in her soft, hesitant responses that were sometimes difficult to understand, particularly when I transcribed our recorded conversation. However, based on what I recorded both digitally and in written form of Abigail's interview, I found her answers to be brief, but thoughtful. Our conversation began with a discussion of why people create art. Abigail suggested that making art is about sharing ideas because people create it "in different parts of the world...and we can see it." Art can be a hobby for some people she noted and a way for others to see how people look and see what they do. Ideas for what 155 people make come "from life" and according to her,"// doesn 't matter if it's good or not good, as long as they put effort in." Abigail has been on frequent travels with her family and has seen art from various cultures around the world. Her favorite artworks are those of the Impressionists, particularly Monet. "It's the colors," she affirmed, "so soft." Abigail enjoys looking at and talking about the colors and subject of Impressionists' work she has seen in museums, such as on visits to the Metropolitan. With regard to her own creative endeavors, Abigail implied that she is not always sure how she feels when she is making something of her own. "Ifeel like I don't know what to do or it's hard, but in the end, it's worth it!" I asked Abigail to think about materials she has worked with and enjoys using. Her response was definitive, "painting, drawing, or collage!" Although she expressed enjoyment when having worked with clay, Abigail prefers to sketch and put her ideas together using paper and other materials. Abigail had positive things to say about visiting art museums. While she did not remember the exact names of the few museums she has visited other than the ' Metropolitan and "the museum in Washington, D.C.," Abigail implied that she enjoyed visiting them and liked to see Impressionists' work and Egyptian artifacts. "We can learn from looking... especially from things so old and from different places." When I asked Abigail why she thought art museums would have websites and online activities for children she responded, "So you can know what it will be like when you go there. . . [but] on the computer there's technical stuff [but] if you go in person you'll see the artwork. . . . I would rather go in person. " 156 Based on her experiences of virtually visiting four art museums and creating images using their digital art programs, I asked Abigail if she had a preference for making art on a computer or using tangible materials. Abigail's response was hesitant: "Hmm...I don't know...I think, I think something real...I don't know... something I can feel, something that feels more like mine. Hike knowing that 1 really made it." Abigail's Experiences with Art Museums' Web Activities Met Kids When Abigail entered the Metropolitan Museum of Art's website Met Kids, her first impression based on the site's main page was that the website would be "filled with a lot of art z'/b[rmation]" about art from "that museum located in NYC." Following her initial observation, Abigail found the site easy to navigate, but did not think that it had a very visually appealing main page that encouraged children to explore the site. "It's kind of boring looking," she wrote. The three activities I observed Abigail spending time using during the two, forty-five-minute sessions were: "The Dancers and Degas," "How van Gogh Made his Mark," and "Cezanne's Astonishing Apples." However, Abigail spent less time on "How van Gogh Made His Mark" than doing other things on the site and did not take screenshots of her explorations with this program. Abigail imported two screenshots into her digital portfolio of the work she did using the Degas and Cezanne programs. They are shown in Figures 25 and 26. In her exit questionnaire, Abigail noted that the Degas program was her favorite activity because "/ like to dance. Figure 25: Activity, "The Dancers and Degas" Figure 26: Activity, Cezanne s Astonishing Affiles" Figure 27: Edgar Degas, The Dancer Figure 28: Activity, "Knights of Central Park" 1111111 Abigail opted to save only two artwork images (Degas's sculpture of a dancer and a suit or armor shown in Figures 27 and 28) from the Met's collection that she observed, or connected with, to her digital portfolio because she felt she could "visit them [artwork from the Met] at any time''' online or through a visit to the Met. Abigail did not request to print out any of the images she saved. Upon exiting the site, Abigail noted that "there's a lot of information" and "a lot of the activities are based on artists and their work" but that the site "should have some more activities" without indicating what types of activities she would like to see on the site. Contrary to this, Abigail indicated on the exit questionnaire that the site offered a lot of choices of things to see and do, despite her impression that more activities would be desirable. Additionally, she thought the site was great for her age, but she did not like how the site appeared in terms of its visual presentation. "It looks uninteresting," she said, reiterating her initial sentiment of the site. This in turn did not encourage her to explore the site further, she noted. ArtsConnected Figure 29 Figure 30 Due to a pre-scheduled family trip during the research period, Abigail spent only one of the two designated sessions on the Artsconnected website. Abigail commented that the main page of the site featured in the digital portfolio (Figure 29) made her wonder if "some of the artwork is based on dogs?" "Why a poodle?" she asked in the initial response section of her digital portfolio and saved the two images attached to the portfolio above in connection with her inquiries. She also noted that the site image of the Toolkit "has bright colors" (Figure 30) and that this section may have activities that involve working "with color.. . and shape." I observed Abigail spending more time using the Toolkit's program about shape (Figures 32 and 33) and experiencing some issues with it rather than spending time to explore the other sections of the website, although, she did create a work using the Line program (Figure 31). An excerpt from my research journal notes what appears to be Abigail uncertainty with how the Toolkifs shape program functions: - r * " ? ~ ^ E , Ex pl or e t i e * ' * * - ..-. ..-,.. ,- **4 f e 8 ^ ~' ; , i W 9f < . * * * M "**S9 Abigail [appears] perplexed to me by the puzzled look on her face. She stops what she is doing and looks around; perhaps to see if anyone else is having the same issue as she appears to be having. Abigail is trying to move and place shapes around one of her compositions but appears to be having difficulty. Abigail turns her attention toward Claudia when she overhears her asking me about the shapes overlapping and covering other shapes, shapes she wants to see. . . . Following my response to try another tool, Abigail and Claudia find a solution together and each create several more shape collages with the program (Researcher's journal; February 7,2008). Figure 31: Line, "The Artist's Toolkit" Figure 32: Shape, "The Artist's Toolkit" fg*' . *r~ Figure 33: Shape, "The Artist's Toolkit" / I S In the exit response questionnaire, Abigail felt that the site offered "some good things" without being specific as to what, and based on her exploration of the site commented, "It's definitely not a site about dogsT However, she would have preferred to see more examples of artwork or have more opportunities to view additional artworks related to the shape program and did not save any artwork to her portfolio that interested her. Abigail additionally questioned the inclusion of a lizard form as an "organic''' shape in the shape program. To overcome what she thought was a "weird shape to include, " Abigail worked with the shape (Figure 33) and composed a composition around it noting that her inclusion of water was to "show the free-form organic shape (of the lizard)." Based on her experiences with the "Toolkit" site, Abigail responded in her exit questionnaire that the site "needs more artwork.. .and better activities" but she did not specify what she meant by "better activities" or offer suggestions for site inclusions that would encourage her to visit again. NGA Kids 1 R The 4 graders are to use the laptops today to go on the National Gallery's site. arrives late and Abigail, who arrived early, shows him where to go. He asks about the activity that she is doing. Abigail is working on Brushter [a painting program that offers a spray paint option]. The few minutes they work together they do not make eye contact with each other and instead [concentrate] on their screen[s] and keyboard[s] (Researcher's Journal, March 13, 2008). Abigail spent two, forty-five-minute sessions exploring the National Gallery of Art's NGA Kids, a website she indicated on her exit questionnaire as being easy to navigate and therefore "good to use." Abigail's first impressions of the site were that it would have "a lot of art from history" and that it was "very colorfuV which appealed to her immediately. Abigail supported this line of thinking in the exit questionnaire where she indicated that she appreciated how the site looks and that its visual appeal suggested that it would be a great site for her age and a site most likely worth revisiting. I observed Abigail spending the two sessions on the site primarily engaging with the BRUSHster program (Figure 34), a program she discovered toward the end of the first session and then, based on my observations, used primarily during the second week. Abigail found the capacity to spray paint with her mouse an exciting venture based on her exclamation that she "really liked [it]/" a response she recorded in her digital portfolio. In Addition to BRUSHster, Abigail created and saved pieces she composed from the Jungle (Figure 35), Dutch Dollhouse (Figure 36), and the Still Life (Figure 37) programs. Although she "really liked some of the programs,'" Abigail's physical actions and reactions made her appear more engaged with the BRUSHster program than other activities as evidenced by an excerpt from my observation journal: Both Abigail and Claudia are spending a large part of their time this [second NGA Kids] session using the BRUSHster program. Claudia is pointing to her screen and saying something to Abigail Abigail looks to Claudia's screen and smiles as Claudia "spraypaints" her name. They both then continue to create lines and shapes and then erase the compositions they make, going back and forth looking between each other's screens. Is this perhaps because the process of using the program is more interesting to them than the product(s) they created? I can hear them discussing with one another which one of their BRUSHster images to save to their digital portfolios [of the ones they took screen shots of] (Researcher's journal, March 13, 2008). Overall, Abigail found the NGA Kids site to "have interesting topics" and "it offered a lot of choices of things to do." She did not pinpoint or identify in her exit questionnaire the topics she considered interesting, nor did she record what she did not like about the site and its activities. However, she did note in her exit questionnaire that she would visit the site again and recommend it to others because of the many things kids could do, like "spray paint!" and the many artists one could learn about. Abigail also indicated that she would visit the National Gallery of Art again because, based on its website (and her prior visit), the museum has "many great artworks" to see. 162 Destination Abigail's initial sense of the Museum of Modern Art's website Destination, as noted in her digital portfolio, was that it "has a lot of hot colors" and that it is a museum website "filled with art done today." Many of the artists featured on the site Abigail "had never heard of before" and, as a result, she would like to go to the museum to see their artwork first hand. Abigail recorded that the site was easy to navigate and that it had "a lot of things to do... and offered a lot of choices." However, she foundand did not specify whicha few of the artists' activity sections did not 163 have a lot of things to do and she "didn 't like that.'''' What she found interesting to do on the MoMA site that she had not done elsewhere on an art museum website was to '"''make my own poem to go with apiece of art that I know'''' (Figure 38). Furthermore, Abigail found the inclusion of sound to some of the artists' links, such as the van Gogh section, to provide a different context for the artist's work than she experienced with the "How van Gogh Made His Mark" program on the Met website. This addition, she recorded in her portfolio, made the site "great for my age." An excerpt from my journal hints to Abigail's interest in the sound portion of the van Gogh link: Abigail and Claudia discuss working on the MoMA site and looking at the van Gogh section with the sound effects. "That other site with van Gogh was different," responds Abigail Shania, chimes in and comments on how much she likes the site. Both Claudia and Abigail confirm that they like the site, but that they dislike the alien in the beginning (Researcher's Journal, March 27, 2008). Figure 38: Abigail's Poem for van Gogh's Starry Night 3 mnz siars H J&Si'a2k&' "j? 1 1* witn us toniqht ft slimy a dream ~i i ?& - Additional activities Abigail engaged with and specified she enjoyed were to create her own rug design (Figure 39) based on Polly Apfelbaum's link, design her own chair collection from Kazuo Kawasaki's link (Figure 40), create an animation with John Canemaker's link (Figure 41), and put together a collage using the "tools" section of Romare Bearden's link (Figure 42). Based on these experiences and how the site 164 appealed to her visual and auditory senses, Abigail wrote that she would "definitely" recommend the website to her sister and others Figure 39: Activity, "Polly Apfelbaum" 01. JO Figure 40: Activity, "Kazuo Kawasaki" Figure 41: Activity, "John Canemaker" Fiaure 42: Activitv. "Romare Bearden" Jff **\ . - * - .t^iv-'fi^i. 1 -A Postscript Following Abigail's online experiences, I asked her during her interview about her overall impressions of the site and what she thought someone needed to know, if 165 anything, about art and/or computers to make art in virtual reality. "You have to know different art materials and different technical things, " she responded. When I asked her to be more specific, Abigail responded readily, "how to draw and how to use a [computer] mouseT Based on all her visitation experiences, Abigail said that her two favorite sites were NGA Kids and Met Kids. She commented that she preferred these two sites because there was a good balance of things to do and see and information to learn. MoMA's Destination site and Artsconnected were not as interesting to her because "there wasn 't much to look at... [not enough] exploration, too much information, and too little balance [overall]." Again, Abigail was not able to be specific about what she would have liked to see and do or the choices she would have like to have been offered. Adam [A(m)ll] Adam is a somewhat shy, eleven-year-old, fifth-grade student who displays a sweetness of temper, a thoughtful maturity and a quiet demeanor. Adam's parents were both born in Iran and his Persian heritage is a strong component of his daily life. Adam speaks three languages fluently: English, Farsi, and Hebrew. Adam is proud of his heritage as is evidenced by his frequent references to his family background in his creative endeavors and his conversations during art periods. More specifically, Adam will refer to family events and memories connected with his cultural upbringing when developing his visual ideas. Although he must work diligently to express his ideas visually, Adam is a dedicated art student who does not hesitate to ask for guidance or elicit suggestions for ways to improve upon his efforts. By improve, my intent here is to suggest that Adam is always striving for ways to build upon his ideas and present them in as thoughtful and creative ways as possible, despite his lack of technical skill with various media. Adam's teachers speak fondly of him and his fifth-grade teacher describes him as a smart and motivated student. While I would describe him similarly, I also find him to be amiable and a risk-taker who enjoys discovering and trying new ideas regardless of their difficulty. Although Adam seems to prefer to work independently, especially when motivated by his creative pursuits, he will not hesitate to share his thoughts and suggestions with his classmates during art periods. Adam's Relationship with Computer Technology Adam is the oldest child of three brothers. Adam shares a computer with his youngest brother as his middle sibling is on the autism spectrum and has his own computer. Adam is hesitant to discuss his middle sibling, but noted that this brother has his own computer (a computer Adam and his youngest brother are not allowed to use) because, as Adam stated, "he needs one to help him out" As the oldest child, Adam is permitted to use the computer he shares for longer periods of time than his younger brother, about one to three hours at a time. If possible, Adam will use the computer every day and will go online as much as his parents allow him. According to Adam, this is rarely every day. "/ use the computer more at school.'''' Adam's favorite online entertainment activity is to watch '"''cool videos" on www.Youtube.com. He also likes to use www.aim.com to chat with his friends and family. "I'm a good typist," he said, and can therefore IM quickly with family and friends. Adam also enjoys the www.randomhouse.com website. Adam is an avid reader and by using this site he can read more about his favorite authors and books, as well as learn about other books that might be of interest to him. Adam's requirements for a "good'' website are the availability of choices of what to see and do, as well as a site that regularly updates itself so that there are new and multiple alternatives from which to select. Although Adam had never visited a museum's website before his participation in this study, he stated that he was "anxious to see what else is in cyberspace." Adam's Thoughts about Art, Art-Making, and Art Museums Despite his tendency toward shyness, Adam became surprisingly talkative during his interview. Adam did not hesitate to respond to the many inquiries I posed and even elaborated on his responses when asked for further information. My first question asked Adam why he thinks people make art. In response, Adam paused and then stated, / think people make art because they want to just have fun and be creative and spend their time doing something they like to do.. .or cause maybe they have a job of making art and if they don't make a good [work] they might not be paid. According to Adam, creative ideas can come from nature, our life, or our surroundings. Art he said should be "very creative and colorful and they [people] should have some kind of inspiration." Adam's artistic inspiration comes from his family or from his experiences. For example, he said "if I'm outside, maybe I like to draw a picture ofa building or if I go on vacation I can draw pictures of those [what I see there].. .1 would think about what happened in my life in the past, or I would look outside and see what's out there." Adam likes Monet's work and looking at and making collages as well as working with clay. When Adam creates something of his own, he remarked about feeling excited by the process. "I feel excited because for some projects I don't know how it's going to look when it's done... [like when] we have to put it [clay] into the furnace, umm, kiln." Adam continued to comment about clay suggesting that he could make anything he wanted out of it. "You get to shape it so it's like an animal or a face. You could shape it any way you want to." However, he observed the variable nature of clay by saying that he finds it more difficult to work with than with drawing materials. Sometimes before you put it in the kiln it could fall apart [and then] it's harder to put it together. So it's when you 're drawing that you don't have to worry about that happening. It's not going to fall apart after you draw it! Adam's experiences with museums have been limited. He could not remember ever going to an art museum, but did recall visiting a museum when he was younger 169 where there were computers and he could do different things. Adam felt that visiting an art museum could be useful because maybe [you] want to learn more about art and see what other artists have done... //"[you're] doing research on a famous artist you could find lots of paintings from the artist and there might be activities that they '11 let you do and that's it...they might let you do a sculpture. Adam's Experiences with Art Museums' Web Activities Met Kids In Adam's digital portfolio for the Met site, he recorded his initial impression: "I think this [will be] a great site. . . there are lots of interesting pictures [and] it also shows a little history about the picture and I like that." During the two sessions Adam worked on the site, he collected numerous artworks to create a small gallery in his digital portfolio. Although in Figure 45 image icons are shown littering his desktop. These images he titled "my favorites" but did not elaborate in his portfolio as to why these images appealed to him. In my journal, I noted the plethora of images I observed Adam save to bis desktop at the end of the two sessions of using the Met website. Figure 43: Adam's Desktop, January 24, 2008 - ^Y" - ' i T" - ^*" *- T- ~" - - ~~~ = " ' ' ' m " m " ~^" ' T" " T^^ 170 Adam is moving quickly through the Met site. He is going back and forth between different images, taking screenshots of particular works. His desktop (Figure 43) appears to be littered with images. From what I can determine, he has yet to begin to engage with any of the activities. It seemed as though he was creating a virtual collage composition (in his portfolio). He also seems undeterred by the excited conversation that Yves is having with another participant about a joust game a few computers down. . . . Adam is now reviewing the images he has collected and appears to be thoughtfully arranging several of them into his digital portfolio (Researcher's Journal, January 24, 2008). Following my written observation of Adam creating what looked almost like his own digital gallery space in his digital portfolio, I approached him and asked if he could minimize his portfolio so that I could take a picture of his desktop screen. Adam replied affirmatively and when he reopened his portfolio I inquired as to why he picked the two images shown in Figures 44 and 45 (although Figures 46 and 47 were also visible) and responded thus: "I've been to the museum - the Met - a lot of times," I said, "and I don't think I've ever seen these [two] works. I actually saw something new that you found on the website. Why did you pick these?" I asked (Researcher's Journal, January 24, 2008). Adam responded that they grabbed his attention because of their details and the materials from which they were made. . . . . and this one (Figure 44) for some reason reminded me of this one, (pointing to Figure 45 first) even though they 're completely different, but the whole shape of them, I don't know, something about them, they reminded me of each other. . . . I think it was because it didn 't look like they used the materials we use now to make sculptures, I mean like buildings and stuff, it looks like they used like clay maybe, or yeah clay. I liked the design on it. Adam has been using the Degas program. He asks me about adding color to his virtual collage on the screen, but says that he can not find the color option. Abigail overhears and lets Adam know that although he can create a composition with figures, he has to print the image out and add color himself. It can not be done on [line on] the screen. Several students continue to experience technical difficulty when accessing their personal network accounts. Their accounts do not seem to be interacting with the Safari browser causing them to lose work not saved Students are again reminded by the technology person to save their work [to their desktop]. Observation: Based on the information he receives from Abigail, Adam does not keep his Degas collage or request to print it out Reflection: in this environment, how do these network issues impact students' experiences and the flow of their Free-Choice session? Problems such as these would not [necessarily] be encountered on a home computer (Researcher's Journal, January 31,2008). In his site exit questionnaire of the Metropolitan kids site, Adam wrote "[I] got to make my own drawings.. .. I made a self-portrait and a landscape. My landscape [shows] nighttime" (Figures 48 and 49). Later in his interview he commented, "I think they should add more options to draw for there was only one color." In addition, Adam worked with the program "Cezanne's Apples." He created the image seen in Figure 50. "I didn 'tfinish this one," he commented. He went on to say, "I was thinking of tall buildings, the Empire State building, but I didn 't try to make it, I was just thinking of it." Adam did finish his exit questionnaire of the site with numerous observations. He liked the site because it had a lot of choices of "things to see and do and still a lot of activities." However, he indicated in his exit response that the visual design of the site did not particularly appeal to him, "It's rather boring looking," he stated, "but [the site is] easy to get around." Overall he thought that the site "was amazing.... Hiked it a lot." He indicated that he "got to draw things.... I didn't know I could draw with my mouse!" Although he mentioned that he wasn't "cr[a]zy about some of the artwork," he would "visit the site again and visit the museum b/c I had a lot of fun and I would want to learn more about the history of some of the artifacts." Figure 48: Activity, "How van Gogh Made His Mark" Figure 49: Activity: "How van Gogh Made His Mark" (Self-portrait) (Landscape) Figure 50: Activity, "Cezanne's Astonishing Apples' ^i^n B'QE ErSS M=* PjKSS La m ArtsConnected Observation & Reflection: ALL of the students lean into and look closely at their screens, almost as though they are myopic. I feel uncomfortable as I observe them. The glare of the screens making my eyes tired from afar! What is the reason for this? Adam is leaning particularly close as he works on what looks to be a needlepoint activity on the website. When I have observed children in the art studio they will often focus intently on the materials they are using, sometimes not at all as in the case of clay where they. . . seem to want to smell it first and then work with it without even looking at it until they are ready to begin sculpting in earnest However, how they look so closely at the screen and how they look at their work in the art studio are quite different; the close proximity to a screen and to paint or clay is quite different. Reflection: Could this interaction with the computer screen impact how they relate to the content or activities? Is the close proximity to the screen a result of attempting to connect/relate more directly with the online art as in a museum or a physical material as in an art room? A big leap in terms of how individuals interact with computer screens, one another, art materials, their environment, etc. (Researcher's Journal, March 7, 2008). Prior to his exploration of Artsconnected, Adam noted in his portfolio that the homepage is "very colorfuV and wrote that he thought the site would "most likely have lots of games and things we can draw." Following his two, forty-five minute sessions on the site (Adam arrived early both classes), Adam recorded that the site was easy to navigate and "really fun!" "I got to play lots of games, I got to draw lots of things, I got 174 to make interesting pictures, and I made, I think, a sculpture." Although I observed Adam spending significant site time using the Artist's Toolkit (most of the two sessions) and viewing various artworks, he only saved one screen shot of a piece he created (Figure 51) using the Artist's Toolkit "Shape" program. The other two examples (one example shown as Figure 52) are from a needlepoint-making activity called "Fabric Factory" that is no longer active on the Artsconnected website. Figure 51: "My favorite activity" (Shape, "The Artist's Toolkit") Adam saved two examples of artworks he connected with on the website (Figures 53 and 54). He collected a screenshot from a locomotion film that he found to be "cooF (Figure 53) and the other is an image of a artwork (Figure 54) that he thought was "beautiful." Adam confirmed these responses to artwork on the site when he later 175 indicated on his exit questionnaire that he "really liked the site" and would want to visit the actual museum because he would be able to "see many nice artifacts." Adam also wrote that he would recommend the site to a friend because as he reiterated, "// had lots of games and I got to draw lots of stuff." Figure 53: "I saw a cool movie!" Figure 54: "It has beautiful artwork!" NGA Kids Adam's time on the NGA Kids site consisted of only one, forty-minute session where he confessed to feeling "not so great.. .tired [today]" during the first week and requested to be excused. Adam therefore completed the portfolio the next week and indicated that his initial impression of the site is that "it is very artistic.. .it [will have] lots of fun games" and that, most likely, "/ am also allowed to make my own drawings' Perhaps due to his one, forty-minute class on the site, Adam created only one image (Figure 56) and captured a screenshot of a Picasso painting (Figure 55). Adam's inclusion of the Picasso work seems unusual based on the content of the image. I jotted down an observation in my journal during that class of Adam's artwork selection: Observation: A quick glance at Adam's portfolio and I notice an unusual saved image choice. From afar it looks to be a Picasso. . . nude. . . . I wonder if Adam is cognizant of what the image is representative of. I will have to check his portfolio later to see if I am correct Adam seems more interested in architecture and landscapes not only in the art studio, but on the sites as well (Researcher's Journal, March 3, 2008). Figure 55: PjgagggJjPgge From Adam's portfolio it is unclear which program from the Art Zone he used to create his self-portrait (Figure 56). Adam noted in his portfolio questionnaire that he "got to make buildings ...and I got to move designs" but he did not save images of these interactions to the portfolio to keep a record of his experiences with the programs where he did these things. 177 Figure 56: Activity unknown, "Self-Portrait" In his site-exit questionnaire, Adam considered the site easy to navigate and "liked that it offered a lot of choices'" without identifying specific choices he preferred. "There was lots of activities to do like drawing and selecting pictures to put in your artwork . . . If I got to do all this stuff on the computer, imagine what I can do at a real museum," he wrote and this makes the site worth visiting again. However, without specifying what did not visually appeal to him, Adam simply indicated he did not "like how the site looks." Destination "It is very interesting [and] it is very funny," wrote Adam in the opening section of his digital portfolio. Although he did not point out what he thought was funny about the site, this quote pertains to Adam's initial impression of the site and may refer to the animated introduction of Destination. Adam completed his digital portfolio for this website visit during the first class session as the next week he asked if he could visit one of the extra sites included among the portfolios. An entry from my journal relates my exchange with Adam, a student who has never displayed boredom or frustration during the times that I have known and worked with him. Adam did critique the other site (from the Tate Modern in London) that he engaged with instead, but due to the set up of these narratives, I am including Adam's one visit critique of MoMA's Destination as it is still viable and pertinent to the research endeavor. Adam expressed mild frustration with the MoMA site. When I asked him why he wants to visit another site Adam states, "I'm bored." "What do you find boring?" I asked. "Some of the sites are confusing and then they either have stuff I don't want to do or nothing to do." "One of the reasons we are doing this class is so your opinion(s) about these sites can be heard,"I respond. "Ifyou don't like something or find a site confusing, your job is to let the museums know. Also, if there is something you DO like, we want to let the museums know. Try one of the additional sites and let me know what you think of it" (Researcher's Journal, March 27, 2008). Adam did manage to interact with several of the activities on the MoMA site during his one virtual visitation and offered his opinion of them in his portfolio. He found the site easy to navigate, but noted that he found it to be young for his age. Adam engaged with the Polly Apfelbaum link and created a rug design using the "Tools" section (Figure 60) to which he replied in his questionnaire "It had a game where I could draw my own designs.'''' In addition, I overheard Adam remark about being unable to save a poem he created inspired by "Starry Night," due to a network server issue that day (as supported from a journal entry I made that class). Two additional art museum websites were uploaded in the event that one of the sites was disabled for an extended period of time or removed from the Internet during the research. This would prevent a gap in the data-collection process and another site could be substituted, if necessary, for participants to critique. Observation; On the other side of the room I overhear and then see several students struggling with their computers (Desiree and Yves). Several students are complaining about the "turning wheel" they are getting as they try to save their work, fearing loss of it Other students are commenting on the disappearance of work they saved (Adam, Neeka, and Shaina). The technology educator is sweeping from one student's desktop to another trying to determine the network issues. As Leslie works on the computers^ several students can be heard discussing what they were doing and how they made certain things. Adam comments that he wrote a poem about a van Gogh work, but could not save it due to the network issue (Researcher's Journal, March 27, 2008). Figure 57: Activity, "Polly Apfelbaum" Notwithstanding his lack of interest remaining a virtual visitor to Destination after the first class, Adam ended his experience on an apparently positive note writing that the site had '"''lots of interesting artwork...[and] I got to find out about the history of some objects.^ He did not state whether he would or would not be curious to actually visit MoMA based on his experiences. Because he either did not save and/or was unable to save more images of what interested him both visually and interactively, Adam's portfolio from this site visit does not provide the equivalent data of experiential insight as his previous site visit portfolios. Postscript Following his virtual visitations, I asked Adam during his interview why he thought art museums would have online websites for children "so you would look at them (the artwork) and might want to go to the actual museum." I continued this line of questioning with a follow-up inquiry about Adam's impressions of visiting art museum websites for children on the Internet and how he thought an online visit might compare to physically visiting an art museum (something he has never done). Do his experiences with the museum websites encourage him to make a visit to the actual museum sites? Adam responded he would: rather go to a museum because if I could do all these fun things on the computer then I could probably do better things in a museum. . . . I think I would rather [go to a museum] because the things you could do online you could only look at paintings and play games and other stuff and at the museum it's not only that but you could also do other things, so I would still go to the museum. Adam's one major critique of all the websites featured in the study related to games. Adam exuded confidence in his response when he proposed that the museums should consider developing "more challenging" art games for their sites. Adam suggested crossword puzzles as a possibility for a more thought-provoking activity. Furthermore, he thought any games should be more directly related to the artists and their work featured in the museums' collections. Finally, Adam responded more favorably to the sites where there were drawing activities directly related to artists and their work such as the "How van Gogh Made His Mark" activity on the Met Kids site and many of the drawing programs on ArtZone from the National Gallery of Art. 181 Claudia [C(f)10] Claudia is a quiet and sweet, ten-year-old fourth grader of Persian heritage who is sometimes overcome by shyness and a lack of confidence in herself and her capabilities. Claudia will often second-guess her ability to create something with a new medium and, unless prompted by a teacher, she will sometimes hesitate to take on a challenge. Claudia's fourth grade teacher describes her as rather timid in large group situations, but willing to work hard and put in her best effort. Claudia's teacher also describes her as quite capable and attentive to small details, to the point of being meticulous, but lacking in "self-assurance." In the art studio, Claudia will frequently ask if her work is "good'' or if she is doing something "right T In my professional opinion, Claudia is quite an adept art studentdespite her lack of confidenceparticularly when she receives reassurance and encouragement about working with her ideas and creative processes. As an art student, Claudia has strong technical abilities, as she is able to look at different images and create her own interpretations using different materials. For example, when Claudia created a detailed observation drawing of a Crayola Crayon box, she was able to replicate it similarly and capably as a papier mache sculpture. During art class, I have often overheard Claudia talk about her older sister whose artwork she admires and about her mother as well, about whom she speaks with reverence. Although only ten, Claudia clearly and strongly asserts that her main goal in life is "to be a good mother, but as of now," she commented during her interview, "7 am happy being an art student." Claudia's Relationship with Computer Technology Claudia loves to IM 13 her friends because she feels she is a good communicator and knowledgeable about how the IM medium works. Claudia mentioned that she spends a "good''' amount of her Internet time involved in online chatting with others. However, Claudia is not permitted by her parents to be on the Internet for more than an hour at one time, particularly if she is using IM to talk with her friends. Claudia has her own computer and is therefore able to spend anywhere from one to three hours (at her mother's discretion) using computer software or going online everyday. Claudia prefers to chat online using the website www.aim.com. to play games on www.disneychannel.com. or to "develop a sense of responsibility" when she engages with activities on www.webkinz.com. Claudia is familiar with these sites primarily because friends and/or family members recommended them to her. Claudia does not like to spend her time searching for different sites online; rather, she prefers to use her Internet time on sites recommended to her or that she knows how to use because someone has shown her. IM is the acronym for Instant Messaging, an immediate form of online communication. Claudia uses her computer primarily for entertainment and communication purposes rather than as a tool for school assignments. Claudia's mother monitors her Internet usage to ensure that she is not spending too much of her time in cyberspace. Any websites Claudia's mother deems inappropriate have parental filters to prevent access. Claudia admitted to seeing some things perhaps she should not have and upon which she would not be specificon her high-school age sister's computer, of whom she speaks often and admiringly. Although Claudia has been to an art museum before (MoMA), she had never visited a museum website before her participation in this research and was unaware that art museums had websites with activities and art- making programs for children. When I asked her why art museums would have a website with activities for children she replied, "7 think the art museum wants kids to see what they have and what you can do with art.'''' Claudia's Thoughts about Art, Art-Making, and Art Museums "Art is important to have in our lives! People enjoy making it and making art makes some people happy, like me." These two statements began my interview with Claudia who, although shy, became quite animated when I talked with her about art. When I smiled at her response, she elaborated and answered my next two inquiries without my having to ask. My questions pertained to why she thinks people make art. "Some people make art 'cause maybe when they get bored it can make you feel better. You can express your ideas with art. You can put your work on a wall and make a space look pretty, that's what I do." 184 Claudia proclaimed that art is her favorite class at school. She loves to work with clay and make three-dimensional artworks and create drawings as well. I have observed Claudia to be very good at observational drawing. She can perceive perspective and effectively replicate what she sees as she concentrates on details. Claudia likes that she can smooth clay and add color to it, but she also enjoys using oil pastels. "/ like smoothing and blending the colors. The colors are so bright. " Claudia made a point to say that bright colors in particular attract her to look at a work of art whether it is a two- or three-dimensional piece. She also likes to include vivid colors in her own creations. However, color is not the only criteria to which Claudia viscerally responds to a work of art or considers an artwork to be "good." "If I like how the lines and shapes are, I will like the art. . .likeportraits. . .like Picasso, he has great shapes and colors too. Also, if the art is made in a medium I like, then I will probably like it!" When asked to discuss some examples of art that she finds particularly appealing, Claudia beamed and said her older sister's artwork inspires her. Claudia's sister created a painting using the Chanel logo and Claudia thought, "it was really good and VERY cool!" Claudia also discussed the work of children's book illustrator Chris Soon-Piet who visited our school that March (2008) and shared his creative process with the third- to fifth-grade students. Claudia spoke with awe as she described Soon-Piet's work. "His paintings look JUST like the photos! His work shows so many details in paints." [Soon- Piet takes photos of landscapes and scenes that he creates for the stories he develops and then paints images from his photos.] I asked Claudia where artists like Picasso, Chris Soon-Piet, her sister, and she come up with ideas to make art, she paused and then asserted: "people come up with 185 ideas to make art maybe by looking around a room, picking up objects. .., really, using the world around us to get ideas. [Even] other people's art can give us ideas too." Claudia said her ideas come from inspiration around her such as her sister or what she sees or knows. Based on this response that inspiration comes from what she knows, I invited Claudia to share with me what she feels is important for artists to know or be able to do in order to develop and create their visual ideas. Claudia responded thus, You need to know a lot! You need to look and know how to use the things we use in the art room. Do you mean materials? Yes, you need to know how to use the pencil and how to use a paintbrush and how to mix colors. I often feel like I need patience which I don't always have. Hike to work fast because I am excited to see what I have made. I am always happy in the end because I see my work was worth the effort. It is very satisfying. The only art museum Claudia had ever visited was MoMA with her summer camp group in 2007. "/ don't remember the name of it, but I remember seeing the work of that artist over there (Claudia pointed to a van Gogh print of Sunflowers). It was that work with the swirls and it was on that website we visited. Yes, it was Starry Night. Yes, that's the oneV Claudia did not recall any other works she saw or doing anything other than looking at the art when she was at the museum. When I asked Claudia what she would have liked to do during her visit to MoMA she responded, "Maybe I could feel and touch the artwork, but I don't think so! I could at least SEE how things feel, like the texture. I could see how artists do things." I asked Claudia to consider further how visiting an art museum could be useful to her as an artist. She responded by speaking of inspiration, a recurring theme in her responses. / could see a lot of artists' work at an art museum. Maybe I could be inspired by their work and see how good an artist's work really is. I could get ideas for things and want to be good like them.. . . I think I I would like to see that illustrator's paintings in person! His work 186 was so detailed and good. I would like to look at his work and learn to do what he does. I would like to take pictures when I am there and then make my own art from them. Claudia's Experiences with Art Museums' Web Activities Met Kids Claudia spent two, forty-minute sessions using the Metropolitan Museum of
Art's website, a site she initially referred to as "very colorful. n Claudia used the program "How van Gogh Made His Mark" and created the images seen in Figures 61 and 62. During the first session of using the Met's website, when Claudia used the van Gogh activity, she inquired of me about the program's use of color: Independent of each other, Claudia andNeeka asked how the color of the "ink" in the How van Gogh Made His Mark drawing activity can be changed. With this activity, students can create virtual pen and ink drawings using a virtual pen and ink-bottle. Students can vary the thickness of the lines depending on which line they choose; however, the color cannot be changed. It is not an option. "Why do you think that is?" I asked. Claudia responded that she is not sure while Neeka suggested that since only one ink bottle is given, it is the only color choice for drawing and van Gogh must have had only black ink with which to draw (Researcher's Journal, January 31, 2008) 187 Figure 58: Activity, "How van Gogh Made His Figure 59: Activity, "How van Gogh Made His Mark" (Flower) Mark" (My Name) In addition to the van Gogh program, Claudia explored the Degas program and the medieval joust activity (Figures 60 and 62). She saved one work of art of interest to her portfolio, Degas's sculpture of a dancer (Figure 61). Although she did not import additional imagery into her portfolio of additional activities and links she investigated on this website, Claudia indicated on her exit questionnaire that she liked the site because it offered a lot of choices of things to do. However, she did not like that although it is "easy to get through [the] activities, it sometimes got difficult to search [through the site]." Despite her issue with navigating the website, Claudia noted that she would both recommend the site and re-visit it again. "It is a very interesting website, " she wrote in her questionnaire, "I drew a lot of pictures and I played many games and I loved it. It makes you feel proud because when you are done you saw that you did so many things!" Claudia went on to write, "/ think I feel really proud because I took many pictures and I drew a lot." Based on her experiences with the Met's website activities for youngsters, Claudia noted that she would like to visit the actual Metropolitan Museum of Art in New York City "because I enjoyed drawing and playing games and I would love to see itr Claudia did not make a request to print out 188 the things she created, nor did she have any criticisms of the site other than experiencing some difficultly locating and navigating through some of the activities. Figure 60: Activity, "The Dancers and Degas" Figure 61: Degas, The Dancer Figure 62: Activity, The Medieval Joust Activity: "Medieval Joust' ArtsConnected The initial impression Claudia noted of the Artsconnected website during her first of two, forty-minute sessions is "that it looks very creative." She also wrote of the site as being "colorful," an aspect of the site that appears to have influenced her overall opinion of it on her exit questionnaire, "[I] like how it looks." Claudia supported her opinion of how the site looks with her final comments, in particular her emphasis on its "beautiful colors. "I think this was a very nice site and I will definitely recommend it to someone! I would recommend it to a friend because I think it's very interesting and has beautiful colors!... I played games, watched things, and colored." Claudia's digital portfolio consisted of one screenshot of a painting from the museum's collection that appealed to her, a piece of art she labeled "my favorite work on the site." However, this image was not among her data documents. Claudia did not specify the artist of this work or explain why it was her favorite. However, she included in her exit questionnaire that she would like to visit the actual museum based on her experiences with the website, which she found to be "interesting and had many kinds of beautiful kinds of art." In addition to the piece of art from the Minneapolis Institute of Art's collection that Claudia saved to her digital portfolio, she included images of three of her own creations composed using the Artist's Toolkit programs, "Shape" (Figure 63) and "Lines" (Figures 64 and 65). I observed Claudia arranging and re-arranging her images into a particular compositional format in her digital portfolio (see journal extract). However, due to the nature of the narrative, I have placed the images in a format that flows with the text. Claudia's initial engagement with the "Shape" program to create the image displayed in Figure 63 resulted in some technical difficulties and a lack of understanding as to how the program functioned. As evidenced in an excerpt from my research journal, Claudia was able to work through her problem and determine a solution with how to overlap placed shapes without completely covering up other forms already placed Figure 63: Shape, "The Artist's Toolkit' Claudia seems to be trying to figure out what looks to be for her, "kinks" in the Artist's Toolkit program. She requests that I come over to see what she is doing. Claudia attempts to put a circle into a specific space, but as she does so, it covers up the other shapes she has already placed. "I can not figure it out," she said. "What are some other options you can try?" I asked her. "I still have a few buttons to try." "Let me know when you have figured it out" Claudia sticks with it and discovers that she must hold down another button to place the shape where she wants it. "It was actually quite easy," she says. Reflection: This would not be an obstacle in the art studio with tactile media. I should have gone there with Claudia to discuss the difference of working online and working with physical materials. Observation: As students put images into their digital portfolios, they seem to think and consider where they will place things, almost as though they are creating a digital collage or composition. While no directions were given about arranging images, many of the students appear to be thoughtfully considering where they will place things. , Yves, Claudia, Adam, and Abigail, for example, were observed arranging their work. (Researcher's Journal, February 7, 2008). Figure 65: Shape, "The Artist's Toolkit' Finally, Claudia offered up contradictory opinions of the site as demonstrated in her final remarks, stating that although the website "is easy to navigate,'''' [it is] difficult to find things." Figure 64: Shape, "The Artist's Toolkit" NGA Kids "When you look at the frontpage, the website already entertains you. The front page tells you about art history.. .there [are] a lot of colors. " Claudia's first impression of the NGA Kids website not only mentions her interest in color, and implied that from her first view of the website, she was pleasantly, and visually engaged. This initial response to the website is supported by Claudia's closing remarks following her two, forty-minute sessions. "[I] liked how it looks" and would recommend it because "there are a lot of things to do and see. I can teach a lot." This last comment seems unclear. "I can teach a lot" does not reference to whom or specifically what she proposes to teach. Claudia opted to save three images of works she created on the site, two from the "BRUSHster" program (Figures 66 and 67) and one from her interaction with the "Still Life" activity (Figure 68). A brief exchange I had with Claudia following the first session may provide insight as to why she included only three screenshots of images she created using Art Zone programs. Claudia: "Ms. Mulligan, can I get rid of artwork that I made and saved, but that I am not happy with?" "Why are you unhappy with some of your work?" I asked her. Claudia: "I've done a lot more things in the last few weeks that I prefer. " "You may save what you like, it is your choice and your portfolio,' I responded. Reflection: I'm wondering if the work Claudia did earlier in the course and that she finds less appealing has anything to do with what she could and couldn 't do with the programs she was working with. Or, perhaps it has to do with the experiences she has built and the choices she has made along the way (Researcher's Journal, March 13, 2008). 192 Claudia's comments about her experiences with the Art Zone activities were positive and enthusiastic with several of her statements ending with exclamations. It has some really neat things to make! I used my mouse to make spray paint pictures!... I made my name with spray paint!... There were more things to make on this site [and] / could use color and really move things around! I want to make more! In addition to using the "BRUSHster" program, Claudia used some of her class time to work with the "Still Life" program and wrote, "I made this still life!" beneath the image in her digital portfolio (Figure 68). Claudia did not include any negative comments about this site among her exit questionnaire responses. According to Claudia, the website was easy to navigate, it offered a lot of choices, and she would be very interested in physically visiting the National Gallery of Art because "this museum has some really cool things to do and see. " Figure 68: Activity, "Still Life" -. ' \ ' #* * " 193 Destination Based on Claudia's written critique of MoMA's Destination website, her experiences with the site and its activities do not come across as positive, as suggested by her initial impression of the site which she recorded in her portfolio: "It looks kind of silly with that aliens However, several of her documented comments evoke a somewhat constructive tone as will be demonstrated by parts of her exit questionnaire included below. Claudia had visited MoMA the previous year with her camp group, so she did possess a basic awareness of the museum and its collection. Claudia's two, forty-minute interactive sessions with the website did not deter her from indicating a desire to physically visit MoMA again, but she suggested that "it's enough for [some people] to go on the website ...there are not activities like this at the museum. " Claudia implied that while she would not necessarily visit the website again, she might recommend it to others because "some might find it interesting." Claudia's affirmative remarks about the website were that it was easy to navigate and it did offer a lot of viewing and activity choices. In addition, I overheard Claudia say during one of the two sessions that she found the site likeable, but she later contradicted this statement in her final written response to the site. That she could "hear" paintings and sculptures (Figures 69 and 70) was an interesting component of the site for her, but overall she did not find the website "very interesting... [and] the alien is silly.'''' Claudia commented upon, and recorded her opinion of the alien character in her exit questionnaire. I noted her remark about her dislike of the alien figure in my weekly journal. This excerpt was also included in Abigail's narrative of the MoMA site. Abigail and Claudia discuss working on the MoMA site and looking at the van Gogh section with the sound effects. "That other site with van Gogh was different," responds Abigail. Shania, chimes in and comments on how much she likes the site. Both Claudia and Abigail confirm that they like the site, but that they dislike the alien in the beginning (Researcher's Journal, March 27, 2008). Claudia's portfolio shows evidence of her having interacted with at least four of the website's artists' links (Figures 69 to 72) however, she only specifically commented on her experiences with the writing components of the van Gogh link and made two exclamations of other artworks: "I like this painting!" and "Cool sounds to this art!" (Figures 71 and 72). Claudia's following comment offers a suggestion for how the site creators could develop this aspect of the website: For the starry night painting that you make a poem they should let you make your own words because there are words we want but are not there. Plus, get the trashcan out of the side, it keeps swallowing the words I put next to it or above it for my poem. Figure 69: Activity, "van Gogh' Finally, during the second session of the co-researchers' engagement with the Destination website, I once again observed the participants saving multiple screenshots of images they either made or collected. The icons of these images continued to 195 wallpaper children's desktops. A journal excerpt from that week makes mention of this littering, and although Claudia did not seem inclined to want to save some of her earlier online creations, she did manage to save a few images from her interactions with Destination (Figures 70 to 72). Observation & Reflection: I'm noticing as I walk around the room that students' desktops continue to be "littered" with screen shots. Although they were encouraged to take screen shots of things they made or saw and liked, I am intrigued by their need to save so many images [whether they made something or saved an artwork of interest]. When they work in the art studio, there seems to be a tendency to draw/make something and the moment a line, color, etc. is not how the student wants it to be, the paper is crumpled up and tossed away. Despite the fact that students are encouraged to work with and through what they think are mistakes on paper, there seems to be a different mindset when working on the computer; save everything! (except in the case of Claudia) (Researcher's Journal, March 13, 2008). Figure 70 \<.lhit\ "Roman. Tkankn c mm XT - -1 - i __\ - * IT Finwv 71 Acii\ il\. "John Canemaker" Figure 72: Activity, Umberto Boccioni r. - * Mr) -v-". ^ i * HAS*-'* -,/. ..%j{ *;. 7 vt ^ * \ . \ v j i j " * " Postscript Following Claudia's art museum website visits, I asked her a few questions related to her online experiences. One of the questions inquired as to what she thought of visiting an art museum online compared to visiting one in person. / like that I can visit a museum online AND in person! I like that I can do both and can see how things are maybe similar and different from online to at the museum to the art studio. Based on the various sites she visited as a co-researcher, and the numerous activities she engaged with, Claudia commented during her interview that there are things children will need to know how to do in the art studio with materials and with a computer in order to make art online using the programs on the websites we visited: You definitely need to know how to move the mouse to make something! It's not like using a pencil. I think you have to know how something looks and how to make it with a pencil on paper first before you can make it on a computer good.... I think that because I like to draw and know how to use a pencil to draw I was able to draw things on the websites. Having knowledge about drawing definitely helped me to make things online. 197 Claudia suggested that the reason she thinks art museums have online, art- related activities is because "the art museum[s] wants kids to see what they have and what you can do with art." Claudia expressed a more positive interest in sites where she felt she had numerous options of things to make and from which to choose. In particular, Claudia preferred the Artsconnected site because she "liked. .. where [she] could see the list of names of things to do and then could choose what [to] do. " Because she likes to draw, Claudia mentioned her preference for NGA Kids with its "cool things" and the "How van Gogh Made His Mark" activity on the Met Kids website. "/ really liked that site with the activity where I could draw, but I could only draw in black." Claudia compared this activity to the van Gogh section of MoMa's Destination site and stated, Ya, there was the other site with van Gogh, but it had sound, you couldn 't really make anything. Ididn 't like that site with the alien. MoMA? It was silly and annoying. It had silly sounds and I wanted to make more. Finally, Claudia indicated that she has returned and would return to some of the websites she had visited as well as recommend a few of them to others: I would go back to the sites and have. I showed my mom and sister. I liked the site that I could draw ("How van Gogh Made His Mark") on and the one where I could build with shapes (Artist's Toolkit). It took time to figure out how that one worked. There were some other cool things to do, but I don't remember all of them. Desiree [D(f)9] Desiree is an extremely sweet, nine-year-old fourth grader of Persian descent who is eager to please and befriend others, particularly adults. Desiree has a tendency to be quite animated, but only when she feels truly comfortable in an environment and with people with whom she is familiar. Desiree experiences difficulty processing and retaining information, and as a result, she has an IEP (Individualized Education Plan) and receives numerous services, such as speech and language for her processing challenges. Working with Desiree requires that instructions be broken down into small, manageable tasks. Also, to keep her attention on assignments requires occasional reinforcement and redirection by a teacher. Desiree's classroom teacher noted that although Desiree experiences difficulty in several areas, she is quite capable in certain areas of school life, such as with special projects and the visual arts. Despite her learning difficulties, Desiree is often enthusiastic to try new things and explore her creative side in the art studio. Desiree enjoys art class and will often visit the art studio before the start of the school day. When she arrives early, Desiree likes to help out in the art room and engage me in conversations about art projects and share stories about her family, heritage, and home life. She will also pursue on-going class projects and sometimes begin new ones, particularly if she can work with clay. Although Desiree is not as developmentally adept with some materials (such as drawing and painting) as some of her fourth-grade classmates, she will take risks with her ideas, especially when she receives encouragement. If anything, Desiree is determined to put forth effort into the things she creates and more often than not, she takes pride in her successes. Desiree's Relationship with Computer Technology Desiree uses her own computer every day; however, her parents do not permit her to use it for more than an hour at a time unless she is working on a school assignment. Desiree will spend part of her allowable time online e-mailing family and friends and visiting her favorite websites such as: www.Disneychannel .com, for its "fun games" and www.TurboNick.com. for its "silly" videos. When considering a website worth re-visiting, Desiree noted that it is "VERY* important that she have many choices and that the site be constantly updated with new activities. Hence, her continuous visitation to both the Disney Channel and Turbo Nick sites, two sites that provides these options. Desiree had never visited an art museum website prior to her participation in the study, but stated that she was "looking forward to trying them out." Desiree was interested in visiting art museum websites because she expressed confidence in her ability to make things using a computer and "like[s\ art, a lotl" In order to make art in virtual reality, Desiree stated, "7 think you need to know how to use the computer and how to find things to make." When asked why she thought art museums would have online sites and activities for children to visit and make things, Desire replied, Online stuff you can do at home rather than visit the museum. It's more relaxing to do in your home because there is no traveling to the [musexxm]site. You can go there without traveling there and maybe do things that you can't do at the museum. Desiree's Thoughts about Art, Art-Making, and Art Museums Desiree's personal thoughts about art frequently included the use of the word fun. During her interview she used the word liberally to express how she perceives art, art-making, and looking at art. According to Desiree, people make art because "it'sfun and it's nice. 'Cause you get to keep something you want to make and you might get inspired from it.. .. Maybe they like to do art a lot. So, it's fun for them." Desiree's ability to express herself in conversation occurs with some difficulty and hesitation due to her difficulties with processing information. As a result, her responses tended to be somewhat awkward and lacking specific information. Despite these challenges however, Desiree can be engaging and personable, as well as expressive with her body language. I worked with Desiree for two years as her art teacher and found her to be a dedicated and motivated art student; however, she does experience difficultly expressing her ideas with various media, particularly with drawing materials. Desiree enjoys working with clay because she can easily "start over." Although it can be difficult for her to put her ideas into two- or three-dimensional forms, Desiree rarely gives up and shared with me where she finds creative inspiration: "From pictures and 201 paintings, from statues, from every picture and from everything you can draw a picture from. I get ideas from my kitchen table when I work there." Desiree said that art she finds appealing will have certain colors, textures, interesting shapes, and overall a design that "gets" her looking. Desiree could not recall the names of specific artists whose work she finds inspiring and stated, "Mmmm... there's not really one. There are so many." Desiree maintained that she appreciates seeing artists' drawings as well as their related sculptures or paintings, "like the one we saw in class...the one with the big things." Desiree was referring to Claes Oldenburg (www. Oldenburgvanbruggen.com), an artist whose website and work we viewed in class. Oldenburg includes conceptual drawings of his ideas for several of his large-scale sculptures pictures on his website. Desiree thought that Oldenburg's drawings and sculptures together made him seem "creative and fun. It's fun to just look at [his] work." Following our conversation about other artists, I asked Desiree to share with me how she feels when she is working with art materials. "It feels nice to make some art 'cause then when you come home you can play with it and talk about it and hang it up." Desiree mentioned observation drawing, a series of lessons we did in art class. The most thing I like about art is when I drew that shoe. I tried again. I practice doing it. You need to know how to look at things. I like drawing. I feel like I can draw now. Desiree's comment about knowing how to look at things in order to draw prompted my next series of questions pertaining to art museums and viewing objects. When I broached the topic, I discovered that prior to her participation in this study as a co- researcher, Desiree had never visited an art museum. 202 This week, I actually went to an art museum, but not really. Well, not really an art museum. I went to the Natural History Museum. There's a ton of art and culture. There was Japanese writing. It was the first time I was there. It was really nice. It reminded me of my grandma's house. She has a lot of art and stuff from all over and from different times.... I saw clothing and Japanese writing at Natural History. We have an art paintingwell, a vase from Japan from World War II. We saw one like it. Some pieces were broken because they 're so old. I asked Desiree what she thought it would be like to visit a museum that had only objects related to the visual arts and what she would like to see there. Desiree reiterated her interest in viewing artwork that has colors, shapes, and textures that appeal to her. I asked Desiree to expand her response and she commented, "You can look at art and designs. You can see what people make and what other people want to make or try to make. You can get ideas.'''' I followed up my initial question about art museums with one about what she would do in a museum besides look at the artwork. Desiree mentioned taking a camera with her on an art museum visit so she could "take pictures of art. You can sketch from the photos you take or you can take a drawing pad and sketch.'''' Desiree's Experiences with Art Museums' Web Activities Met Kids Desiree initiated her engagement with the Met Kids website by recording some initial questions and a thought: "What is this site about? What will I learn? I think it's mostly going to be about paintings and statues." Desiree's online explorations consisted of her spending a generous portion of her two forty minute sessions on the medieval joust game, part of the "Knights in Central Park" link and "How van Gogh Made His Mark." Desiree saved screenshots from each of these links (Figures 71 to 73) Figure 73 shows Desiree's resulting drawing interaction with the "How van Gogh Made His Mark" activity. Of this activity, Desiree wrote in her site- exit questionnaire, "My favorite activity on this sight is the Van Gough make your mark. I loved making a mark. It was fun. I liked making a mark, maybe I'll use it on my own art. " Desiree's introduction to the "Knights in Central Park" (Figure 72), activities occurred because of her observation of her neighbor's screen. Desiree recorded, "I loved the joust game!" An excerpt from my journal notes her introduction to the link: Observation: socialization is happening at a different level/scale, or in a different way than what I've seen before such as in the art studio or in a museum gallery. While the students may talk to one another, they do not seem to be talking with one another. Essentially, they make little to no eye contact with each other when they talk [to each other]. While they help each other to find things or to show things by gesturing and pointing, they do not look at or to each other when they communicate. When a student asked another "how do you get on that?" the other student would lean over and either use the mouse to show the student or point to the appropriate links. For example, Desiree has just asked , her neighbor about the jousting game, but did not avert her eyes from her screen. Claudia and Abigail did the same thing when talking about the van Gogh drawing activity, and Yves and about the medieval joust (Researcher's Journal, January 24,2008). In addition to the activities previously mentioned, Desiree also investigated the link, "A Japanese Picture Scroll" (Figure 73). Desiree did not intimate in her portfolio why she collected an image from this link other than including with the image "we have a lot of Asian art at home. " Desiree recorded conflicting responses to some of her experiences with the Met Kids site as some of her exit-questionnaire responses 204 demonstrate. Although she noted that she "would come back every day [to the website]," she was not persuaded by her online experiences to visit the actual Metropolitan Museum of Art. "Iwouldn 't visit the actual museum. The site didn 't make it seem that interesting," she documented. Despite this remark, Desiree indicated that while the site had "interesting topics...and was easy to navigate," it did "not [have] enough activities." However, the two activities that maintained her attention and would have her revisiting the website everyday were her experiences with the "van Gogh" and "Knights" links, she noted. Figure 73: Activity, "The Kitaro . * ; . - 7. - 4 ' * . ' ' , * * - -:-..-. - 3 *? ' .- -" - _- " .--*_-: ."* - . %; i .,< ' <",". U'V '' \R >" -' - - " - \ > I * ' * 1 - " . ".**- ;N'V-0*\A~ ; : , ; : ^ ' 4 y -: ' J ' ' fcr - * ' ' : , ; . _ _ = * . .* $ v& ' "' '. l r . i t i-*" -: '-- *" - ! ' . >* - ' a- * - ' ?'. L "
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s *"** r \ '_'< ' " > . / , , '4: A Knigh ral Park" jjjgjp* , * * * * * * * Figure 75: Activity, "How van Gogh Made his Mark" 205 ArtsConnected Due to an absence, Desiree missed one of the two scheduled sessions on this website and took only one screen shot of an image she created using the "Artist's Toolkit" Shape program (Figure 76). Desiree's initial reaction to the website was that it would be a site "about patterns from the [main] picture." Desiree did not save any images of museum collection artwork from Artsconnected to her digital portfolio. An extract from my observation journal comments on Desiree's lack of viewing artwork while visiting this site. Desiree saved only one image of a shape design she created using the "Shape" program to her digital portfolio. Figure 76: Shape, "The Artist's Toolkit Reflection: It seems, in some ways, that students spend as much time looking at art on a computer as they would in an actual museum space, about 5-15 seconds. I wonder why that is? For example, I watched Desiree barely look at any of the artworks available on this site, although she did quickly look at some, whereas some of the boys went straight to the activities. Unless they are engaged in a discussion about apiece, what are the chances they will consciously choose to spend additional time looking at apiece? Shaina seems to be spending time looking at the artwork and listening to information about it I can't tell what piece she is looking at (Researcher's Journal, February 14, 2008). Desiree's overall opinion of this site was not favorable as her exit-questionnaire comments demonstrate. Desiree wrote, "this wasn 't a very good sight.... [I] did not like how it sounds and did not find it interesting.' Desiree went on to say that she would not recommend this site to a friend because "it doesn 't seem interesting." Nor would Desiree be interested in visiting the Minneapolis Institute of Art and/or Walker Art Center based on her experiences with the site because she "think[s] the museum will Just he about shapes and lines which [alone] are not very interesting to me." Desiree did, however, make some positive comments about the website. She found the site easy to navigate and thus, she alluded, it possessed a good quality. Finally, Desiree did not designate a favorite activity, but recorded on her exit questionnaire that she found "making things with only certain shapes and lines " enjoyable. NGA Kids Desiree's closing response to the National Gallery of Art's website, NGA Kids, following two, forty-minute sessions elicited more enthusiasm than any of her reactions to the previous sites as evidenced by her questionnaire responses. Desiree recorded in her portfolio "/ liked this sight better than any of the other sights I've went to. I thought it really gave a chance for you to do art unlike the other sights which I considered pretty boring." Initially, Desiree wondered about the site: "what will it be about? " She went on to indicate, "It looks interesting." Desiree's favorite activity on the website was "BRUSHster" (Figure 77) as indicated by her recorded exclamation, "this was myfavoriter Desiree also interacted with "Paintbox " and saved a screenshot of her exploration of that program as well (Figure 78); though she did not make mention of this program in her closing responses. 207 There were no saved art images from the NGA's collection included in Desiree's digital portfolio for this site visit. Figure 77: Activity, "BRUSHster" Figure 78: Activity, "Paintbox Desiree indicated in her exit questionnaire that she appreciated the site's easy navigability and thought that as a website for kids it "offered a lot of choices of things to do." In particular, Desiree was pleased because she could "make ... my own art without just having to drag pieces over.'''' Desiree stated she would eagerly recommend the site to others because "it was interesting" and she would visit the museum "because the site was interesting." One of Desiree's negative criticisms of the site was that she "did not like how the site looks." Desiree did not offer support for this opinion until I queried her during her interview to be more specific about this comment. Desiree insinuated that the main page of the website "was very busy...cluttered." She also offered an evaluation of a few of the other programs on the NGA Kids site that she interacted with during the course. Her evaluation was that the Dutch Dollhouse, one with blocks, and another with "3D shapes" were difficult to understand and she "didn 't get them." Destination Following two, forty-minute class sessions using MoMA's Destinationa site Desiree thought was easy to navigateShe recorded that she "w/7/ come baclC to the site, but that she would not recommend the site to a friend. These opposing comments warrant elucidation but, unfortunately, the rest of Desiree's portfolio comments and images do not provide the necessary data to do so. One possible piece of data that could provide insight is in the form of evidence from my observation journal. At one point during the first session of the MoMA site visit, I observed Desiree moving quickly through the site rarely clicking on works with which to interact. In this entry I reflect on the possibility that other site visits may have influenced her (and others) engagement with Destination, its artwork, and its activities. Desiree did eventually engage with three of the activity sections and saved screen shots of her online interactions (Figures 79 and 80) to her final portfolio. Observation: There is little conversation going on today. The 4 th graders look to be touring the MoMA site rather than engaging more with the activities. Desiree is clicking on the arrow button to move through the virtual museum space, but not stopping at any work in particular. Reflection: Although MoMA Is Destination site has been designed for younger children as an introduction to the to the museum, these 4 th graders do not seem to notice or make comments on this. Perhaps with the questionnaire they will make note of this. I wonder, however, if this relates to the fact that none of them have visited MoMA [except Claudia] before or now that they have been to two other sites how this one compares (Researcher's Journal, February 28, 2008)? Desiree included two additional images in her portfolio that she put together using the Polly Apfelbaum (Figure 79) and Romare Bearden (Figure 80) links. No 209 written remarks of these activities were included in her exit questionnaire or portfolio. Though, Desiree did comment that the site "di d not have a lot of choices of things to do...but it had interesting topics. Figure 79: Activity, "Romare Bearden" *f*-r K, t *_ w - * - " * B- a*. j r i i i T f j J Hy Figure 80: Activity, "Polly Apfelbaum" * T V V T ^ * * V Y V Activity: "Polly Apfelbaum" YYT1 WW Wl T T I Desiree's interactive experiences with MoMA's Destination did not promote a need or want in her to visit the actual museum in New York City. Desiree wrote in her portfolio she ""wouldn 't visit [the] museum b/c I think it's enough to go on the website. I don't think that there are activities like this in the museum...[such as] here[mg\ paintings and sculptures [which is] unlike other sites" Additionally, Desiree's asserted that she "wz// come bacK^ to the website because, she suggested, it is enough to go to the Destination website to virtually visit MoMA rather than visit the museum in person where she felt that engagement in such activities would not be likely. Postscript Following her visits to the study's art museum website activities, I discussed Desiree's online experiences with her. Desiree expressed a preference for visiting a museum in person rather than visiting one online. "I would rather go to the museum than to a Website," she said, "because I can see the real thing." When asked about creating art online or using tangible materials, Desiree conveyed that although she liked both, she was aware of these differences: "the computer is fun, but you can't learn to draw like you can in art class. You can't do the same things." Desiree implied that she preferred the sites that had activities where she could "draw," such as with the Met's "How van Gogh Made His Mark" and the NGA's Art Zone compared to sites where the activities seemed less about drawing to her {Artist's Toolkit and Destination) and more about moving shapes around a background which she remarked as being "boring." Desiree did engage with activities such as this on two of the sites, as images included in her portfolios from her visits to Destination and Artsconnected illustrate. In addition, Desiree mentioned that because she enjoys games, she favored sites that had game activities such as the Met's "Knights in Central Park." Desiree referred to several of the activities she engaged with as games, using the term somewhat interchangeably with art-making and drawing activities. Based on her experiences with art museums' online art activities, Desiree most preferred the National Gallery of Art's website NGA Kids because of its different art "games" Its numerous activity choices appealed to her enjoyment of games. However, Desiree did not shy away from criticizing the site as well: "There was a dollhouse 211 activity. I didn 't like that one. There was also a block game and one with 3D shapes. I didn 't get those." Desiree admitted to disliking MoMA's site Destination. "They need more games and more things to make 'cause you can keep what you make and print it out. They need more art to look at and make it like a slideshow." Desiree's use of the term "slideshow" in her response required me to ask her to clarify her meaning. Desiree had difficulty expressing what she meant, but implied she wanted to see art from the museums like a slideshow from a PowerPoint presentation or similar to how it would be walking by the artwork in a museum gallery, such as during a tour. Although she mentioned liking games and disliking activities where pre-selected shapes and images could be somewhat manipulated, Desiree could not provide, even with moderate prompting, any specific ideas or suggestions to the art museums for how to develop their interactive websites for children. Neeka [N(f)10] (Neeka did not save this image; she started over and created Spongebob) Neeka is a ten-year-old, fifth-grade student of Persian descent who comes across as rather sullen to some of her peers and, occasionally, to some of her teachers. In my estimation, she is merely reserved and slightly introverted unless she is engaged in doing something that she thoroughly enjoys, such as drawing or talking about drawing. Neeka has a twin who is physically more animated than she is, but who does not possess the same ability to apply herself to new learning experiences and commit to them with the same intensity as Neeka. When she visits the art studio, Neeka will talk animatedly about sketching, something she enjoys doing every day. During the three years I have known Neeka, she has given me several drawings and booklets of pictures and cartoons she has made for her own amusement and to share with classmates. Each time I received a drawing or a self-generated cartoon booklet from Neeka, she would shyly hand them over to me asking if I would share her work with other students. Neeka would then follow this request up with ''''what do you think?'''' and "You know Ms. Mulligan, I REALLY love to drawr According to her classroom teacher, Neeka is academically motivated and able to remain focused on her work without being easily distracted by the actions of her peers and conversations going on around her. This behavior transfers to her work ethic in the art studio as well. Neeka is, in many ways, an independent student and prefers to work alone on assignments, but when she completes her work or is proud of an idea, Neeka enjoys sharing her efforts with her classmates and teachers alike. Neeka's relationship with computer Technology Neeka has her own computer, because if she had to share one with her twin sister, there would be "a lot ofarguingl" she resolutely asserted. Neeka uses her computer several times a week, but accordmg to her, "never everyday, but sometimes I use a computer everyday, like when I'm in school." Neeka will typically spend less than an hour at a time on her home computer whether she is doing schoolwork or is online visiting different Internet sites. This is due in part to her parents' supervision of the time she spends on the computer. Neeka said she is more likely to spend time on a computer at school, working on class assignments, rather than use her computer time at home to complete class work. Neeka enjoys playing games online in part because she feels she is good at figuring out how to play new games when she discovers them. A favorite game site is www.agame.com. She also admits to surfing the Internet to find sites because she believes she is good at locating new sites that not a lot of her classmates know. Neeka also mentioned that she likes to discover new information about topics of interest. One of Neeka's favorite websites is www.clubpenguin.com where penguins waddle around and meet each other. "It's so funny," she said with a giggle. Neeka is a self-confessed "dog fan" and loves the website www.ozarkmtnpuppies.com because she can see cute dogs and learn about different breeds. Because she enjoys searching for new and interesting websites, Neeka noted that it is somewhat important for her to have a lot of choices available on a site. "Just visit another website if there's not enough to do" she said with a shrug. Neeka appreciates that there are a variety of sites with similar things to do and she will revisit a site numerous times if she likes how it looks, sounds, and its topic is of personal interest. Neeka was the only participant to have visited an art museum website prior to her participation in the research. She had been to the Metropolitan Museum of Art website because she learned about it from an Internet search. On the site, Neeka opted to play some of the games, take a tour of the museum, and "make stuff ...but I don't remember a lot." When I asked her to explain why she thought an art museum would have a website where children could do and make different things she responded: / think to show people how art can be made. To show the different ways things can be made and the different styles that artists have... I think they want to inspire people to visit their museum and inspire them to make art. Neeka's Thoughts about Art, Art-Making, and Art Museums Neeka loves to draw and will not hesitate to share that piece of information multiple times, on numerous occasions, and with many individuals, as was my experience as her art teacher. Neeka would emphatically and joyously, as well as dramatically, state her love of sketching whenever she saw me around the school building. Clasped hands, a huge smile, and an upward glance of her brown eyes often accompanied her frequent bursts. During our interview, Neeka occasionally reverted to shyness, especially when she could not specifically recall certain artists or artwork or was unsure of how to express her thoughts. However, when we talked about the artistic process, Neeka spoke openly as her responses demonstrate. Neeka believes that artists, "like her", create art "so they can use their imagination and express themselves.. .maybe because it's fun and you can make weird stuff.''' 1 Neeka confesses to enjoy making "weird stuff' and develops her creative ideas from the world around her. "There are a lot of things going on," she said. Neeka takes pleasure in looking at what she termed "original works of art." I asked her to clarify what she meant by a work of art being original. Neeka asserted that she prefers to look at a work in front of me, in person... I like shapes, interesting ones. If a work of art has interesting shapes and forms, lots of colors, or a cool face, I'm going to like it and think it is good. Neeka favors cartoon images, developing her own characters, and using well- known characters, like Sponge Bob, to put into her own visual scenarios. Over the course of the three years I worked with Neeka, I was often the recipient of her cartoon figure booklets. "Hike to make faces and cartoons, cartoon faces. You have seen them. Hike to make portraits, too. Hike to make portraits of people I make up." Other than beloved cartoon characters, such as Sponge Bob, Neeka could not recollect the names of artists or artwork that she feels inspired by, but she did point out some images on display in the art studio where we spoke. "/ like the colors and the lines and shapes used to make that portrait. . . . I know his work when I see it." Neeka referred to van Gogh's portrait of Pere Tanguy. Neeka also gestured to a Kandinsky work and a Stuart Davis piece, and maintained that they appealed to her because of their lines, shapes, and colors. As previously mentioned in her introductory biography, Neeka takes the most material pleasure from drawing. "Hike drawing the best. Hike drawing with pencils and making sketches. I like to see the sketchy lines on the paper and being able to change them when I want to. " Neeka firmly believes that "people can make anything" and that the keys to knowing how to draw anything is to look at examples of what you want to draw and being familiar with how to hold and use your pencil. You can make a face because you know what a face looks like and 216 what it has. You can look at a face or a picture of a face to make one. A face can look like an oval and eyes look like ovals on their sides and a nose has oval shapes too. The lines make shapes that help make the face. You need to know how to hold your pencil and how to make the lines and shapes. You should use light sketchy lines when drawing so you can change things easily when you want to. Neeka was the only one of the seven co-researchers to have visited an art museum website prior to her involvement in the study; however, she had never physically been to an art museum. 'Wo, I've never been to an art museum," she said giggling, "I was at a museum when I was little. It was a children's museum. I would go to an art museum because I REALLY like art!" Neeka expressed that she was unsure about what she could actually do at an art museum other than "do a lot of looking, I'm pretty sure.'''' Following a pause, Neeka continued her response lean see more pictures, do a lot of looking, and maybe be inspired by other artists. I could maybe draw there. I like to draw on the placemats in restaurants ...Maybe I could paint there [in the museum]. I would like to see cartoons. Neeka's Experiences with Art Museums' Web Activities Met Kids During the first 1 0 min. of this session, I collected students' IRB form folders and reviewed with them the use of the digital portfolios. Students were asked to access the "week 1 "portfolio and I explained that they would be virtually visiting the Metropolitan Museum of Art in NYC. Several students commented ( and ) that they had been there in actuality and noted some of the types of artworks that could be viewed: Egyptian, Greek & Roman. Neeka mentioned she had been to the website and used the generic title of "paintings" to describe what could most likely be seen at the museum (Researcher's Journal, January 17,2008). 217 Although Neeka had at some point prior to her involvement in this study visited the Met Kids website, she could not recall any specific interactive experiences she had with its links other than vague recollections of images of paintings and having played a few games. Neeka's previous visitation to the Met Kids site does not appear to have factored into her critique of it as a co-researcher as she made no references to it in her digital portfolio. Neeka's overall impression of Met Kids following the two, forty- minute sessions she spent engaging with the website was favorable. In particular, Neeka liked that the site was easy for her to navigate, thought it was great for her age, appreciated that it offered virtual visitors a lot of choices of things to do, and she found several of the activity topics interesting such as "The Dancers and Degas" and "How van Gogh Made His Mark." Neeka wrote of the site, ' 7 think it has a variety of fun stuff that people can enjoy. I would recommend it...because it is fun and you can test your art skills." Neeka put her drawing skills into play when she interacted with the program, "How van Gogh Made His Mark," a favorite activity she noted in her digital portfolio. I observed Neeka create several images using the van Gogh drawing link. The first drawing, seen in the process of development in Neeka's portrait image was not saved. Neeka did not complete and or save this image to her final portfolio, but abandoned her efforts midway for whatever reason. The following excerpt from my journal is an exchange between Neeka and her co-researcher Claudia about Neeka's portrait. Neeka asked Shaina, "is this good?" of a virtual ink portrait she has made in the van Gogh activity (seen in her introduction photo). Shaina does not respond, but Claudia, a 4 th grader, stops her work to look over at Neeka and comments on its "goodness. " Reflection: Why is it so important for some students to know if their work is "good" and what constitutes good for them? Is it merely a call for attention? For affirmation to validate one's efforts? To make a personal connection with others such as a form of social interaction? To share in the art-making process? (Researcher's Journal, January 31,2008). However, Neeka continued to work with the van Gogh program and created her own versions of two of her beloved cartoon characters, Plankton (Figure 81) and Sponge Bob (Figure 82). Figure 81: Activity, "How van Gogh Made His Mark" Figure 82: Activity, "How van Gogh Made His Mark" Neeka's initial comments of the Met site appear favorable: "I think it is really colorful and fun. I like the things they did to make people want to use it. I like the people's figures on it, too." Neeka did not record any negative comments about her experiences and left the questionnaire section blank that inquired about aspects of the site that she did not like. Based on her site visit and that she "made a lot of pictures and played a lot of games," Neeka documented that she would like to visit the Metropolitan Museum one day. One of the "games" to which Neeka refers and kept a record of in her digital portfolio is her interaction with the Degas program (Figure 84). Neeka additionally collected an image of a Renoir work (Figure 83), but did not document an explanation for its inclusion in her portfolio. The final comment Neeka recorded about the website was, "It seems like it has great pictures and art to see.'''' 219 ArtsConnected "As I enter this site, I think it could be fun and interesting. I'm not sure what it's about." This was Neeka's initial response to the Artsconnected website. Following two, forty-minute sessions, Neeka's ambiguity lessened and her responses were more definitive. For example, when asked whether she would recommend the website and visit it again, Neeka responded that she "would visit the website again...b/c it ma[d]e art fun and easy and they have so many good games." The games to which Neeka refers are her interactions with the "Artist's Toolkit's" "Shape" and "Line" activities. Figure 85 shows an image Neeka created using the "Shape" program and figures 86 and 87 are drawings she created with the "Line" activity. Figure 86 is a screenshot of the unfinished drawing and Figure 87 is Neeka's final version. Of her interactions with the "Line" program, Neeka recorded in her digital portfolio, ' 7 have been able to make things with solid lines that were already made." Any recorded evidence that could illuminate her meaning of "solid lines that were already made" was not found to support this statement. The "Line" program and Neeka's images will have to speak on their own. 220 Figure 85: Shape, "The Artist's Toolkit" Figure 86: Line, "The Artist's Toolkit" Figure 87: Line, "The Artist's Toolkit" During my observations of the co-researchers interacting with the Artsconnected website I did not record any particular anecdotes that pertained to Neeka's interactions. Neeka spoke little and did not encounter any technical issues with the programs that she was not able to resolve herself. Neeka's recorded experiences with the website are that it was: "easy to navigate around", she thought it "offered interesting topics and a lot of activity choices, it was age- appropriate, " and how it looked "appealed to her." Neeka did not record in her exit questionnaire any negative online experiences or comments with the website's activities. However, prior to Neeka completing the exit questionnaire for Artsconnected, she noted the website "was ok. It had some fun things to do." This contrasts with her responses above and her final statement that based on her experiences with the website she "would visit the actual museum b/c it has great art work and fun.'''' NGA Kids Neeka used the NGA Kids website only one class session due to an absence, but seemed to have entered the site on an optimistic note, "there might be a lot more things to do hereV She wrote in her digital portfolio. Neeka's initial tone did not seem to subside, even though she encountered several network- and computer-related problems with saving some of her data. One major issue was that Neeka, along with a few of her classmates, was unable to save the images she created using NGA Kids programs. An excerpt from my observation journal, also included in Adam's narrative, recorded this technology frustration: Observation: On the other side of the room I overhear and then see several students struggling with their computers (Desiree and Yves). Several students are complaining about the "turning wheel" they are getting as they try to save their work, fearing the loss of it. Other students are commenting on the disappearance of work they saved (Adam, Shaina, and Neeka) The technology educator is sweeping from one student's desktop to another trying to determine the network issues. As Leslie works on the computers several students can be heard discussing what they were doing and what they made (Researcher's Journal, March 27, 2008). Neeka was able to complete an exit questionnaire of her experiences with the website. Neeka commented that site was easy to navigate, that it "looks good," and it had interesting topics, although she did not like that the site had what she considered to be "very few, almost no drawing activities." Although she worked with the shape program on the ArtsConnected website, Neeka indicated that she liked the programs on NGA Kids where she could "build with shapes," something she had not done elsewhere. Neeka suggested she would re-visit the site " 'cause there were things to do...1 had a great time playing all the fun art games and everything I wanted to do was there and I got to see really pretty art sculptures and paintings." However, she was not interested in physically visiting the National Gallery: "[I] wouldn 't visit [the] actual museum b/c not really... a lot of stuff." In spite of the statement that "everything I wanted to do was there," Neeka made two comments about a lack of drawing activities on the site; the one previously noted, and in her main and final criticism of the site, "there needs to be more drawing though." Destination Early on in her digital portfolio, Neeka recorded that MoMA's Destination "seems very weird but cool." Neeka saved screen shots of her engagements with the Gatti, Paolini, and Teodoro link: two chair designs she virtually collaged together (Figure 86); and a virtual collage of floating objects and body parts on a park background from the Romare Bearden link (Figure 87). Additionally, Neeka saved an image of the site's floating alien avatar (Figure 87), a character on the site she considered "weird." For Neeka, the inclusion of the alien was an indicator that the site was not age-appropriate. "[I] didn 't like the alien," she wrote, "// was not right for my 223 Figure 88: Activity, "Gatti, Paolini, and Teodoro" The alien aside, Neeka found elements to appreciate about the site. "/ like how it sounds.. . . I heard sound with art I learned about...it's easy to get around...it offered a lot of choices." Neeka also noted that in addition to making something inspired by one of the featured artists, she could look at their artwork in the same section, which made it easy for virtual visitors like her, and she appreciated that. On the other hand, the site did not visually appeal to her, "/ do not like how it looks," nor did she "find it interesting." Yet, "I think that it was a lot of fun," she recorded. That she did not find the website interesting, but thought it was a lot of fun was followed by this response: "/ would recommend [it], but...! would tell them about the weird things like the alien." 224 Lastly, and in spite of some of her divergent sentiments, Neeka would be interested in visiting MoMA. ''''Yes, I would visit the museum 'cause it's in NYC!" Postscript Subsequent to her online art museum web activity experiences, Neeka expressed surprise during her interview of some of the things she saw and was able to do on the art museums' interactive websites: / was surprised by some of the things I saw on the websites. There was a picture of a lady with a dog and a girl. I never saw a picture like that. I saw it on the website, but I would like to see it in person. If I didn 't visit the website, I wouldn 't know about it though. I haven't been to an art museum so this was a way to go and visit one. Neeka's online experiences re-affirmed her love of drawing using pencil and paper. If given a choice, Neeka maintained that she would "always" pick pencil and paper over drawing on a computer because of her love of sketching. "I am always sketching something! I like to make sketches and look at drawings. It makes me feel good and I think it is something that I am good at." Without her frequent sketching, Neeka suggested that she would not have had the experience to draw the images created using her computer mouse and some of the virtual tools of the interactive programs. / think that because I like to draw and know how to use a pencil to draw I was able to draw things on the websites. Having knowledge about drawing definitely helped me to make things online. However, Neeka offered a conflicting addition to the previous response and implied that she does not think it is necessary for an individual to possess any special skills to create an online drawing using some of the art museums' web activities with which she interacted. "Well, maybe it helps if you like to draw so that when you use the mouse to draw something you can." Neeka preferred the Met Kids site to the other websites she visited during the study because of the "How van Gogh Made His Mark" drawing activity. "/ liked it the most because I love to draw," she enthused. Although Neeka had mentioned that she had visited the Met Kids site prior to her involvement in the study, she could not remember the specific activities with which she engaged during her previous visit. Neeka also responded positively to liking the ArtsConnected website's shape- and line- building activities. She asserted that she would recommend the two sites to others and had already shared them with her twin sister at home. Neeka's comments about MoMA's Destination site were conveyed with a roll of her eyes. "I really didn 't like that site with the alien because there really wasn 't enough to make. I rather make stuff and SEE stuff to make on my own than do what they had there. The alien was silly." Neeka did not make any detailed comments regarding the NGA Kids website. She had only visited the site for one session and was unable to save images due to a technical difficulty (her computer was not connecting to the main server). Neeka's response to the NGA Kids site was a noncommittal shrug. The interactive experiences Neeka had with art museums' web activities as a result of her involvement as a co-researcher in this study, resulted in these final thoughts: The art museum websites should teach kids more how to make things and develop their (art) skills. Kids should see things and make things so they can learn more. I've re-visited these sites at home and in school during indoor recess. I usually go to the site where I can draw. 226 Shaina [S(i)ll| Shaina is a very bright, academically oriented, eleven-year-old, fifth-grade student from a Persian family. Shaina comes across as rather serious, but my knowledge of her suggests that she is a self-assured individual, yet humble about her cognitive abilities as a learner. Shaina's teachers note that she excels in every area academically as she dedicates herself to working diligently, thoughtfully, carefully and thoroughly. Shaina is insightful and reflective about books she has read and she will not hesitate to offer a comment or a criticism about something she has read, seen, or experienced. I have often heard Shaina share some of her insights with her neighbors during art class about books or television shows, and, occasionally, religion. Shaina is attentive to details and observant about the world and people around her. During the three years I worked with Shaina, I watched her grow into a more confident, creative individual, more willing to take risks without seeking constant approval. Shaina as a fifth grader is more likely to take risks with her artwork than she did when she was in third grade. As a result, both Shaina and her studio artwork demonstrate motivation and a stronger understanding of the artistic process, even though she sometimes experiences difficulty presenting her ideas visually and technically, such as when drawing and painting. Shaina's Relationship with Computer Technology Much to her dismay, Shaina shares a computer with her younger brother. Because she must share a computer, she spends less time than she would like using it. This averages about three to four days a week. When she does use the computer, Shaina will spend anywhere from one to three hours there, depending on what she is doing. If she is completing a class assignment, Shaina's parents allow her to spend as much time as she needs to finish her work. This is not the case when she is online. "/ can only use the Internet a couple of times a week.'''' Shaina's parents monitor her Internet usage and allow her to play games, watch videos, and download music from websites that receive their approval. "7 spend a lot of time on neopets because you can play foreverV Shaina noted that although she can use Microsoft Word and Powerpoint "pretty well," she feels she is even more competent at playing the games on www.addictinggames.com. It has "fun games, [and] they are addicting*." Shaina is also a fan of the www.webkinz.com website. "7 like taking care of my virtual animals. I learn about responsibility." Shaina determines a site is worth revisiting by how it looks, sounds, the variety of choices it offers, and if it regularly makes updates that keep her interested in returning. It is not that important that a site have a lot of choices of things to see and do, but what is there must have variety, such as the types of games, things to see, do, and hear. In other words, Shaina implied that she valued a website's variety of activities over the number of activities, "different is better than having a lot of similar things." Shaina's Thoughts about Art, Art-Making, and Art Museums In the three years I worked with Shaina, I watched her become a less serious child and grow into an art student more willing to take chances with her ideas. Up until fifth grade, Shaina focused primarily on "doing the right thing" in class. For her, this meant being a model student, excelling academically, and following directions to the point that imagination did not come into play when she was in the art studio. Although an emphasis in art class is to explore one's imagination, another was to develop skills and techniques with a variety of materials to discover a multitude of creative possibilities. Shaina's artwork was very neat and carefully executed, but it did not necessarily exhibit technique or imaginative qualities until fifth grade when she seemed to have matured into more of a risk-taking student of art. In other words, Shaina's images or sculptures were previously representative of static ideas that did not particularly evolve over the course of three years. Shaina admitted during our interview that she "loves art" but implied that for her to create a drawing or sculpture it requires effort, even though she becomes, "Umm, like really excited! I just go with whatever happens..." I prompted Shaina to explain more about what she meant by "whatever happens." Shaina responded thus "ideas...stufffrom everyday life and many things that have to do with us give us ideas" about what to create. Shaina continued to propose that whatever happens with the 229 materials she is working with is a result of what is going on with her or what she is thinking. Art, she suggested, "tells a story" and "people make art to express themselves and...to share...." Shaina discussed her enjoyment of reading, but felt that she did not read or know a lot about different artists other than those we discussed in art class. Shaina indicated that it is important for people making art to be aware of other artists' work by looking and from reading. For example, she appreciated van Gogh's art " 'cuz he uses a lot of colors and pastels [colors] and I like how he mixes colors together...." In addition to van Gogh's work, Shaina values patterned artwork because it reminds her of her Persian heritage. "Ifeel like it is good when it has a lot of different patterns in it and...umm, 'cuz that makes it look beautiful." When engaged in the art-making process, Shaina's enjoys working with clay, but favors using oil pastels because "you [can] mix the colors. You can make one color look like a totally different color when you mix it up." Beyond school, Shaina does not use her free time to make art and she admitted that she had never been to an art museum, but had visited the Museum of Natural History in New York City. Shaina indicated that she would like to go to an art museum "because you could see art up close and maybe see what the artists was thinking or feeling at the time." Shaina was not able to expand on what she would like to see, other than van Gogh's work, or do on a visit, and stated, "umm, it would be nice to make a sculpture ...something with pottery. " Finally, prior to her involvement in this research, Shaina was not aware that art museums or any museums, for that matter, had websites for children to use. "Ididn 't know they had them" she stated, "and I'm looking forward to seeing what they have." Shaina's Experiences with Art Museums' Web Activities Met Kids Five participants arrived early and immediately log on to the Met [site]. Shaina was one of them. Observation: Interestingly, students were able to select their seats and have automatically separated themselves. The 5 th graders are sitting on one side of the room and the 4 th graders on the others. Also, boys are sitting next to boys and girls next to one another (Researcher's Journal, January 24, 2008). Shaina's first reaction to the Met Kids website was "it looks boring, like it 'sfor adults.'''' Shaina used her two, forty-minute sessions to explore the website, collecting an image of a still life painting by Cezanne (Figure 90) and an image of an object that looks to be a decorative staff topper (Figure 91). Shaina noted under the two images in her digital portfolio that these are "works I saw and liked." Although Shaina took the time to indicate these works were of interest to her, she did not specify why, nor did she interact with activities to which they related on the website. Figure 90: Cezanne, "Still Life with Apples and a Pot of Primroses 1890 Figure 91: Ghana, Asante, "Linguist Staff' 19 th - 20 t h Century I ; In addition to the two artworks above that she saved to her Met portfolio, 'works I saw and liked,'" Shaina kept screenshots of compositions she composed using 'How van Gogh Made His Mark" (Figure 92) of which she commented, "This was my 231 favorite activity, " and "The Dancers and Degas" (Figure 93) of which she noted, "I liked this activity too. " Figure 92: Activity, "How van Gogh Made His Mark" Figure 93: Activity, The Dancers and Degas" With regard to the Degas program, I recorded in my journal a comment I overheard Shaina make to her neighbor: and Shaina located an activity about Degas commenting "this is cool!" to each other (Researcher's Journal, January 24, 2008). As she exited the website, Shaina recorded these thoughts in her portfolio: "I think that actually [it] has a lot of options to do on the website. Myfave game was how Van Gogh makes his mark." In her site-exit questionnaire, Shaina commented that prior to using this website, she had never "made a picture using a computer." However, she did not consider this persuasive enough to revisit the website or physically visit the Met. "I did not find it [the website] interesting and it had too much on the homepage.... I think it was confusing...there was so much that made me confused, Iwouldn 't be interested in visiting the museum anymore." Shaina's criticisms of the website as "not interesting''' and "confusing 1 '' contradict notations in her exit survey that the site was "easy to navigate," "had interesting topics," and the Degas activity "is coolV ArtsConnected During the two, forty-minute sessions the class engaged with the ArtsConnected website, I observed in my journal that Shaina appeared to spend more time viewing works of art than interacting with the activities and games on the site. This is noteworthy because prior to observing Shaina, I recorded a reflection about many of the other participants spending minimal time viewing works of art as the excerpt below demonstrates: Shaina, a 5 grader: "Ms. Mulligan here's an artwork you showed us last year in art class. It's pop art, isn 't it?" "Ah, is that Claes Oldenburg's Spoon Bridge?" Shaina: "It's a great work Ms. Mulligan. I remember the class talking about it in art." Before I could ask Shaina other questions about the piece she moves on to a shape activity that her neighbor is doing. Reflection: It seems, in some ways, that students spend as much time looking at art on a computer as they would in an actual museum space, not very long (as I have observed when children are not facilitated in a museum). I wonder why that is? Unless they are engaged in a discussion about apiece, what are the chances they will consciously choose to spend additional time looking at apiece? Shaina seems to be spending time looking at the artwork and listening to information about it I can't tell what piece she is looking at. Shaina appears to be spending more time viewing artwork from the museums' collections than interacting with the activities on the site. She did [stay] long using the shape program (Researcher's Journal, February 14, 2008). Shaina saved two screenshots of her online experiences with the ArtsConnected website. Figure 94 is an image from a now defunct site activity called "Fabric Factory" where Shaina selected a pattern and stitchery to create virtual embroidery. Figure 95 is a shape form Shaina created using the "Shape" program from the "Artist's Toolkit." Shaina recorded beneath this image in her digital portfolio "the tool kit was myfave." 233 Figure 94: Activity, Fabric Factory Figure 95: Shape, "The Artist's Toolkit" Shaina additionally noted that she enjoyed "playing with an art tool kiP because it is not something she had ever done before. Consequently, she would recommend and revisit the website "because it was fun to play on the tool kit." However, her experiences with the website did not spark an interest in an actual museum visit "because you can'tplay the games at a museum." In her exit questionnaire for ArtsConnected, Shaina identified a handful of positive aspects about the website. Shaina recorded that she liked how the site looked because "it's easy to see your choices,'''' and it offered a lot of choices of things to both see and do, it was age- appropriate, and she thought it had interesting topics and artwork to view. Although she initially implied the site was easy to navigate, she ended her site visit with the comment, "I think it had a lot of things to do, but you had to find them" NGA Kids Shaina's recorded her immediate response to the website's homepage, "As I enter this site, I think it's interesting that you could [go] over the picture [with a mouse] and when you go over it tells you the different places you could go on the website." One t 234 of the "different places" Shaina frequented on the NGA Kids website was the "Paintbox" program as noted in an extract from my observation journal: Observation: The 5 graders seem to have stuck with a few of the programs on the NGA site. Several of them picked up where they left off the week before. With the large number of activities on this site, students seem to choose to focus on particular ones. Hopefully, the reasons for this will be evident when they critique the site. Shaina has spent a lot of time on one program (I can't tell which). "Ms. Mulligan, look, I've made a snowflake with this program!" was her reaction (Researcher's Journal, February 28, 2008). There is only one other recorded piece of evidence from Shaina's portfolio that she may have explored another program in addition to "Paintbox" on the NGA Kids website. "Imade 3D things on a computer," she noted in her portfolio. This statement is not supported by images she created using a three-dimensional program and saved to her portfolio. While the NGA Kids website does include 3D-making activities, Shaina did not reference a particular program. However, Shaina saved three screenshots of "snowflake" images she created using "Paintbox" (Figures 96 to 98) an activity she stated was "my favorite activity. " Figure 96: Activity, "Paintbox" i i 235 Figure 97: Activity, "Paintbox" F igH!EE 98 , : Activity, "Paintbox' As demonstrated by her exit-questionnaire responses, Shaina had positive experiences with the National Gallery of Art's children-focused web activities, and therefore, an enthusiastic opinion of it. Shaina indicated that there was nothing she did not like about the website and she would recommend and revisit it "because I want to explore the rest of it!" Furthermore, she remarked that the site's layout visually appealed to her, it was easy to navigate, it possessed interesting topics, it offered a lot of activity choices, and it was great for her age. Up until this point, Shaina had not visited a website in the study that encouraged a desire in her to physically visit an art museum. Following two, forty-minute sessions, however, Shaina professed in her digital portfolio: "7 think this is the best site!.... I want to [visit and] see the sculptures andpaintingsT Destination A review of Shaina's digital portfolio reveals she collected only one screen shot of something she created (Figure 99). This screen shot is of a chair design she produced using the Gatti, Paolini, and Teodor "Tools" link. This chair design is the result of her interaction with her "favorite activity from the Destination website. Figure 99: Activity, "Gatti, Paolini, and Teodoro . ' > - ^ - , 1 * A few responses found in her exit questionnaire suggest that Shaina interacted with additional activities, such as the van Gogh and Giacometti links: "I made a poem, made a chair, and listened to music." She did not, or was unable to, save images related to these interactions. This could be due in part to technical issues experienced by several of the students during the final session of the research course. An excerpt from my journal, reproduced in its entirety in another narrative, has been abridged below to provide evidence of Shaina's lost images. Observation:. . . Several students are complaining about the "turning wheel" they are getting as they try to save their work, fearing the loss of it Other students commenting on the disappearance of work they saved (Adam, Shaina, and Neeka). The technology educator is sweeping from one student's desktop to another trying to determine the network issues. As Leslie works on the computers, several students can be heard discussing what they were doing and how they made certain things. . . . Abigail and Claudia discuss working on the MoMA site and looking at the van Gogh section with the sound effects. Shania, a 5 th grader chimes in and comments on how much she likes the site. Both Claudia and Abigail confirm that they like the site, but that they dislike the alien in the beginning (Researcher's Journal, March 27, 2008). When she completed her two, forty-minute visits to Destination, Shaina stated "I think it was so interesting and I learned about different pieces of art.... I think [s] this [website] is so cooir Shaina recorded similar exit questionnaire responses to this site as she did to the NGA Kids website: "Hike how it looks, how it sounds, it was easy to navigate, it had interesting topics, it offered a lot of choices, and it was great for my age." She made no answer to a query about what she did not like about the site. Her final comments about the site continued with a favorable opinion, "yes, [would recommend the website], / think it is a very fun website for all ages. ... I want to see [on an actual visit] the pieces of art I saw in the games." Postscript Due to some difficulty deciphering several of Shaina's digitally recorded interview responses regarding her experiences with art museums' online art and art- making activities, I had to abbreviate this section. In spite of this set back, I was able to piece together her thoughts for this part of her narrative using what comments of hers I could make sense of from the recordings and the written notes I collected during her interview. During her interview, Shaina wanted it to be known that there are definite differences between physically visiting a museum and virtually visiting. The reason, according to Shaina, that art museums have websites for youngsters is " 'cuz kids can explore the museum in a fun way." I probed a little more and asked Shaina about 238 exploring a museum in person, "Can that not be done in a 'fun' way?" I asked. Shaina expanded her answer and implied that the fun is different 'cuz it's in person...it's nice to travel [and] look at the real thing... I would rather look at the picture...sculpture there... sometimes the museum is better than the website because of that... it's not real on the computer. Shaina suggested that although she could make something using the computer and liked doing it with some of the online art-making activities it was not the same as creating something with her own two hands. "I would rather work with my hands to make something...feel it." Shaina also implied that people should know how to make things with their hands "using different things," otherwise, they would not do very well using a computer. "It was sometimes harder than I thought." Shaina mentioned having difficulty with the Artist's Toolkit "Shape" program because she could not move some of the shapes in certain ways, or at least how she wanted them to shift. She preferred drawing activities, particularly "Paintbox" on the NGA Kids site. "I felt successful with that... 'cuz I could make things how I wanted to...I saw Desiree make her own snowflake like mine." To conclude, Shaina thought all of the websites should have some kind of drawing activity, "it's important... we use computers a lot, " she affirmed. Yves [Y(m)9] Yves is a charismatic, motivated, and enthusiastic, nine-year-old fourth grader, albeit somewhat immature for his age. Yves is from a Russian family and speaks Russian with his parents and younger brother. Yves is easily delighted and occasionally prone to being over-animated and somewhat goofy as indicated by his classroom teacher. While I would concur, surprisingly, Yves's enthusiasm is not disruptive to his classmates, but rather infectious in terms of how he expresses his pleasure. I would consider Yves's excitement more endearing than it is distracting as he has a tendency to find positive aspects in many situations; at least in the art studio! Yves's teacher believes he possesses greater potential as a learner than he demonstrates, due in part to his occasional lack of restraint. Yves likes to share what he makes in the art room with his peers and teachers alike. He will construct involved stories about his work, frequently modifying the story as he expands his ideas. Occasionally, Yves will create visually aggressive images that are reflective of his interest in somewhat intense sports such as wrestling, hockey, and soccer. Yves likes to amuse himself by attaching sound effects to the images he creates and will often carry on a dialogue with his artwork as he develops it. Yves is particularly drawn to making cartoon and superhero figures when he works in the art studio and finds some of his friends to be inspirational in terms of their skill with re- creating beloved cartoon images such as Sonic and Pokemon. Yves's creative energies as an artist exceed his actual capabilities, but I have observed that his enthusiasm for the process of art-making is a wonderful advantage in the art studio for both him and his classmates. In other words, Yves's zeal for developing his visual ideas excites and inspires those around him to further explore their ideas as well. Yves' Relationship with Computer Technology Yves stated that he is "very lucky to have his own computer." Although he and his younger brother are very close, Yves appreciated being able to use his computer whenever he wants, which averages a few times a week due to his parents' supervision of his computer time and because sometimes he would "rather be playing soccerl" When he uses his computer, it is typically for school assignments, to play games, and to go online. Yves will spend less than an hour, on average, using his computer or going online. This is also because his parents do not want him to spend too much of his time not being physically active. Because Yves enjoys competitive games and sports, both online and offline, and boasts to being "quite good" at them, he prefers to visit websites that have games. Yves will also revisit sites that have a lot of games and make a lot of updates to provide a greater variety of choices and new activities such as www.nickelodeon.com and www.cartoonnetwork.com. Yves had never visited a museum website prior to his participation in this study and he admitted to not being averse to visiting sites that are "good for thinking," like another favorite site of his, www.funbrain.com. Yves believes that art museums have online programs that children can visit for a few reasons: If you don't have money to visit a museum or don't like going to a museum you can enjoy it another way, online. You can be at home and do things on your own when you want to and do it alone. Yves' Thoughts about Art, Art-Making, and Art Museums Yves is a gregarious and exuberant child. When he spoke during our interview he tended to wave his hands and frequently modulated the pitch of his voice, ultimately ending several of his responses to my inquiries with ardent exclamations. However, when necessary, Yves can demonstrate restraint and was able to do so during our almost thirty-minute interview. In keeping with Yves's personality, he responded energetically when asked about working with art materials. "I feel excited and energized! I made that!" When I heard that art enlivens Yves, I asked him why he thinks people make art and how art is important to our lives. He replied, I think people make art to entertain people..., for designs. If you 're good at it you can maybe make some money! Art is important to see. We decorate our houses with it. We can learn things from it. . . . Art is an activity I enjoy. I would do art EVERYDA Y if I could! It 'sfun and makes me happy! Yves discussed where artist's inspiration comes from, dealing thoughtfully with his responses by frequently pausing. "I think people get ideas from nature....shapes, life..., experiences..., our imagination.'''' Yves himself is inspired by colorful art and likes to look at paintings "especially if they are colorful and shinyf Yves continued this line of thought suggesting that if an artwork is colorful then it appeals to him and 242 he considers it "good." Also, similar to authors he likes and is familiar with, if he likes one work by an artist, ' 7 might like his other work and think it is good. If I think the art is good, I know the artist must be proud of his work.'''' Yves likes the work of Frida Kahlo and experienced difficulty pronouncing her name, so he pointed to a self-portrait of her during our conversation. In art class, we did a tin design piece inspired by her artwork and Yves said that he finds her work "good'' and ' 7 think it's funny how she painted her self with her unibrow. I like art that can be funny. I admire (a classmate) artwork. He's good at making Sonic. He knows all the lines and shapes. His Sonic inspires me." Although Yves is drawn to looking at colorful or funny paintings, his favorite medium to work with is clay. He takes pleasure in the process of getting dirty when working with the material and adding color to it when it has been fired. ' 7 like that I can paint clay! I like getting dirty and making shapes out of the clay and putting it together." Following this statement, I turned our conversation to visiting art museums. Yves has visited the Metropolitan Museum of Art with his family and "remember[s] seeing some paintings," although he could not recall specific works. He also mentioned visiting a children's museum in New York City and seeing art there. As to other museums, he said, ' 7 know I have been to others, but I don't remember which ones. I know I saw things that Indians made and there were animals." When I commented that it sounded as if he had been to a natural history museum based on what he had seen, Yves face lit up. "Yes! There's art there too!" Even though Yves could not remember specific artworks he had viewed, he reiterated what he had stated earlier about looking at art. I really like to look at paintings, especially ones that are colorful because I like colorful art. If it's shiny it catches my eye and I like to look closely at it...I can look at artist's work and get ideas. I am persuaded to do art and look at art. I like to look at paintings and [work] (Yves made a hand gesture as though using clay) with clay. Realizing that viewing art is a reason people visit art museums, Yves indicated that he would like to make art there himself. "It would be great to paint or use clay there ...I think it would be great to paint or use clay when looking at those things [artwork]," he said. Yves added to this response and implied that he would like to have a party at a museum like a classmate of his had done. Although it was "a lot of fun!" he could not recall objects he saw or the museum where the party occurred. Yves' Experiences with Art Museums' Web Activities Met Kids Yves initial reaction to the Met Kids site was that "it [would be]funr although he did not like how the site visually looked which was "boring." Based on several utterances he made while composing some of his virtual line drawings (Figures 102 to 104) Yves was engaged with what he was doing. Although I could not always catch what Yves interjected, I was aware of his ebullient tone as one of my journal entries demonstrates. Yves had a tendency to wriggle and dance in his chair constantly throughout the session. Very similar to his actions in the art studio. I watched Yves access the samurai section of the knight site and he became even more physically animated as he looked at the images of the objects. Yves would just begin to talk to the screen and occasionally to his neighbor (Researcher's Journal, 244 January 24, 2008). I know Yves to be a talker in the art studio and my observations of him illustrated in my journal entry aboveduring his interactions with Met Kids showed him to be no different when he was online interacting with the activities on Met Kids. Figures 100 and 101 are screen shots Yves collected and included in his final Met Kids portfolio. Figure 100 is the same object Shaina collected during her site exploration. In addition to the artwork images he collected, Yves engaged with the drawing activity from "How van Gogh Made His Mark." Figure 102 is an example of Yves's first interaction with the van Gogh drawing program. Figure 103 illustrates a scene with figures while Figure 104, also a scene with figures, shows Yves' incorporation of language with his imagery, aggressive imagery that is typical of his drawings. Figure 101: Ghana, Asante, "Linguist Staff' Figure 100: Activity, "China, Dawn of a Golden Age, 200-750 AD" 1 9 t h - 2 Q l h C e n ' \ * * 1- i j g . i - SE 245 Figure 102: Activity, "How van Gogh Made His Mark" Figure 103: Activity, "How van Gogh Made His Mark" Figure 104: Activity, "How van Gogh Made His Mark" The competitive nature of some of the fourth-grade male participants became apparent when they engaged with the "jousting" game from the "Knights in Central Park" link. I recorded an observation in my journal of these boys talking with one another while they explored this section of the website. Yves was both directly and indirectly involved in the interactions I recorded. As students settled in I found my attention foe used on a group of 4 th grade boys sitting next to one another: Yves, -, , and . My attention gravitated to this group because they were the most vocal while they interacted with the site and they tended to quickly jump from section to section of the site, sharing their finds with one another. These 4 th grade boys tend to be very vocal with one another. Making statements such as: "look what I can do," "Can you do better than me?" Many of these comments are directed to each other, but yet they do not look at one another when they speak. While on the Met's "Knights in Central Park" activity, a competition almost appears to be brewing among them with regard to the games/activities in this section. Reflection: What are they learning, if anything, about the Met and its collections from these activities? Are they aware of, or able to make the connection that these activities relate to the objects in the Museum's collections? spent a lot of time talking with his neighbor Yves, playing the jousting game, he queried Yves numerous times "doyou want to see me win?" Yves did not reply. on the other hand did, ", you have to read the questions first!" No one looked at each other, they talk to the screen and gesture to it, but do not directly communicate with each other (Researcher's Journal, January 31, 2008). Yves's final commentfollowing two, forty-minute sessionsabout the Met Kids website was, "I think it is perfect." Yves's other compliments of the site included comment about the site's many activity choices and how easy the site was to navigate. Yves indicated that he most likely would not visit the website again. ' 7 don't really go to museums," he stated. At the end of the second session, I mentioned to the participants the next website they would visit. A passage from my observation journal highlights Yves' response to my announcement: Students are asked to stop, save, and complete the questionnaire at the end of the portfolio as they will be visiting a new site next time. Yves lets out a "Yea!" at the news of a new site next week. Because it is the first week of students completing a site questionnaire, a majority encounter issues filling it out online. I have made hard copies of the questionnaires in case some students can not fill out the online one. This will be a back up. Students are reminded that they will be completing these questionnaires every other week as they are critiquing the sites 247 acting as "co-researchers" (Researcher's Journal, January 31, 2008). ArtsConnected Yves noted his initial reaction to the ArtsConnected website in his digital portfolio as "/ think I won't like it all." This sentiment reversed in Yves's completion of his site-exit questionnaire where he commented that he would visit the site again. Yves's also indicated that the site was easy to navigate and offered a lot of choices, but that he did not like how the site looked. Yves expressed no interest in visiting the actual museum sites based on his virtual experiences and did not elaborate upon this response. Yves's digital portfolio for the ArtsConnected website contained only one screenshot of a composition he created using the "Shape" program. Yves' recorded the phrase "my picture shapes" beneath the image of his shape picture (Figure 105). Yves did not collect any images of artwork from the museums' collections to include in this portfolio. Whenever I observed Yves during either of the two, forty-minute sessions that he engaged with the ArtsConnected programs, he was more often than not talking to his computer screen. On occasion, he would make a comment to the participant closest to him, but I was never able to catch what he said during these two particular periods. I noted my observations of Yves' verbal interactions with his screen in my journal. It was at this point in the research that I began to more frequently record how the participants socially interacted with one another when they used a computer, as compared to their social interactions with one another and materials in the art studio. 248 Figure 105: Shape, "The Artist's JoolkiT ^ gjflllllllillbi ._ Observation: Yves, a 4 grader interacts with his computer more than I have seen other students do. He continually talks to the screen and will sometimes direct a comment to those around him. Observation: When students look at a classmate's screen and see something that s/he is doing they will ask the student how they did what they did or how they got there. What is interesting is that although they discuss, they look at and point to the screen rather than looking at one another as they communicate. Social interaction seems to be occurring at an entirely differently level than what I have observed before. Although I have observed this previously, it is now seems to be occurring each week. There seems to be a lack of personal socialization, a lack of connection with each other through facial expressions and other gestures. Students are interacting with each other via a screen. This is very different than when they are doing art in the art studio where students' interactions have more personal contact For example, there is a tendency to look at and watch one another, they will look at each other when they are speaking as well as when they share materials and ideas (Researcher's Journal, February 7, 2008). NGA Kids Before he had engaged with any of the activities on NGA Kids, Yves recorded in his digital portfolio that the NGA Kids website "is one of the best. " I watched Yves move quickly through some of the images and activities on the website during the first of his two, forty-minute sessions. During the first session, Yves engaged with the "Jungle" program where he created a Henri Rousseau inspired jungle scene (Figure 106). At some point, Yves also interacted with a program that enabled him to create a pulsating composition of white lines. Yves did not save this image to his digital. Yves spoke with me about what he created and asked if what he made was art. Offset below is the record from my journal of the exchange I had with Yves regarding his white-on- white animated composition. Figure 106: Activity, "Jungle" Yves: "I have a batch of lines here, is it art?" "Why wouldn 't it be?" I respond. "You made it and you have your own style as a creator. " Yves: "I've made something here with lines, but it comes and goes, watch. . . " "Yes, I'm watching,"I respond. Yves: "Look Ms. Mulligan, it's white on white, but you can still see it Is it art?" "It reminds me of a Russian artist's work I saw at the Guggenheim Museum years ago. His name was Malevich. He created paintings that were of different shades of white. Yves: "I'm Russian, too!" Reflection: When Yves was asking me and showing me his work, he reminded me of when I saw an exhibition of Russian works at the Guggenheim years ago and I told him so. There was a section of Russian constructivists work. Yves' piece made me think of Malevich's white-on-white painting. I remember visitors saying/ asking something similar to Yves about a white on white artwork is it art? How can it be art? Yves moves on and then lets me know that he has found some Japanese art. I ask him what he likes about Japanese art. "It's just cool," he tells me. He continues to look at the artwork, leaning particularly close to the screen scrutinizing Japanese warrior armor. I receive no further elaboration and turned my attention to another co-researcher (Researcher's Journal, February 14, 2008). Although Yves did not retain a picture of his white-on-white virtual image, he did save two additional images he composed using the "Paintbox" program. These virtual illustrations, shown in Figures 107 and 108 display figures and text. Yves' exit- questionnaire revealed the following responses to the NGA Kids website and its activities: "easy to navigate, interesting topics, and many choices, but a lot to look at on the main page.' 1 '' Yves did not supply responses on his feedback form that indicated an interest in re-visiting the site or visiting the museum in person. Figure 107: Activity, "Paintbox" Figure 108: Activity "Paintbox" :3*\ * . ^r >- :C ^ ^ W Destination "I think it will be fun!" Yves remarked about the Destination website in his digital portfolio. Yves explored several areas of Destination as supported by the images he saved to his portfolio and few of his utterances I recorded in my observation journal. Figures 109 and 110 are examples of images that Yves created and saved using the Polly Apfelbaum "Tools" link. Yves noted beneath these images that they are "like that sculpture," referring to the Boccioni sculpture shown in Figure 112. Yves also noted that the link for this sculpture had "Cool sounds!" Figure 111 is a screen shot Yves 251 collected of Keith Sonnier's sculpture on display at P.S.I. Under the image, Yves typed, "cool work." Figure 109: Activity, "Polly Apfelbaum" Figure 110: Activity, "Polly Apfelbaunr The journal entry below details Yves verbalizations. Although Yves mentions my name, he directed his comments more to his computer screen and did not attempt to make eye contact with me in order to engage me in a verbal exchange, hence my lack of a response to his pronouncements. As a result, I was able to continue to record his remarks. Based on Yves's commentary of what he observed, he viewed the Frida Kahlo and the William Anastasi links on the Destination website. The Anastasi section of the website provides an opportunity for youngsters to create a timed, line drawing in fifteen seconds, which can then be replayed and view. Yves' reference to a slide show is the animated drawing he created. Screen shots are still images; hence animations cannot be kept in this format. Yves: "Ms. Mulligan, here's Frida Kahlo, we looked at her artwork in art class!" , says to Yves, but not does not look at him: "There's nothing good here." (referring to the MoMA site). Yves: "I don't agree." begins to copy what Yves is doing on the site. Actually, he has stopped what he is doing and watches while Yves navigates [around] the website. Yves has found an activity where he can make [an animation] of sorts. continues to watch him and periodically returns to his screen. "I made a slide show and I used pictures to make it," he says to. "Ms. Mulligan," Yves says, "I've finished my slide show. I saved it to my portfolio so you can see it" Yves' "slide show" was not among his portfolio pieces this could be due to the network issue today (Researcher's Journal, February 28, 2008). The final comment Yves recorded in his portfolio was "I think it was fun." Yves, however, did not note whether he would recommend the website or be interested in visiting the museum based on his experiences with Destination. Yves documented in his exit questionnaire that the site was easy to navigate and had interesting choices, but he did not like the website's alien guide. Postscript Yves' s online art museum experiences resulted in his stating that he would "rather go to a museum" even though he recorded in one of his exit questionnaires that he doesn't really go to museums. Yves remarked that visiting a museum in person would enable him to see a lot more art than he could online. "On the computer, it is like a preview of what I can see. It is not the same size on the computer and I don't see the real thing." Yves did however, enjoy playing games on the websites and offered a 253 conflicting response to my question about his preference for either creating art online or creating with art media as this part of our discussion illustrates: / like both equally. I like that there are games as part of art on the websites. I like learning about artists in both places and getting ideas too. I like getting dirty though and having made something with my own hands. I like working with everything! I also can't hang up my art that I made by a computer the same way... When I hang up my artwork that I made in school, it shows a lot and it can feel a certain way too. Yves was not lacking his usual enthusiastic demeanor during his interview, particularly when we talked about recommending some of the websites in the study. "I loved the Met site! I liked that it had knights with good games to play. I liked that I could learn and play at the same time!" Conversely, Yves indicated in his portfolio exit questionnaire that he thought the site was "perfect," but then later stated that he would not recommend it. Yves continued to comment that there wasn't one site that he really did not like other than finding "the alien on the one site a little annoying. . .. Each site had something to do." Yves did not hesitate to want to share some of his ideas for developing the websites. Yves suggested that the creators of the website activities should consider making some aspects "more realistic. That alien was silly and pointless." I asked Yves to further explain by what he meant by "realistic." "Why not make it so it's like you 're walking through the gallery or make like us [feel like we're in the museum]. What was that first site we visited where we could make that thing of [our self]?" I proposed the word avatar and Yves shook his head vigorously and smiled while saying, "YES. r ' Yves offered another suggestion for the art museum websites, an idea based on his fondness for clay. "I think it would be really cool if we could work with clay in virtual reality! It 254 would be cool to make and use shapes in clay and make things stretch and change shape.'''' Summary This chapter presented descriptive narrativesinterwoven with participants' relationships with computer technology and their individual thoughts regarding art, the art-making process and art museumsof the seven, young co-researchers' who interacted with art activities from four, pre-selected art museums' websites. From these multi-layered descriptive narratives, six major themes emerged that are reflective of the participants' experiences. These six themes, or approaches as I have designated them, are a coalescence of the co-researchers' online experiences, their responses to multiple inquiries, my observations as the researcher, and the fourteen thematic dimensions used to contextualize the data collection process (Table 1). The six thematic dimensions I have identified are broad, yet focused categories of how I theorize children approach art museums' online art and art-making activities in a Free-Choice learning context. These six approaches are the: (1) critical approach, (2) experiential approach, (3) personal/preferential approach, (4) social approach, (5) technological approach, and (6) visual approach. In Chapter V, I will explore and analyze these conceptual approaches by isolating them throughout the data and discussing them in light of the literature and from the context of Free-Choice Learning theory. Each of the six approaches will be aligned with a thematic statement along with an explication of the theme, followed by specific examples from the data in order to illustrate from where these themes emerged (Corliss, 2008). These themes were inherent to the phenomenon being investigated and are therefore crucial to understanding the children's perspectives and their experiences of interacting with art museums' online art-making activities. In addition to the six themes I identified, the interactions co-researchers' had with art museums' online art and art-making activities resulted in some unanticipated and intriguing outcomes that warrant mention here and will be fully discussed in Chapters V and VI. One of these noteworthy findings is how children's social interactions when using digital art media differs dramatically from what I have observed of their social exchanges in an elementary art studio. Another is youngsters' understanding of the power of viscerally engaging with actual art objects in museum settings, but based on their online visiting experiences, reluctance or rather ambivalence, to physically visit an art museum. These and other unexpected outcomes of the research investigation will be more closely examined and analyzed in Chapter V and will illustrate how children are intuitively pro-active critical investigators of their Free-Choice Learning experiences via six approaches when they engage with art museums' online art-making activities. Finally, I will argue that Free-Choice learning for children may have its limitations. 256 Chapter V DISCUSSION: THE THEMATIC REALITY OF YOUNGSTERS' VIRTUAL ART-MAKING Introduction Chapter IV presented the findings of the research data collection process in the form of four-part narratives for each of the seven co-researchers. These narratives, while interpretive by design, were not an analysis of the data. The goal of this chapter is to examine, interpret, and elucidate the findings via the contextual framework and in light of the research questions put forth to guide the investigation. These initial inquiries, therefore, require reintroduction prior to a comprehensive analysis of the data collected. These questions, however, must be deemed secondary to the overall purpose of this study, which is: Numerous art museums have been designing and uploading digital art and art-making activities for children as a way of promoting their collections and engaging youngsters' interest in the visual arts beyond museum walls. However, to date little research has been done to inquire about the developmental and artistic appropriateness of such programs for elementary age young people. One way of approaching this issue would be to assemble a group of elementary youngsters to participate in a detailed critique of a selected set of museum collection inspired digital art activities. The overarching questions that guided this study asked: 1) What might we discover by engaging young people in this kind of investigation? 2) How might their responses be used to develop digital art-making experiences using art museums' online resources that offer fresh educational possibilities for learning in, with, and about the visual arts? 257 In order to investigate the proposed research problem, I also examined the following sub-questions: 1) Although a few theoretical constructs have been suggested by researchers to apply to the design of virtual museum environments, how might the application of the theory of Free-Choice learning relate to the development and design of art museums' digital art and art-making activities for young people? 2) What might be the implications of a study of elementary age children's critical investigation of museums' digital art and art-making activities for the design of museum education online curricula? In this chapter I will argue that children interact with art museums' online art activities via six distinct yet interconnected approaches in a Free-Choice Learning context. I will expound upon these approaches, or thematic dimensions, throughout this chapter and discuss them in relation to the two overarching research questions and the first sub-question. The second sub-question will be discussed in Chapter VI, as it is an inquiry related to the outcome of the research, rather than a query directly connected to an analysis of the data. In her narrative study of teachers' reading lives, Julia Corliss (2008) asserted the importance of considering the themes of the phenomenon being researched. "Becoming aware of and sensitive to the themes of a phenomenon [is] a means of giving shape to that phenomenon" (p. 184). A critical examination of the data sources revealed that youngsters' tend to approach art museums' websites and virtual activities in specific ways. This in turn guided me to the identification and isolation of six thematic dimensions, or approaches, that give shape to, and aid in, understanding the phenomenon studied. These six focusedyet broad categories of approachessupport the illustration of the phenomenon investigated and are the result of exhaustively comparing and examining the co-researchers responses and experiences, thereby identifying threads of commonality and determining connected patterns across the data. These threads are illustrated in Table 5. This table is a condensed chart of all the data collected. I include it here to illustrate for readers where each of the threads were located among the data sources. The data collected from each co-researcher was scrutinized and analyzed to reveal the possibility of common threads and patterns. The common threads that emerged and the patterns identified among the data sources, evolved into the criteria. These criteria, when isolated, resulted in thematic dimensions that have been distinguished as approaches. The comparative analysis of all the data took approximately five months and required that I not only deconstruct each co-researcher's four museum site visits, but also their interview and questionnaire responses. I reviewed each co-researcher's museum website visits side-by-side in a spreadsheet format to determine if there were any commonalities among their recorded experiences. For example, all the participants visited each of the four websites. Each child completed a digital portfolio and site exit questionnaire. I organized each of their responses and images into a spreadsheet by website that enabled me to view their responses comparatively. By organizing the data in this way for analysis, I was able to determine what activity each participant interacted with and contrast their responses. For instance, my spreadsheet of the co- researcher's data from the Met Kids website indicated that each participant interacted with the "How Van Gogh Made His Mark" activity and noted that it was his/her favorite interactive on the website. Also included among the spreadsheet data were observations from my journal, which I separated by co-researcher and website as well. The Thematic Dimensions that Emerged from the Data Sources and Merged into Approaches This section will present the themes that emerged from the co-researchers' data sourcesinterview and questionnaire responses and digital portfoliosas well as from my observations as the researcher and in light of my review of the literature. These themes are reflective of the co-researchers' experiences with art museum's online art activities, the phenomenon that is the basis of this research. The six intertwined themes overlap, revolve, recur, and are flexible. Because the relationship among the approaches is reciprocal, one approach does not take precedence over another in a hierarchical sense, rather, they all occur and intersect at various points during a child's experience with art museums' online activities. Figure 113 is a conceptual model designed to illustrate how I theorize the relationship amongst the six approaches. As there is no hierarchical structure to the six dimensions, how they connect to one another is a fluid, flexible construction. The approaches are situated around the "Axis of Experience." The axis represents the totality of a youngster's experience with art museums' websites, and similarly to the approaches, the axis does not remain fixed but rotates multi- directionally, rotating 360 both vertically and horizontally on its axis. Figure 113: A Conceptual Model of the Six Thematic Approaches Vi sual -Aesthel ic Approach Technol ogi cal * Approach Critical / s APHSi c h / tffc Social Approach Experiential , Approach / Person a!/P referential ' Approach The six thematic approaches that emerged from a comprehensive comparative analysis of the research data have been presented here in alphabetical order. Any primacy of importance is dependent upon the individual youngster and what s/he personally values and interacts with on an art museum's website at any given time. As previously mentioned, the approaches, although independent, function together as part of the experience, overlapping, changing position, flexible, and recurring. The delineation between approaches is subtle, and where and when one approach begins or ends, another may be happening concurrently. Although the themes intersect at some point during a child's experience with art museums' online activities, each approach possesses its own distinct characteristics. If a particular approach appears to take precedence over another, or emerges more frequently during a child's experiences with art museums' web activities, this is conjecturedbased on the data analysisto be due to development, interests, or, perhaps, the learning style of the individual child. How 261 the approaches interact with one another will be clarified in the next section of the chapter where I present evidence analyzed from the data for each approach. The six thematic dimensions identified via an analysis of the data and discussed in this chapter are: (1) Critical Approach, (2) Experiential Approach, (3) Personal/ Preferential Approach, (4) Social Approach, (5) Technological Approach, and (6) Visual-Aesthetic Approach. These approaches address the overarching research question: What might we discover by engaging young people in this kind of investigation? I will argue that when fourth- and fifth-grade youngsters engaged in this study as co-researchers, an analysis of the data revealed common threads of experience; i.e., the six approaches. Included with each approach is a statement of what the approach reflects followed by an explication that illuminates the meaning of the approach and its presence in the data sources. For this mode of presentation I am indebted to the narrative research of Corliss (2008) whose qualitative study used a narrative format that is a touchstone for the analysis and presentation method of this investigative endeavor. Corliss (2008) presented the themes identified from her research in a manner that both elucidates and exemplifies the phenomenon she investigated. Before I expound upon the six approaches in detail, my discussion of the themes begins with the inclusion of Table 5, a chart that identifies the criteria, abbreviated and condensed from the rich font of data that helped to establish each approach. This chart illustrates the specific criteriathe common threadslocated across and isolated throughout the various data sources from the participants' visits to the four websites, that emerged as thematic dimensions and then merged into the six thematic approaches. 262 These criteria evolved not only from Table 4, an observation reference chart for the data collection process, but also over five months of examining and evaluating each data source. The hypothesized observable themes identified identified in Table 4 resulted from my two pilot studies and my review of literature related to museum website analysis. As I collected and then examined the various data sources, particularly information from my observation and reflection journal, along with the co- researchers' digital portfolios, I referred to the chart as a guide of assumptions worthy of debatenot as explicit and predetermined conclusionsin order to contextualize the data and its analysis. Examination of the data sources revealed the presence of many, but not all, of the assumed observable themes that shall be addressed in the following section. For each thematic dimension that arose from the data analysis, Table 5 identifies one to three main criteria that emerged and the data source(s) from where the information came to light. The data sources have been abbreviated to acronyms within the chart, and directly below the table is a key that denotes the specific source designation. These individual criteria will be discussed throughout this chapter. In particular, within the statement and explication of each thematic approach, specific examples from the data will be incorporated to demonstrate the criterion, its source, and its connection to the phenomenon investigated. Table 5 Criteria that Emerged from Data Sources to Generate Thematic Approaches Cri teri a o Overall opinion of the site (its look, navigability, usability and choices) oOpinion of a site's content and its activities o What activities the co- researchers engaged/interacted Data Sourcc(s) PDP PI PQ ROJ PDP PI Website ArtCo Met MoMA NGA ArtCo Met 1 hemal i e Di mensi on/ \ ppro. i oh Nul l i f i ed Critical Approach Experiential 263 with o Why it was done (influence of prior experiences with other websites, o References to materials-based art experiences olndivudual engagement with the site o Personal thoughts regarding the choices of artwork displayed/available on the site o Personal thoughts regarding the choices of available activities o Interactions with other within a Free-Choice setting o Interaction/Interface with computer screen o Influence of technology on the site and its activities such as animation, links, games, virtual tours, and art-making activities o Navigability and usability of a site o Aesthetics of a site and its activities such as how a co- researcher perceived the site in terms of it presentation (layout, organization, and imagery) PQ MWB PDP PI PQ ROJ MWB ROJ PDP PI PQ ROJ MWB PDP PI PQ ROJ MWB MoMA NGA ArtCo Met MoMA NGA ArtCo Met MoMA NGA ArtCo Met MoMA NGA ArtCo Met MoMA NGA Approach Personal/Preferential Approach Social Approach Technological Approach Visual-Aesthetic Approach Table 6 Key Data Sources PDP = Participant Digital Portfolio ROJ = Researcher's Observation and Reflection Journal PI = Participant Interview MWB = Museum Website PQ = Participant Questionnaire Website Code ArtCo = Minneapolis Institute of Art (ArtsConnectEd) Met = Metropolitan Museum of Art MoMA = Museum of Modern Art NGA = National Gallery of Art The Six Thematic Approaches Table 6, displayed on the preceding pages, has been included to show readers the data sources whence I located the criteria for each of the six thematic approaches identified. It is a visually organized and condensed chart of all the data analysis that occurred over a five-month period. Essentially, I spent five months reviewing, comparing, and analyzing every data source from each co-researcher as well as information from my observation journal, all through the lens of Free-Choice Learning. To further develop readers' understanding of how I isolated common threads among and throughout the various data sources, and identified the six thematic approaches, the following sections include statements and explications of each theme. Following the explication of each theme are direct examples, from co-researchers' data sources, of information that supports the approach or reflects the criteria, as well as additional evidence from related literature, and/or observations recorded in my journal. The Critical Approach Approach Statement The Critical Approach reflects the opinions (positive or negative) the co- researchers have about the art museum websites they visited and how their pre-existing knowledge, attitudes, and expectations of what a website should consist of influence their opinions of art museums' websites. The Critical Approach is evident in some of the suggestions participants made for what they believe an art museum's website should include among its content. Overall, the research findings indicate that children are intuitive critics, or discerning analysts, of their experiences with art museums' website activities. While youngsters of this age may not be able to always clearly articulate an assessment, those who participated in this investigation did not hesitate to share what they liked or did not like about a website and its activities. Co-researchers' opinions of a site could be closely linked to their personal preferences and experiential background. Therefore, the Critical Approach closely overlaps with the Experiential, Technological, and Visual-Aesthetic approaches. Explication of the Approach Fourth- and fifth-grade students were invited to act as co-researchers who recorded their opinions and monitored their interactions as they engaged with the activities of their choosing on art museums' websites. The youngsters' critiques varied in some instances, paralleled one another in other cases, and diverged in a few areas, as I will explain in the following section. I support the Critical Approach with examples and direct quotations from the participants' narratives, which are inclusive of their interviews, digital portfolios, and questionnaire responses regarding their thoughts and opinions of each website. The seven co-researchers commented upon and critiqued what they were able to do and see on the websites they visited, the appearance of the websites, and what they believed the sites should include in their overall content. Evidence of the Approach Youngsters can undoubtedly be ambivalent and their perceptions ambiguous, but as this research demonstrates, children in the fourth and fifth grades (ages nine to eleven) can also be judgmental. I equate the criticisms of the co-researchers involved in this study with their ability to think analytically. According to the data of their interactions with various online art making activities, the co-researchers did not hesitate to offer suggestions for additional, or enhanced content of the websites they visited. Two of the participants, Adam and Yves, were able to be specific in terms of their suggested ideas. The five other co-researchers, in contrast, were unable to be explicit with their recommendations, which were vague and lacking specificity. In an example from Abigail's portfolio of her visit to the Met Kids website, she simply stated the site "should have more activities." Neeka was only slightly more forthcoming. Neeka asserted that several sites, such as Destination and NGA Kids, require "more drawing activities" without offering suggestions of how to enhance the sites' virtual drawing activities, or ideas for developing new drawing interactives. Adam was one of the few participants to specifically indicate that art museums' websites for children should have more games, and he provided examples. Adam offered his criticism in a more constructive tone than some of the other co-researchers. Adam suggested some of the game-based activities he engaged with, such as those on the Met Kids site needed to be "more challenging." Adam also proposed the inclusion of games that relate to the artists featured on the sites. Such activities would provide thought- provoking experiences for users, he implied, and suggested the inclusion of "crossword puzzles." A criticism of Yves' was that art museums' websites should have "more realistic" components. Yves criticized the use of the alien on Destination as "silly and pointless.... Why not make it so it's like you're walking through the gallery or make us [feel like we're in the museum]." Yves suggested the websites include "avatars" 14 that visitors can create in their likeness. Avatars, he suggested, would lend a sense of realism to the experience and could act as the individual user during a virtual visit, thereby creating a more personally interactive experience. 14 An avatar is a virtual persona of an individual. Avatars are often associated with computer games or online interactives whereby players create or select an image to represent them in virtual reality. Abigail, Claudia, and Neeka concurred with Yves assessment of Destination s floating mascot. I observed in my journal both Claudia and Abigail sharing with Shaina their dislike of the alien avatar: Abigail and Claudia discuss working on the MoMA site and looking at the van Gogh sections with the sound effects. Shaina, a 5 th grader, chimes in and comments on how much she likes the site. Both Claudia and Abigail confirm that they like the site, but that they dislike the alien in the beginning (Researcher's Journal, March 27,2008). Claudia commented in her exit questionnaire that she did not find Destination "very interesting... [and] the alien is silly." Claudia was equally critical of issues she experienced with the van Gogh activity on Destination. This criticism reflects an issue directly related to the Technological Approach. For the starry night painting that you make a poem they should let you make your own words because there are words we want but are not there. Plus, get the trashcan out of the side, it keeps swallowing the words I put next to it or above it for my poem. Neeka was more judgmental of Destination's use of the alien avatar calling the figure "weird.... I didn't like the alien...it was not right for my age." This criticism directly links with the Personal/Preferential Approach as it demonstrates that Neeka's censure of the alien coincided with her personal interest and engagement with the site. An additional critique Neeka made in relation to Destination's content can be associated with her preferential interest of drawing: "there needs to be more drawing," she recorded in her portfolio. Shaina, on the other hand, assessed Destination as "so interesting... .and so cool!" However, she did not express equal enthusiasm for the Met Kids site overall. "I did not think it was interesting.. .it was confusing.. .1 wouldn't be interested in visiting the museum anymore." Some of the other co-researchers also responded that they would not be interested in recommending the site or physically visiting the art museum they virtually visited based on their online experiences. Desiree stated a lack of interest in visiting the Meta museum she has never been tobased on her experiences with Met Kids. "I wouldn't visit the actual museum. The site didn't make it seem that interesting." Desiree also found ArtsConnected lacking interest. "This wasn't a very good sight.... [I] did not like how it sounds and did not find it interesting." Because of this unfavorable opinion, Desiree commented she would not recommend the site to a friend. Neeka presented a conflicting opinion ofNGA Kids. Neeka's response to the website could be a result of her single site visit to the website. Neeka indicated that she was not interested in physically visiting the National Galalery of Art: "I wouldn't visit [the] actual museum b/c not really.. .a lot of stuff." Despite this statement, Neeka recorded "everything I wanted to do was there [on the site]." When queried during his interview, Yves responded that he had been to a few museums, but except with his visit to Met Kids, where he recorded the response, "I don't really go to museums," Yves did not indicate in his exit questionnaires if he would revisit the websites again or be interested in physically visiting the museums he virtually visited. Yves' lack of a response to revisiting the websites or visiting the museums indicates indifference or ambivalence about his experiences. Because the Critical Approach reflects both positive and negative opinions, this section will address more positive comments than the previous two paragraphs. Desiree recorded NGA Kids as her overall favorite site. "I liked this sight better than any of the 269 other sights I've went to. I thought it really gave a chance for you to do art unklike the other sites which I considered pretty boring." Shaina also wrote positively of NGA Kids. Shaina professed, "I think this is the best site!" This comment led to her state, "I want to...see the sculptures and paintings!" Shaina's positive opinion and experiences with NGA Kids promoted an interest in visiting the National Gallery of Art. Abigail also preferred NGA Kids, and wrote in her portfolio, the site "is good to use... [I] really liked it.. .and it has many great artworks." Neeka reacted positively to her experiences with the activities on Met Kids. She recorded in her digital portfolio, "I think it has a variety of fun stuff that people can enjoy.... I would recommend it.. .because it is fun and you can test your art skills." Claudia also documented her optimistic opinion of Met Kids: I think this was a very nice site and I will definitely recommend it to someone! I would recommend it to a friend because I think it's very interesting and has beautiful colors!.... I played games, watched things, and colored.... It makes you feel proud because when you are done you saw that you did so many things! I think I feel really proud because I took many pictures and I drew a lot. Yves commented that he thought Met Kids "is perfect" and later wrote of NGA Kids it "is one of the best." Of Destination, Yves replied, "I think it was fun., .it is very funny." Adam thought Destination had "lots of interesting artwork" and Met Kids "was amazing.... I like it a lot." ArtsConnected received praise from Adam. He recorded that he thought the website was "really fun!" Both the Met Kids and NGA Kids websites were considered by all the participants to be the "best" websites, overall. While each co-researcher had a criticism about an activity on each of the sites, they all agreed that these two websites had the most interesting activities and choices. Neeka was the only participant to find NGA Kids lacking drawing activities, but "there were things to do.... I had a great time playing all the fun art games..." All the students responded positively to "How Van Gogh Made His Mark" on Met Kids despite the fact that it only made black ink available to users. An entry from my observation journal recorded an exchange among Claudia, Neeka, and myself about the availability of black ink. Claudia and Neeka are the two most active sketchers of the seven co-researchers, and as such, their common concern is not surprising. Independent of each other, Claudia and Neeka asked how the color of the 'ink' in the How Van Gogh Made His Mark drawing activity could be changed. With this activity, children can create virtual pen and ink drawings using a virtual pen and ink bottle. Children can choose to vary the thickness of lines depending on which line they choose. However, the color cannot be changed, as it is not an option. 'Why do you think that is?' I asked them. Claudia responded that she not sure while Neeka suggested that since the only one ink bottle is given, it is the only color choice for drawing and van Gogh must have had only black ink with which to draw (Researcher's Journal, January 31, 2008). The Experiential Approach Approach Statement The Experiential Approach reflects youngsters tendency to interact with and respond to activities based on their prior experiences with similar online virtual activities, as well as their prior experiences with artistic media with which they have the most knowledge and/or capabilities, but not necessarily personal interest. Explication of the Approach Experiential refers to the participants' prior and/or related experiences with various web-based sites and virtual activities, and visual art media. For example, participants who had more knowledge of drawing techniques and/or greater confidence in their drawing abilities were more likely to engage with drawing-related activities on each of the websites. However, a child may not have chosen to engage for an extended period of time with a drawing activity if s/he did not personally prefer the drawing options available. Additionally, children who had interactive experiences with virtual computer games were more likely to seek out and engage with game-related programs on the websites. The Experiential Approach relates to constructivist learning theory and Csikszentmihayli's theory of "flow" experiences. I will demonstrate evidence of this theme with excerpts from the participants' narratives that reflect connections between their prior related website and art studio experiences and the activities with which they interacted. The experiential approach directly overlaps with the Personal/Preferential Approach and connects closely with the Technological Approach. Evidence of the Approach Although not readily evident in some of the narratives, each of the co- researchers relied on the experiential in some capacity, whether technology based, museum based, or art making based. Ennes and Thomas' (2007) research similarly discovered that children's online interactions were influenced by their prior experiences, in particular, youngsters' experiences with video games. "Many of the students expectations" they state, "...were founded on their experience playing video games in other areas of their lives" (p. 11). Although both the two boys and all the girls expressed an interest in playing games online, Yves' interactions with a game on Met Kids stands out as the most related to his gaming experiences. However, before I address Yves interaction with a particular game, I want to point out that Adam, Neeka, Claudia, Shama, and Desiree all commented in their portfolios about playing games and I recorded observations in my journal of them interacting with the games available on the websites. Interestingly, the co-researchers had a tendency to use the term "game" interchangeably with the word "activity." For example, during my interview with Desiree, she referred to her use of a virtual block building activity and a 3D shape activity as "games," not as art-making activities. This lack of distinction between what constitutes a game and what an art- making activity is suggests that the participants are bringing their prior knowledge of websites and computer games to their interactions with art museums' web activities because virtual games, not art-making activities, are what they are familiar with when they interact with various websites. During our interview, Yves boasted at being "quite good" at both online and offline sports and games. Yves spent time on the Met Kids jousting game and he, along with some of the other participants, became very competitive about the game. I recorded comments they made to one another other in my journal: "can you do better than me?" and "do you want to see me win?" I recorded observations of Yves's physical animation when playing with games and his frequent outbursts at his computer screen when he interacted with a game. Yves' experiences with different types of games and sports may have influenced his online experiences with game-based activities, but he was also cognizant of his prior experiences with artworks offline. Yves commented to me about his recognition of Frida Kahlo that he observed on the Destination site. "Here's Frida Kahlo, we looked at her artwork in art class!" Yves exclaimed. Shaina also mentioned artwork she had seen in art class that she noticed on 273 the ArtsConnected website. I recorded in my journal a brief exchange I had with Shaina about Claes Oldenburg's "Spoon Bridge" at the Walker Art Center. Shaina observed, "it's pop art, isn't it? It's a great work Ms. Mulligan. I remember the class talking about it in art." These examples are not only evidence of the Experiential Approach, but the Social Approach, as well, because the co-researchers shared these experiences with others. During my interview with Abigail, she was clear to state that based on her experiences with art museums' online art activities, she would rather create art using art materials. "Something I can feel, something that feels more like mine. I like knowing that I really made it." This statement implies that Abigail is aware of differences making art online and creating art in an art studio, but a lack of comprehension that virtual reality is a different kind of experiential space and medium in which to create something. However, Abigail's desire to experience tangible materials in a sensory context is clear, and seemingly, preferred. In the case of the other six participants, they too were cognizant of the differences and perhaps, power of the physical material experience in comparison to the virtual. Adam responded that he would "rather go to a museum because it I could do all these fun things on the computer then I could probably do better things in a museum." By "do better things," Adam referred to what he could physically observe, to which I refer to "the real," or actual, physical works of art. Claudia related her physical use of drawing materials to her ability to draw with a computer mouse and vice versa. According to both Claudia and Neeka, their 274 experience with each media, both physical and technological, influenced their interactions with online drawing activities. Claudia stated, you definitely need to know how to move the mouse to make something! It's not like using a pencil. I think you have to know how something looks and how to make it with a pencil on paper first before you can make it on a computer good.... I think that because I like to draw and know how to use a pencil to draw I was able to draw things on the websites. Having knowledge about drawing definitely helped me to make things online. Neeka, an avid sketcher commented, "having knowledge about drawing definitely helped me to make things online." The drawings Yves created on both the Met Kids and NGA Kids site (such as Figure 102) are reflective of his propensity to draw aggressive imagery in the art studio as well, in part, because he is so active. On more than one occasion I observed and recorded Yves fidgeting in his seat and talking to his computer screen, an experience not unlike his interactions in the art studio. Yves's experiences with some of the online drawing activities reveal his use of suggestive language and images. Lowenfeld (1987) points out that "a child who is physically active is much more likely to indicate movement and action in figures" (p. 290). Hurwitz and Day (1995) offer educators suggestions for drawing instruction of children at the preadolescent stage of drawing experience. Although they do not discuss drawing experience with digital media, their recommendations for teaching drawing are applicable to youngsters' online drawing experiences. Hurwitz and Day (1995) remark that drawing: Provide [s] a pleasurable art activity that allows children to attain a degree of success.... Provide[s] children with skills that may be employed in other art activities.... Offer[s] an opportunity to study works of outstanding professional artists from many cultures.... To see freshly through close observation.... To exercise imaginative powers and.... To develop skills of concentration.... To exercise memory and be able to use recall ability as a basis in drawing (p. 158). 275 In addition to interests in drawing, during their interviews, Yves, Adam, Claudia, Abigail, and Desiree all specifically mentioned their love of working with clay. Yves commented that he finds pleasure in the process of getting dirty when using clay and enjoys adding glaze to his fired sculpture. Yves' experience of working with clay contributed to a suggestion he had for art museum website developers. Yves excitedly stated, "I think it would be really cool if we could work with clay in virtual reality! It would be cool to make and use shapes in clay and make thinks stretch and change shape." Yves would not have been able to make this recommendation if he had not had experiences manipulating different kinds of clay. In Creative and Mental Growth, Lowenfeld (1987) argues, "a material is wisely used only if it fulfills the purpose for which it is intended" (p. 296). Yves' idea for art museums to develop virtual clay activities, while based on his experiential knowledge of a material, could encounter issues in the virtual realm. Clay is such a sensory-based medium that recreating its properties in a digital format, while intriguing, would alter its physically manipulative properties. For example, how different would the creation of a virtual pinch pot be for a youngster who has never used clay compared to a child who has? How could we look at such experiences comparatively? The ability of a youngster to manipulate clay in virtual reality would appear to exemplify Lowenfeld's assertion, by not fulfilling the intended purpose of the clay medium. Lowenfeld also argues that as children develop artistically, "any art materials should facilitate the self-expression of children and not be a stumbling block" (p. 296). Based on the experiences of the co-researchers, the virtual media with which they interacted did provide opportunities for self-expression; however, they did encounter several stumbling blocks during their interactions. One example is the aforementioned exchange among Claudia, Neeka, and myself regarding the perceived limitations of the "How Van Gogh Made His Mark" drawing program. Another virtual activity problem perceived by both Claudia and Abigail during their experiential interactions, concerns ArtsConnected "Shape" program. On the following page is an excerpt from my observation journal of Abigail and Claudia's "stumbling block." Claudia seems to be trying to figure out what looks to be for her, "kinks" in the Artist's Toolkit program. She requests that I come over to see what she is doing. Claudia attempts to put a circle into a specific space, but as she does so, it covers up the other shapes she has already placed. 'I can not figure it out,' she said. 'What are some other options you can try?' I asked her. 'I still have a few buttons to try.' 'Let me know when you have figured it out.' Claudia sticks with it and discovers that she must hold down another button to place the shape where she wants it. 'It was actually quite easy,' she says. This would not be an obstacle in the art studio with tactile media. I should have gone there with Claudia to discuss the difference of working online and working with physical materials. Abigail [appears] perplexed to me by the puzzled look on her face. She stops what she is doing and looks around; perhaps to see if anyone else is having the same issue, as she appears to be having. Abigail is trying to move and place shapes around one of her compositions but appears to be having difficulty. Abigail turns her attention toward Claudia when she overhears her asking me about the shapes overlapping and covering other shapes, shapes she wants to see.... Following my response to try another tool, Abigail and Claudia find a solution together and each create several more shape collages with the program (Researcher's Journal, February 7, 2008). According to Lowenfeld (1987), for children of this age, "it is exciting [for them] to discover that objects can overlap, ... that one object can cover another is important, because it implies a recognition of the interrelationships between objects" (p. 316). Although Claudia is aware that objects overlap, she could not manipulate the shapes to overlap in a manner that did not completely cover up other shapes in her composition. Figure 66 is the virtual collage Claudia created using the "Shape" activity on ArtsConnectecfs "Artist's Toolkit" program and where she encountered issues. What Claudia knows about drawing and collage materials in the art studio was difficult to reconcile with her experiential engagement with a virtual collage program. Another virtual experience several co-researchers commented upon was the use of the computer mouse as a drawing and painting tool. Several of the participants indicated in their portfolios and interviews their appreciation of using a computer mouse to create and manipulate lines and shapes. Both Neeka and Claudia's comments about their experiential knowledge of drawing having an effect on their online drawing experiences have already been addressed in preceding paragraphs. However, Adam discovered he could "draw with my mouse!" when he used "How Van Gogh Made His Mark" on the Met Kids website. Abigail shared with me during her interview that in order to create art in virtual reality "you have to know different art materials and different technical things.. .how to draw and how to use a mouse!" Neeka, aware that both her interest in and experience with using drawing materials influenced her virtual drawing interactions, commented during her interview, "well, maybe it helps if you LIKE to draw so that when you use the mouse to draw something, you can." Finally, Desiree noted a positive drawing engagement she had with the NGA Kids "Paintbox" program. Desiree expressed pleasure at being able to "make.. .my own art with just having to drag pieces over." While not explicit, Desiree's pronunciation suggests that some of the other programs with which she interacted required more movement of shapes rather than the creation of them. Desiree's remark warrants reflection as it indicates that her knowledge of art making and materials is more 278 comprehensive than the virtual drawing activities capacity. According to Hurwitz and Day (1995), for children, art is a means to engage all of their senses for learning and expression. Creating art heightens children's sensitivity to the physical world and fosters a more perceptive appreciation of the environment (p. 87). Desiree's experience demonstrates that many of the virtual art making activities she encountered made her aware of the differences between her previous experiences with tangible art materials and virtual media. The Personal/Preferential Approach Approach Statement Youngsters' viewing selections and their engagement with activities on art museums' websites are guided by their individual interests and preferential choices. The Personal/Preferential approach considers and references children's motivation for interacting with various activities and their level of engagement with an activity or site. Additionally, the Personal/Preferential approach relates most directly with Free-Choice Learning theory and Csikszentmihalyi's theory of flow experiences. Explication of the Approach The Personal/Preferential approach overlaps directly with the Experiential approach. However, each approach is clearly represented in the data as distinct methods. Participants were given Free-Choice to interact with any and as many activities they chose on the four art museum websites introduced to them. As such, their choices relate directly to their personal preferences. Personal preference also reflects 279 participants' responses to the quantity and quality of choices made available to them as site visitors. For example, a student who enjoys drawing may not have been engaged or motivated to draw using the virtual drawing tools and activities that were available on a website because she/he did not like the options provided, and therefore preferred to use another activity. Nevertheless, some of the co-researchers' individual activity selections may have been rooted in the experiential. For instance, if a youngster expressed an interest in Asian culture, s/he was more likely to view the available choices of Asian artifacts out of personal interest. Evidence of the Approach With every website visited, the co-researchers expressed and/or reflected on a personal or preferential interest, and therefore considered their individual preferences in the viewing and interactive choices available on a site. "In Free-Choice learning situations, the learner can self-select the challenge they wish, rather than having it imposed upon them. This element of control emerges as another fundamental component of motivation" (Falk & Dierking, 2002, p. 17). In this study, children's activity choices directly correlated with their motivation. Few choices meant a lack of engagement, as I will demonstrate in the following paragraphs. Ennes and Thomas' (2007) research revealed parallel results. They found "students were mindful of the selection process, and choice was very important to them" (p. 11). Schaller et al.'s (2003) research discovered that museum websites should provide "users something to do rather than something to see. Manipulation of objects and ideas that produce a new construct is crucial to a strong form of interactivity" (p. 2). Although Schaller, et al. did not look specifically at art museums, co-researchers from this study expressed a desire to do and make something, as well as view artworks. The observation of cultural and historical artifacts is crucial to the art museum experience, and with this research, the online viewing experience was a strong component of youngsters' interactivity with art museums' websites. Hurwitz and Day (1995) support this assertion with their statement, "Artistic behavior seen from a broad perspective suggests a reciprocal action between art making and responding to art.... The process of engagement with the world of artworks can be as powerfully absorbing and satisfying as the process of their creation" (p. 91). The capacity to create something in a free-choice context using a virtual art- making program, combined with the option to observe artworks that influence and inspire creation, figure into flow experiences. "Flow learning experiences, like all free- choice learning experiences, are not just mental experiences, but rather whole body experiences involving all the senses." As Csikzentmihalyi states, 'When goals are clear, feedback is unambiguous, challenges and skills are well matched, then all of one's mind and body become completely involved in the activity'" (Falk & Dierking, 2002, p. 18). While not all the senses can be involved in children's virtual media experiences, three of the websites the participants visited, NGA Kids, Destination, and Met Kids, provided opportunities for children to employ their senses in unique ways, e.g., listening to sounds associated with a work of art. An analysis of the data sources revealed that several of the participants preferred art-viewing experiences where their sense of sound was engaged, in particular, on MoMA's Destination website. Shaina commented that she appreciated being able to listen to music when she interacted with the Giacometti link. Desiree also 281 indicated an interest in being able to "h[earj paintings and sculptures.. .unlike other sites," but that she was well aware she did not have that option at the actual museum. Neeka recorded in her Destination exit questionnaire, "I like how it sounds.... I heard sound with art I learned about." Abigail inferred that the inclusion of sound with artists' work, such as with Starry Night on Destination, gave a different context to van Gogh's work than on the Met Kids site. She thought the addition of sound to the viewing experiences to "be great for my age." Conversely, Claudia noted that Destination "had silly sounds" and the inclusion of sound was not a motivating factory in sustaining her observations of the art. While the incorporation of sound may have motivated the engagement of some of the research participants, the choice of available artwork on some of the sites did not. Several of the children, like Claudia, remarked during their interviews that art museums have websites for kids so that children can see "what the museum has and what you can do with art." Claudia thought the ArtsConnected website displayed "interesting and... many kinds of beautiful kinds of art," and NGA Kids "has some really cool things to do and see." However, the participants were more likely to comment on the lack of choices of available artworks to view. For instance, Adam ambiguously wrote about art on the Met Kids website, "[I'm] not crazy about some of the artwork." Abigail indicated that ArtsConnectedneeds more artwork for visitors to see, and on Destination, "there wasn't much to look at...too much information, and to little balance." I recorded in my journal seeing participants quickly observe digital artworks. The time they spent looking resembled how they might view an artwork unattended or 282 unengaged in a museum. The lack of available viewing choices, as professed by some of the participants in their portfolios, could be a result of a lack of motivation on their part, or the museum websites not providing artworks with engaging viewing entry points for users. That children were not engaged to sustain observation and interaction with many website artifacts, suggests a compromise of their potential flow experiences. The journal entry below recorded my reflection of children's brief viewing interactions: It seems, in some ways, that students spend as much time looking at art on a computer as they would in an actual museum space, about 5-15 seconds. I wonder why that is? For example, I watched Desiree barely look at any of the artworks available on this site, although she did quickly look at some, whereas some of the boys went straight to the activities. Unless they are engaged in a discussion about a piece, what are the chances they will consciously choose to spend additional time looking at a piece? Shaina seems to be spending time looking at the artwork and listening to information about it. I can't tell what piece she is looking at (Researcher's Journal, February 14, 2008). The selection of viewable artwork and the variety of activities available to website users was important to each one of the seven co-researchers and connects directly back to their desire for choice. If we establish choice as a motivating factor in children having flow learning experiences with art museums' websites, than based on the responses of this study's participants, they preferred multiple options not only with the games and activities with which they engaged, but also the artifacts they could see. Lowenfeld stresses (1987), "the field of art can contribute a great deal to a child's growth by stimulating an awareness of the things around him" (p. 286). At present, virtual reality is very much in the realm of children's awareness, and art museums' have entered this space. What they haven't done, according to my young co- researchers, is provided an appropriate amount of engaging activity and viewing choices. As a result, a flow experience is compromised and although children could "self-select the challenges they wish," many of their interactive choices were not only limited, but "imposed upon them" (Falk & Dierking, 2002, p. 17). The Technological Approach will further address the issue of choice as it pertains to the capacities of available technology. The Social Approach Approach Statement The Social Approach refers to the occurrence of socialization and how youngsters of the preadolescent stage interacted with and engaged others during their Free-Choice learning experiences with art museums' online activities. The Social Approach relates closely with the Experiential and Technological Approaches. Explication of the Approach This thematic dimension considers the social nature of the participants' visitation experiences to art museums web-based art activities. Children's interactions with others (adults and peers alike) in a technologically focused environment manifests in diverse ways: such as how youngsters engage and physically interact with one another; in behaviors they exhibit that are dissimilar from those of an art class; and actions different or similar to an actual museum visit. Gender socialization differences also became evident during the research process. The evidence of this approach culls primarily from what was observable during the ten class sessions and recorded in my observation journal. Evidence of the Approach All of the participants involved in this study exhibited social behavior in some capacity. Every co-researcher demonstrated a need to socially interact with another individual at some point during an online experience. Because children who are at the preadolescent stage of development tend to be more social, this finding is not surprising. According to Lowenfeld (1987), in the "the Gang Years" (ten to thirteen years of age) of artistic development, children think more socially and are influenced by others opinions. Schaller et al. (2007) discovered that when they compared age groups interacting with museums web activities, they found "children more likely to have a social learning style," appropriate to their stage of development (p. 6). What is intriguing is not that the children socialized with one another, quite the contrary, but how the youngsters involved in this study expressed social behaviors in the context of interacting with online art activities. In a journal entry from January 24, 2008,1 recorded the following observation about what I consider to be unique qualities of their social interactions and behaviors when using computer technology: socialization is happening at a different level/scale, or in a different way than what I've seen before such as in the art studio or in a museum gallery. While the students may talk to one another, they do not seem to be talking with one another. Essentially, they make little to no eye contact with each other when they talk [to each other]. While they help each other to find things or to show things by gesturing and pointing, they do not look at each other when they communicate. When a student asked another "how do you get on that?" The other student would lean over and either use the mouse to show the student or point to the appropriate links. For example, Desiree has just asked , her neighbor about the jousting game, but did not avert her eyes from her screen. Claudia and Abigail did the same thing when talking about the van Gogh drawing activity, and Yves and about the medieval joust. This is not the only recorded evidence of socialization that occurred via a computer screen. Two weeks after recording the above observation, I again noticed children socializing in a depersonalized way via their computer terminal and reflected on how different it appears from children socializing over physical art materials. Social interaction seems to be occurring at an entirely different level than what I have observed before.... There seems to be a lack of personal socialization, a lack of connection with each other through facial expressions and other gestures.... This is very different from when they are doing art in the art studio where students' interactions have more personal contact. For example, there is a tendency to look at and watch one another [in the art studio], they will look at each other when they are speaking as well as when they share materials and ideas (Researcher's journal, February 7, 2008). During the research investigation, gender differences also became evident. At the second session of the research enrichment course, the participants selected their own computer terminal. I observed boys and girls separate themselves by grade and gender with boys on one side of the room and girls on the other. My journal entry from January 24, 2008 notes, Interestingly, students were able to select their seats and have automatically separated themselves. The 5 graders are sitting one side of the room and the 4 graders on the other. Also, boys are sitting next to boys and girls next to one another. Additional gender differences seemed to be more pronounced in terms of how the boys and the girls socialized when they engaged with specific activities. Boys were more competitive with one another and girls tended to seek acknowledgement and approval from one another about what they were doing and created. I addressed the competitive nature of boys in the Experiential setting because their resulting interactions with games were based on their prior experiences with virtual games. In terms of the Social Approach, I observed boys engaging more with game-based activities, fostering competitive socialization. I recorded utterances made by the participants in my journal such as, "Do you want to see me win?" "Look what I can do!" and "Can you do better than me?" Schaller et al.'s research (2007) uncovered that "among children 10-13, boys prefer Role-Play [games] significantly more than girls do, while girls prefer Design more than boys did" (p. 7). In my study, boys became more socially interactive when playing games, and girls more social with one another when seeking out approval for their endeavors. According to Hurwitz and Day (1995), children are "motivated to become skilled in making art that passes their own critical judgment and that of their peers" (p. 86). Evidence of a female co-researcher being social in order to seek acknowledgement for something she created comes from my observation journal. The entry, dated January 31, 2008, notes: Neeka asked Shaina, 'is this good?' of a virtual ink portrait she has made using the van Gogh activity. Shaina does not respond, but Claudia, a 4 th graders stops her work to look over at Neeka and comments on its 'goodness.' In the same entry I reflected on this observation: Why is it so important for some students to know if their work is 'good' and what constitutes good for them? Is it merely a call for attention? For affirmation to validate one's efforts? To make a personal connection with others such as a form of social interaction? To share in the art-making process? Both my observation of the girls' interactions and my resulting reflection find support in Hurwitz and Day's (1995) assertion above. The scenario I describe above reflects a desire to share a personal experience in a social context, as does a social interaction I recorded between Claudia and me, which reflects her need for validation of her creative endeavors, an occurrence not unlike her queries in the art studio. 287 'Ms. Mulligan, can I get rid of artwork that I made and saved, but that I am not happy with?' 'Why are you unhappy with some of your work?' I asked her. 'I've done a lot more things in the last few weeks that I prefer.' 'You may save what you like, it is your choice and your portfolio,' I responded. The co-researchers not only interacted with one another, and socialized via their computer screens, but there were occasions when they interacted with some of the adults in the room as well, such as Ms. Watnik and myself. Several of the participants engaged me in looking at what they had made, what they noticed, or in assisting with a technical issue they were having. Of all the students involved in the study, Yves was by far the most social individual. Yves is gregarious and vocal. Not only does Yves like to share ideas and experiences with peers in the art room, but also he did so in the Computer Instructional Center (CIC) during the research investigation. I observed Yves on numerous occasions talking to his computer screen, similarly to how he engages with art materials in the art studio. In my journal I recorded this observation: "Yves would just begin to talk to the screen and occasionally, to his neighbor." Additional evidence of Yves' need to socialize is also recorded in my journal. On several occasions, Yves directed questions and comments to me such as when he inquired about "a batch of lines.... Is it art?" he asked. Another exchange between Yves and myself dealt with his observation of a work by Frida Kahlo on Destination, an artist whose work he described during our interview as "good" and "funny." Finally, Yves' creation of a "slideshow" using a program on Destination prompted him to tell me, "I saved it to my portfolio so you can see it." The Technological Approach Approach Statement The Technological Approach reflects the participants' relationship with and knowledge of computer technology and Internet websites and how their understandings influenced their online interactions, choices, and opinions. The Technological Approach has similarities to the Critical and Experiential Approaches. Explication of the Approach The technological aspect reflects participants' interactions (or interface) with the screen/computer and the technology inherent to each art museum website. There are several components to the technological approach. One component reflects the nature of technology and how the co-researchers interacted with their computer and computer screen. A second component relates to the navigability of a site and whether or not activities are accessible and easy for children to locate. A third component considers the computer-generated activities uploaded to the websites, or their usability. A fourth component reflects youngsters' technology experiences such as basic computer usage and Internet knowledge, a direct overlap with the Experiential Approach. Support for the technological approach is apparent in my journal entries that reveal children's physical interactions with computers and responses from the co-researchers that refer to their knowledge of and issues with technology. Evidence of the Approach All the participants in this research use technology both at home and in school, but with more time spent on a computer in school. When on a computer at home, the 289 children in this investigation spent more time doing their homework than using the Internet. When they did go online, the children averaged about one hour at a time, a few days a week, and explored many of the same sites. Popular sites among preadolescent stage children in this study were www.disneychannel.com. because of its games and www.webkinz.com, because of its role-playing interactivity. Schaller, et al. (2007) found in their research that "children prefer structured activities like Role-Play and Design" when engaging with museum websites. Schaller et al. (2007) refer to design activities as "open-ended inquiry and experimentation... with a personal creation as the product of the experience" (pp. 1, 3). In terms of this study, a similar finding emerged, that virtual activities that are design basedopen-ended and experimentalsuch as drawing and building programs, were the online activities preferred. While this result does link directly with the Preferential Approach, I use it here to demonstrate that it is the design nature of the technology and not the content per se that the participants preferred. For example, a child may prefer one drawing activity over another because of how it engages him/her to draw, not the topic that engages him/her to draw as in the case of "How Van Gogh Made His Mark." In addition to the types of technology museum websites used, the co-researchers commented on a website's usability and navigability. Jackson and Adamson (2007) discovered that working with children in their study "highlighted some usability problems but also showed that the children already had some clear expectations of how the application would work" (p. 9). The technological usability of programs is closely associated with the Experiential and Personal/Preferential Approaches in my research. For example, several of the co-researchers commented that m some way users' knowledge of technology influenced their use of and experiences with art in virtual reality and their knowledge of physical art materials impacted how they worked with technology. Quite simply, they were aware of the technological. For instance, Abigail commented that "you have to know different art materials and different technical things.. .how to draw and how to use a mouse" in order to use many of the programs and activities provided on the sites. Otherwise, sites and activities could be difficult to use, she suggested. Desiree expressed awareness that what she could do with pencil and paper could not be learned or done similarly with technology. "You can't learn to draw like you can in art class. You can't do the same things." Adam expressed surprise at being able to draw online and although he did not connect the technological aspects of drawing on a computer with drawing in actuality, his exclamation, "I didn't know I could draw with my mouse!" suggests that he was perceptive of differences. The limitation of the available technology on the websites the participants visited was echoed in comments made by Neeka and Claudia. Claudia questioned the usability of the Artist's Toolkit "Shape" program. I recorded an exchange between Claudia and myself in my observation journal about difficulty she experienced with "Shape" and not being able to manipulate forms in specific ways. Claudia eventually figured out how to place things in her composition, commenting that "it was actually quite easy," but such issues would not have occurred with tangible collage materials. Claudia's concern directly references the technology of the program. Schwartz and Burnette (2004) found similar results in their informal evaluation of youngsters' interactions with MoMA's Destination website: 291 Interestingly, many of this young group of users already understood certain Web conventions, but others did not. Their use of the mouse was notably different from adult users, and careful notes were made about when and what children wanted to click on the site. Where certain objects had not been clickable, they were made so, and new tools were developed to create multiple options for navigating the site (p. 9). The Visual-Aesthetic Approach Approach Statement The Visual-Aesthetic Approach relates to the visual components of an art museum's website for children such as its coloration, layout, text, imagery, and overall appearance. A youngster's aesthetic sensibilities influences his/her opinions of how a website and its activities look and are organized. The Visual-Aesthetic Approach interacts closely with the Critical, Personal/Preferential and Technological Approaches. Explication of the Approach The Visual-Aesthetic Approach reflects the visual appeal a site and its activities have on a youngster's aesthetic sensibilities, and vice versa. One component of the Visual-Aesthetic Approach is how the co-researchers responded to various aspects of a website's visual presentation. For example, if a site or its activities had bright colors and more images than text, a participant was more likely to have a positive response to the site and/or its activities. A site or link with too much text lacked appeal for a youngster. A second component of the Visual-Aesthetic Approach is a youngster's interest in the artwork viewable on a site. The type and quantity of artwork on a site influenced how appealing a youngster personally considered the site. A third component is the format or layout of a website and its activities. The structure and 292 visual organization of a site influenced a youngster's perception of an activity or the site. Confirmation of this approach is evident in the co-researchers' responses that allude to the visual aspects of an activity or site. Evidence of the Approach Each of the co-researchers involved in this study was sensitive to the visual- aesthetic characteristics of the websites they visited. Color sensitivity was especially present in the data and correlates directly to the artistic development of children in this age group. Lowenfeld (1987) acknowledges the development of color schema and color relationships among children at this stage of artistic development. Children's connection to color is impacted by their visual and emotional bond with it. With each of the four websites visited by the co-researchers, they all commented on the visual appearance of it site and its use of color. Children's visual and emotional awareness of color impacted their initial impression of a website or a site activity. Shaina, Desiree, Yves, and Abigail all agreed the homepage of Met Kids "was boring looking." Shaina remarked that the site looked "like it's for adults." Other website homepages were found to be "uninteresting," "cluttered," and with "too much on the homepage." Websites like NGA Kids and ArtsConnected were mentioned for their "bright colors" or for being "very colorful." Two co-researchers also noted that a site or an activity that had too much text, or a lot of text and images on a page, appeared confusing. Both Yves and Desiree directed this comment to the NGA Kids website. In their research, Judy Haynes and Dan Zambonini (2007) also noticed that "sites with a more graphical, less ["text- heavy"] home page seemed to suffer less from [usability issues]... than those sites that offered little distinction between their homepage and subsequent 'content level' pages" such as collections or education pages (p. 6). Children at this stage of artistic development are also developing their aesthetic sensibilities. Lowenfeld (1987) asserts, "Aesthetic growth can be seen in the way children relate the subject matter to the qualities of the material with which they are working.... Utilizing the intrinsic qualities of a material is a characteristic of aesthetic sensitivity" (p. 328). Children, I discovered via this study, based their interactions with art museums' websites on their prior knowledge of and experiences with digital technology and art materials. When Lowenfeld made his argument, computer technology was not the widely available and used medium it is today. However, Lowenfeld's assertion retains applicability to the findings presented here. Youngsters involved in this study were aware of the intrinsic qualities of digital media, a material with which they are frequently and increasingly interacting. Their aesthetic approach to art museums websites is rooted in their combined sensitivity to art and virtual media. Summary "Art can provide a means for children to develop their inherent creative abilities and, in the process, to integrate their emotional, social, and aesthetic selves" (Hurtwitz & Day, 1995, p. 87). From a phenomenological perspective, the six thematic approaches can be construed as representativebut not definitiveof children's interactions with art museums online art making activities as they are interpretations of the data collected from this case study investigation. This chapter has attempted to demonstrate, via an analysis of the data sources, that children present different attitudes when they engage as users of art museums' website activities. The young co-researchers involved in this study displayed various behaviors-they were critical; they were social; they were aware of the technological; they relied on the experiential; they considered the personal; and they were sensitive to the visual. In discussing the findings of the research, in light of Free-Choice Learning theory and recognizing the six approaches, this chapter has addressed the following research sub-question: Although a few theoretical constructs have been suggested by researchers to apply to the design of virtual museum environments, how might the application of the theory of Free-Choice Learning relate to the development and design of art museums' digital art and art-making activities for young people? It is from an examination of the data, contextualized by the theory of Free-Choice Learning, that I identified the six approaches. Recognition of the six approaches as empirical evidence of children's interactions with art museum's online art-making activities can provide art museums with research-based support for the development and design of future web-based art activities. Evidence from this study and from Schaller, et al.'s research (2007) suggests that in order for museums to create engaging activities for young online audiences, developers must consider several factors: one of the long-standing challenges in creating informal learning experiences for the Web is how developers can visualize their remote, often anonymous audiences. Because many Web users surf as individuals, it is helpful to look for ways to understand their diversity and uniqueness. We have become 295 increasingly convinced that in order to create more engaging and effective learning experiences for all types of learners, Web developers must deepen their understanding of the ways that factors such as learning style, age, and gender influence user preferences for particular types of interactive digital learning activities. Evaluation methods and analysis of the effectiveness of specific informal on-line learning sites have continued to mature (Bearman and Trant, 2004 as cited in Schaller, et. al, 2007, p. 1). It is important to assert that the six thematic approaches identified and discussed in this chapter should not to be deemed learning styles. Rather, based on evidence from the study, the preadolescent co-researchers approached, or came to their online experiences with intuitive expectations and individually ingrained attitudes. This research investigation did not attempt to assess the participants' styles of learning prior to or during their online interactions, but this does not preclude learning style as a manifestation of the experience. The thematic approaches are an outgrowth of Free- Choice Learning theory, where learners can control their learning encounters. It is a child's stage of development that factors into his or her experiences, not necessarily their learning style that defines it. As Falk and Dierking (2002) acknowledge, all learning begins, and ends, with the individual's unique interests, motivations, prior knowledge, and experience....Learning is both an individual experience and a group experience. What someone learns, let alone why someone learns, is inextricably bound to the social, cultural, and historical context in which that learning takes place.. ..Learning is facilitated by appropriate physical contexts and by well thought-out and built designs.. .an art museum or studio for learning about the visual arts.. .Learning is influenced by the developmental stage that the person is at (p. 56). Chapter VI will discuss the implications of the research endeavor for art and museum education in light of the data analysis presented in this chapter, and addresses the secondary overarching research question, and the research sub-question. 296 Chapter VI IMPLICATIONS FOR ART AND ART MUSEUM EDUCATION Museums have a long history of studying their visitors (Falk & Dierking, 2002). Research of online visitation encompasses intriguing possibilities, but poses unique issues with regard to determining who the users are, what exactly it is they do, how they do it, and what they would like to do. As Schaller et al. state, "we are still grappling to understand our on-line audiences in their rich diversity and individual uniqueness" (2007, p. 9). I believe the findings of this case study can assist art and art museum educators in better understanding the educational potential online art and art- making activities hold for young virtual visitors because the results of the investigation are a direct outcome of children's web-based interactive experiences. In an effort to further readers' understanding of the influence and implications the findings of this study have on children's art education, this chapter will present additional evidence in light of the secondary overarching research question: How might [children'sj responses be used to develop digital art-making experiences using art museums' online resources that offer fresh educational possibilities for learning in, with, and about the visual arts? and the subsequent research sub-question: What might be the implications of a study of elementary age children's critical investigation of museums' digital art and art-making activities for the design of museum education online curricula? An intention of the research was to gain a more cogent understanding of the roles children's interests, knowledge of and experiences with the visual arts and technology, and their developmental capacities should and can play in the design and creation of digital art and art-making, web-based activities. This research provides insight into how children approach their online art-making experiences with art museums' websites and reveals that youngsters are intuitive and perceptive users of art museums' web-based art activities. In order to address the implications of this case study for art and museum education, I propose three comprehensive recommendations for art museums that either have, or are developing, online art and art-making activities for children. 1. Art museums should consider that the children involved in this study approached art museums' web-based activities in six ways: (1) critically; (2) experientially; (3) personally/ preferentially; (4) socially; (5) technologically; and (6) visually-aesthetically and that these approaches warrant inclusion in the planning and designing of online art museum curricula. As such, for each approach, I offer several suggestions for art museums to consider as they develop online activities for children: With regard to the Critical Approach, art museums should take into consideration that children are intuitive critics of their online experiences. This study revealed that children nine to eleven years of age instinctively know what they like and do not like when it comes to using online art- making activities, despite their difficulty articulating and specifically expressing their critiques. Art museums' websites should therefore 298 encourage and provide more visually accessible and more frequent opportunities for youngsters to offer their assessments of the types of choices and activities these website provide, along with the layout and organization of the sites, and the imagery included. For the Experiential Approach, I recommend art museums bear in mind children's stages of artistic development, as well as obtain a general sense of youngsters' art instruction youngsters by collaborating with art educators so that the online activities that art museums create reflect not only museums' collections, but children's experiential base with materials. Reciprocally, I would recommend art educators consider utilizing the online resources of art museums as a way to encourage children to continue to explore museums and their creative potential. Art teachers can incorporate online programs into their instruction and appeal to the capabilities of children who may enjoy making art, but experience difficulty working with physical materials. For the Personal/Preferential Approach, I propose that art museums more clearly indicate and articulate difficulty levels and age range of activities similar to the Tate Kids website (Jackson & Adamson, 2009) along with clearly outlined and highlighted categories of activities. The co- researchers in this study expressed a desire for more challenging, and in some cases, additional age appropriate activities. One way to do this would be for museum website activities to be clearly labeled on homepages as to the type of activity a program is so that children who prefer to draw, sculpt, paint, observe, tour, and/or play games can select and directly link to those 299 activities. Although some sites, such as Destination and ArtsConnected offer different types of activities, the variety and differences are not necessarily readily evident and/or directly linked on site homepages. When creating online art, this research discovered that children are social in nature, albeit their interactions take on a different context than they do in an art studio. Evidence from this study indicated that children interact with others via their computer screens and by sharing discoveries of activities and information they located. As a result of the Social Approach children take, I recommend museums' websites for youngsters provide more opportunities for children to share their virtual artwork with one another in online gallery sections, and that they be encouraged to work with peers, caregivers, or as a class, to discuss and create virtual artworks where they can share their inspirations, techniques, and strategies. To take into account the Technological Approach, I would advise art museum website developers to consult current trends in educational technology and talk with youngsters about their expectations for websites and the types of websites they are accessing. The results of this research established that children's understandings of technological conventions such as usability, navigability, and accessibility were applied to their interactions with museums' web activities. Sites that were deemed aesthetically appealing, easier to navigate, provided activities that were easy to use and manipulate, and websites and activities with uncomplicated accessibility, were determined to be more engaging by youngsters in this study. In addition, based on responses from my co-researchers, children appear to be very attuned to computer-animated games and virtual worlds such as those found on the www.webkinz.com and www.disneychannel.com websites. Keeping these sites in mind as references, museum websites may want to seriously contemplate the inclusion of more interactive virtual gallery tours (virtual worlds) in which children can role-play (as avatars), search, discover, and observe artworks. Schaller, et al.'s (2002, 2003, 2005, and 2007) research supports this recommendation, revealing children prefer role- play and game-based activities online. Finally, this study demonstrated that how a site looks and is organized influences a child's perception of it. Therefore, to attend to the Visual- Aesthetic Approach, I propose that when designing a website and its activities, art museums take into consideration what youngsters value in terms of appearance. For example, this research, along with Burnette and Schwartz (2004) and Jackson and Adamson (2009) revealed that children are attracted to bold colors and imagery, and a website or activity that includes too much text lacks immediate visual appeal. Thus, when creating a website and its activities, museums should refer to the visual designs of websites that are currently popular with children (and which provide both educational and entertainment opportunities). Free-Choice learning can happen anywhere at anytime, and with anyone, but based on evidence from this study, children's Free-Choice time with art museums' online art activities may require adult or educator facilitation in 301 order for youngsters to have a "flow" experience where they are engaged and motivated, and where they build upon knowledge they already possess. According to Falk and Dierking, "To be a successful free-choice learner, it helps if the information is presented in ways that truly facilitate learning" (2002, p. 31). To provide opportunities for children to be successful during free-choice learning experiences, initial introduction and facilitation by an educator (be it parent, art, or museum) may be required. The results of my study demonstrate that children occasionally needed clarification and assistance when engaging with online activities. 3. Online art and art-making activities for youngsters can offer exciting possibilities for children's artistic development and resulting art education. However, regardless of whether a site's design and possibly its content have been outsourced or designed in-house, it is the responsibility of art museums to ensure that what is put online has art educational intent, import, and integrity grounded in research and theory. In short, a museum should create, contextualize, pilot, and evaluate its virtual art activities with youngsters and art educators before it commits to uploading them. Schaller et al. (2003) note, "defining what makes a Web site 'educational' is just about as slippery as nailing down what counts as interactive" (p. 2). Instead of attempting to define how art museums' websites for youngsters are educational, the results of this research, along with Schaller et al.'s (2002, 2003, 2005, and 2007) and Jackson and Adamson's (2007) provide insight into how we should begin to approach and characterize, and not define, web-based art education. 302 Finally, based on the findings of this focused, case-study investigation, it is important for art and art museum educators to rethink and readdress how they approach and utilize technology in their respective fields, in light of its potential for the artistic development of youngsters. This in turn can lead to research that can provide additional understandings about art education in virtual reality with virtual art media. The next and final chapter will reflect upon the overall investigation and offer suggestions for future research endeavors related to this area of art education inquiry. 303 Chapter VII CONCLUSIONS: REFLECTIONS ON CHILDREN'S VIRTUAL ART MUSEOLOGY Introduction "Like any new medium, it will take time to understand how to most effectively utilize the Internet as a learning tool" (Falk & Dierking, 2002, p. 136). As previously asserted, my motivation for exploring this area of art education research derives from my combined pedagogical practice as an elementary art teacher, my personal aesthetic experiences with works of art, my sincere admiration for the role of art museums as stewards of historical and cultural objects, and my interest in an emerging trend of art museums providing virtual art-making opportunities to young audiences via institutional websites. The narrative case study presented in this document is very much a result of my desire to contribute empirical data to an area of art education-based research that I perceive to be a growing phenomenonthe increasing number of online art and art- making activities developed by art museums specifically for children. One of my foremost objectives of this study is to initiate a dialogue among art and museum educators about the educational relevance and potential the online art and art- making resources of art museums may hold for youngsters' art education. With a scarcity of published research to support children's use of these online art-related activities, as well as the influence and impact, if any, of these programs on their artistic development, I have presented evidencein the form of six approachesthat argues 304 for art museums to more closely examine and consider children's critiques, materials- based experiences, interests, social dispositions, technological understandings and expectations, and aesthetic sensibilities as they develop virtual art and art-making activities for their websites. Reflections on the Investigation Locating the "Real" in the Research of Art Museums' Virtual Real-ity When I endeavored to examine art museums online art and art-making activities from youngsters' perspectives, I had little idea of what I would discover in terms of their perceptions. I was aware that my observations of art museums' web activities were based upon my philosophy and pedagogy as an art educator. However, as I am not the anticipated visitor, nor user of art museums' virtual activity "wings," I invited fourth- and fifth-grade students to my co-researchers in the investigation. The young participantsthe intended users of art museums' online activitiesvisited the websites of four art museums' virtual branches and freely selected their interactive art opportunities. The young co-researchers used and examined the digital art and art- making activities found on the art museum websites visited. The collected online experiences of seven of the participants, along with their interview and inquiry responses, and my recorded observations and reflections, became the core data analyzed. Through the design and implementation of a case study presented as a descriptive narrative of seven children's free-choice experiences with art museums' 305 online activities, and an analysis of the data collected that considers their stages of artistic development in relation to Free-Choice Learning Theory and additional related research, I conceptualized six thematic approaches for children's interactions with art museums' online activities. When further scrutinized, these six approaches indicated patterns of behaviors of how children tend to use and approach art museums' online art- based activities. The resultant dimensions, or approaches, that emerged are: (1) critical; (2) experiential; (3) personal/preferential; (4) social; (5) technological; and (6) visual- aesthetic. These six approaches overlap, intertwine, and recur during a child's interactive experiences with art museums' web activities. How the approaches manifest during a youngster's interactions with museums' online art-making programs depends on the needs, wants, and values of the individual child. Notwithstanding these findings, this research has limitations that will undoubtedly be considered should future research be undertaken. The following section will reflect on these limitations and offer recommendations worthy of consideration for investigations yet to be initiated. Limitations of the Research No study is without its limitations but it is from an appreciation of these confines that this investigation will benefit and allow future research to achieve its potential. There are several limitations that warrant mention as they impacted the investigation in some form or another, some minor, others more germane to the research as a whole. At the outset of the study, I grappled with various methodological possibilities that would best aim to address my research inquiries. The qualitative case study methodology I embarked uponwhile valuable in contributing new understandings to art and museum education research of how children approach the online art activities of art museumshas as a shortcoming a lack of quantitative data. While the qualitative data collected resulted in a richly descriptive presentation and analysis of information, contributions from a greater number of co-researchers would have offered greater insight into a larger and more diverse pool of youngsters' experiences. The small number of participants invited to participate in the research lent itself to a qualitative case study where quantitative measures were included to further support the investigation. However, had the methodologies selected been reversed, a quantitative study would not have yielded the rich personal experiences and perspectives of the individual co-researchers, and would have resulted in an entirely different research focus. Numbers would have supplanted the children's narratives, and relegated their experiences to tables and charts rather than to illustrative personal accounts. In addition to the aforementioned, I have identified six limitations that merit discussion and consideration for any future research that may be undertaken in this area of art education: Empirical Evidence As there are only a handful of published studies related to this area of inquiry, addressing the research questions and establishing a context required an exploration of research from an array of fields, such as art and museum education, visitor studies, and Internet user studies. There was also dependency on prior unpublished research I conducted to investigate art museums' online art and art-making 307 programs for children and young people's responses to these sites and activities. Although I did make several attempts to seek out in-house research of art museums' virtual activities and websites, my interest has been focused on developing and establishing an empirical foundation for the design of similar online art-making activities, whether by museums or other art institutions. Theoretical and Instructional Foundations As of this time, there is no clearly identified or firmly established theoretical basis or consensus regarding the educational influence and effectiveness of online digital art and art-making activities provided by art museums on children's art education and on which to build a solid research foundation. While theories have been suggested, such as constructivist-based learning theoies (Schaller, et al., 2002, 2003, 2005, and 2007) and how they possible relate to learning in online museum environments; John Falk and Lynn Dierking's theory of Free-Choice Learning and how it connects to children's interactions with digital art-making programs; and Ennes and Thomas' (2007) incorporation of Visual Thinking Strategies in the design of online art resources, no theoretical or instructional foundations support the educational potential of art museums' online art-making activities. Schaller, et al.'s (2002, 2003, 2005, and 2007) research studied learning styles. My objective was not to determine via a specific constructivist learning theory what and how children learn using museums' web activities, but how youngsters' online experiences can potentially influence their art education, and conversely, how their art education influences their online interactions. Based on the results of this investigation, children require some intervention or facilitation by an adult to fully harness the art education promise of online art-making activities, contrary to the tenets of Free-Choice, which may not be the most appropriate or applicable theory to children engaging with online art-making activities. Participants I invited youngsters nine to eleven years of age (fourth and fifth graders) from the school where I teach to participate in the research. Although randomly selected, the original group of fifteen children condensed to become a group of seven co-researchers. Such a small study group, while rich in data, can be construed as lacking breadth due to the number of participants. The developmental stages of these seven participants also has repercussions for additional research as this age group is increasingly social, more aware of their surrounds, and developing a greater sense of how to express their ideas. Moreover, the group of seven youngsters was not particularly mindful of museums, despite their close proximity to a major metropolitan area rich with cultural institutions. The addition of more participants could have provided perspectives not evident with this population. Physical Research Site When engaging with art museums' digital art activities, participants were confined to the use of the computer lab at the school where I teach on Long Island. Although participants could use the sites during any free computer time (at home or school), observation data could only be collected from one location site by the researcher. Virtual Sites and Activities Since I used specific art museums' websites (selection based on a previous pilot study I conducted), the participants did not have free-choice of art museum websites. The number and sites selected can be easily viewed as a limitation. However, participants had free-choice to select the activities with which they engaged on each site, in keeping with Free-Choice Learning Theory. Technology I discovered, as did some of the students who began the research that computers and the world of cyberspace suffer equally from inconsistency and unpredictability. There were several class sessionsas mentioned in my observation journalwhen it seemed as though technology would thwart the data collection process. Such an inhibiting occurrence would be less likely in either an art museum or an elementary art studio, as the reliance is more on oneself to generate the experience than on a computer. Unfortunately, there were occasions when the co-researchers either lost some of their online work or struggled to save it as the school district computer network and/or Internet connections became unresponsive. Additionally, technology is developing at such a rapid pace, and with more schools incorporating computer and Internet usage into the general curriculum, new programs, methods, and software are continually being introduced. 310 Maintaining currency with these applications and introducing them to children requires dedication and determination from technology administrators and teaching staff. Educational Aims of the Study "There is no single right way to learn things, and no single place or even moment in which we learn. All our learning happens continuously, from many different sources and in many different ways (Folk & Dierking, 2002, p. JO). The art education of young children online, and in a virtual capacity, is still in the initial stages of investigation, although art museums' websites have been in the public domain of cyberspace for nearly a decade. There is little doubt that art museums have harnessed the meteoric growth of technology and Internet usage to promote their institutions, collections, and resources. This is due in part to assertive public relations marketing and the progressive insight and perseverance of several art museums' departments of education. However, with the continually developing pace of technology and the enormous scope of the World Wide Web, art museums have not established a research basis for the online art "education" or "learning opportunities" they are offering young audiences via online interactive websites. The findings of this case study could open new possibilities for a methodology of how art museums should develop online art and art-making activities that provide children with rich and meaningful experiences in, with, and about the visual arts in the world of e-learning. As Viktor Lowenfeld wrote (1987), "a material is good only if it contributes to children's needs and helps to express their intentions" (p. 336). Digital media is quickly becoming a material through which youngsters have opportunities to 311 express and make meaning. Additionally, a consequence of the findings of this narrative case study could be the development of new online art curricula inspired by young people's experiences, but developed with art educators knowledge of children's artistic development and art museum educators' expertise of museums and their collections. Furthermore, the digital art activities for young people that are being uploaded by art museums could offer new art museum education opportunities for youngsters that encourage a lifelong interest in physical and virtual art museums and the visual arts for children of multiple interests, learning styles and capacities. A study that specifically examines developmentally appropriate practices for the online world of art museum education, combined with the experiences and knowledge children bring to their online interactions with digital art programs the six approaches: critical, experiential, personal/preferential, social, technological, and visual-aesthetic would be an unprecedented research endeavor. Further investigation of art museums digital art-making activities will serve to develop the research literature and contribute data directly collected from the young users the sites have been designed to serve. This case study investigation identified six themes that emerged from children's critical examination of art museums' websites. My hope is that these thematic approaches will assist art museums and web developers in evaluating and designing online art curricula for children that are reflective of youngsters' development, interests, and experiences, as well as current pedagogical practices in art education. Moreover, I hope art museums will involve young people in the assessment of their online art experiences so that their knowledge can be reflected in the content and design of digital art and art-making 312 activities. Particularly if art museums continue along a trajectory of offering online art programs. The individual children who acted as my co-researchers for this investigation brought the study to life with their unique personalities and perspectives. Throughout my time as an observer, the research not only reaffirmed how much I enjoy working with and learning from my students, but I discovered that I was more cognizant of their artistic capabilities than I had originally anticipated. Furthermore, I realized how crucial it is for their young voices to be attended to when their free time is involved. Whether or not the children gained specific artistic techniques or knowledge about the visual arts from their interactions with art museums' online activities, I do not know. My intent was never to measure what students could learn from these online art activities and sites, but to discover what they did, wanted to do, and what they knew how to do as individual artists when the choices were theirs alone. I can only share what knowledge I as a researcher acquired in the context of this investigation and as it pertained to my seven young co-researchers. As an educator, I believe that learning consists of many variables that are often difficult to define if not illogical to attempt to measure. Learning, similar to how I view an aesthetic experience, is wholly personal and subjective. The acquisition and retention of knowledge is uniquely individual and acquired with and through various means. If we consider with certainty Falk and Dierking's (2002) assertion that all learning is essentially a matter of free-choice, and that it can happen anywhere at anytimesuch as with children's interactions with art museums' online activities than perhaps we must also take into account that, in essence, learning is always 313 occurring in some small, immeasurable, and, perhaps, unconscious capacity. Regardless of who we are, where we are, or what we are doing, we are continually on a learning trajectory, a course that does not cease, but only varies its direction. Peacock and Brownbill (2007) proposed that educators adopt a more integrated and holistic approach to understanding museum Web site use, taking a broader view of the user experience and its context in order to better plan, manage, evaluate, and promote...on-line endeavors (p. 8) In some ways, that is what this case study has accomplished: it has assumed a broader view of young users' approaches to art museums' website activities. Recommendations for Future Related Research As a researcher, I realized that an outcome of all studies should be to encourage future investigations that will seek to continually challenge and build upon what other studies have previously explored and realized. This study is no exception, and I believe much is yet to be uncovered and revealed about youngster's art-making experiences, both Free-Choice and teacher-facilitated, with art museum's web activities. While this study succeeded in addressing several of my personal inquiries and professional concerns, there is still much knowledge to be gained with answers to new questions that have arisen from this study or will likely continue to surface. Questions may beget answers, but the converse of that is equally true. Many of the questions that emerged from this investigation encourage my belief that I have only grazed the surface of an intriguing and burgeoning area of research. 314 Several questions that are an outcome of this investigation are in some ways a continuation of my initial inquiries and the final question returns to an original query: What purpose are art museums' online activities truly serving in relation to the art education of youngsters? How are these activities encouraging/ promoting and/or hindering children's artistic development and art education? What are some specific interactive web activity possibilities that art museums could develop or re-imagine to directly contribute to the artistic development of youngsters? How can we determine the effectiveness of such programs? Are these sites and activities more effective in terms of children's Free-Choice Learning or teacher-facilitated learning experiences? How would children's virtual visits to art museums compare with their actual visits to museums? Based on my knowledge of the students who participated in this study I am cognizant that what some of them created online is not reflective of their capabilities in the art studio. How do children's interactions with digital art media compare with their tangible art media experiences in an elementary art class? In what specific ways do they inform one another? How can we comparatively assess and look at these differing visual art experiences? 315 What would a critique of art museums' websites for youngsters by elementary art educators reveal about their content and applicability to art education in the elementary school art studio? What is (or should be) the role of technology in elementary art education and in developing children's artistic experiences? Is it necessary for art museums' to offer younsters online art-making experiences when museums' expertise and commitment has been to presenting physical objects of art? Summary The knowledge gleaned from this investigation of children's experiences with and their critiques of art museums' web activities offers a unique evaluative perspective manifested in the six approaches: critical, experiential, social, technological, personal/ preferential, and visual-aesthetic. This research demonstrated that children appear to be intuitive criticsregardless of whether or not they have been requested to offer their opinionswho know what is engaging to them and what is not when using art museums' online activities. What children do, what they want to do, and how they approach art museums' online activities is connected to their personal preferences and prior experiences with both art materials and digital media. The children involved in this study approached their online art museum visits as they would many other situations, as a social venture where their personal interests, attitudes, aesthetic sensibilities, and technological and experiential understandings 316 come into play. As increasingly frequent users and consumers of technology, youngsters have certain expectations for their online experiences and how something looks and the initial impression it makes does matter when you are nine, ten, or eleven years of age. However, and despite this evidence, youngsters tend toward ambivalence and ambiguity about what they think they should be able to do and how they should be able to accomplish it when they visit an art museum online. Somewhat like a visit to an actual museum, the desire to see "the real thing" is there, but once you have seen it, what do you do with that experience? Is "the real thing" really worth an actual visit or even a revisit? Or is seeing a digital representation sufficient enough because a pixellated replica can be visited at anytime using any Internet linked computer? If a child has the opportunity to physically manipulate art materials or the option to manipulate digital media, my research suggests that children will freely choose a sensory-based experience with materials over a virtual experience with digital resources. However, children again tend toward ambivalence when it comes to actually visiting a museum. While five of the co-researchers found value in online and on site museum visits, and preferred the "real" to the virtual, one could just as easily visit an art museum from a computer, an another, not at all. As Falk and Dierking assert, "we do not have to imagine what an elephant looks and smells like; we can actually see and smell it.... Context matters, both because it enriches and strengthens learning, and because it makes learning easier." In other words, learning is tangible, straightforward, and often sensory based (Falk & Dierking, 2002, 317 p. 55). What can art and museum educators do to ensure that youngsters realize that context does indeed matter and that the virtual cannot replace the actual or the real supplant the virtual? This remains to be (and I hope will be!) investigated. To conclude, I want to thank John Falk and Lynn Dierking. Although I have not (yet) had the privilege or the honor to meet them, it is because of their work with Free- Choice Learning theory that I discovered something about myself: that I am a highly motivated Free-Choice Learner. The lessons I have learned from my research are truly without limits. "Learning is not all in our heads, but rather it is a dialogue, a coming together of internal and external reality" (Falk & Dierking, 2002, p. 149). In the case of the research presented here, I would argue that learning or, rather, educational potential is a collaborative discourse of internal, external, and virtual realities among educators and learners alike. 318 References Adler, C. (2004). Maintaing organized chaos: Children's "visual conversations " about art without teacher interference. Doctoral dissertation. Teachers College, Columbia University. American Association of Museums (AAM), (2005). Information retrieved August 10, 2005, from www.aam-us.org Bearman, D. and Trant, J. (2005). 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Appendix A 324 IRB m IF H m CO o sJLJf CO 40, \ * Si ' ^S '. %i. .' .' a 5 * iMl ^ **** ^ 5 'TP > w is*,.'- *.' v 3 P Ji IRB 325 T E A C H E R_5_ C O L_L_E G_E I . . . i : . < l ; . I n*' i, fi- ti Nr v i i " l i i ' . i ,i March 5,2Q r i nq' i i e M illiL.in 3" , - _ 5 '.4' !>:iL'a "' b Wcndstce Nh 113"? [ ) t _ r ( l v - ' Pk-ioi,' be :nlii me J dial ;- . ! tht d;;e nt'itus letter, tin. Ir.stitutniinl Ki " n'v RO.IIH' . ; r (he r-cKLvlwi) .H Hut: an S ihjcj-3 ii' lie.carer. ( I RB K I * 1>:.-TK r\ Cult'*.?. Ci^ iiTiil-ia 1 -i ciMH l^ *. re'. <c\r.'.- j ni j r i ' i i ( H m l ' t WI i i ' ' Rn\ nl Frt.-( limit*I ej ni uv.Hi i h i k ^ r ' i . t v pc i i " n vSHiili 4-1 \ I I I <I . I I n-,' Di j i Ul . l i ; \s_ uities uuJti cpsc ,LL rrt i c v I <"-> ^ te.tNr )i' let viukiu' 1 !*t.ial ,ou: sluiv hi t I x m fui h appiucd The ip| i u ,<il . elit-ctj .s until .1 5 Irt, Ills. 1KB I o r nittM m is*be cor' accc -f : r cc ETC nny d~,iti>> 5 r tn. protn.. J Jur n: turc (e.led Please note It vcu ar ephmngt o connni.e y..un i t j Jy, a Ccrnni i mj R. ww ap|1.:L".ln:. must t>. f kd -if- vctks D*"k-r m r e . pi ri t i -c uf f v p^ Jimol r v (RFi :iumbc. v-j.gr.ec te \oot pr eyed is08-137 Do net h e-rate to conta.-t "tic 1KB (.omir.nce i t ( Pl ?) ' i ?S l i ns f y i n Five n j i.nrsticns I'lci^ c note that wur curiai-ii fcrni tu'en an otfYml 1R.Fi AuthtincHivri /amp Cupi d "f" this ">r:n v>nr- 'he f RBt t imp JTWV t russ. ! for U' . r rcsri rrti TMIT: Bp>; wJ v s \-.r v.'ur .1,Ui ui i l i Mi ' i n s I l LSl di George Bonaimo, Fh,B Professor' : ; Chir, 1KB 326 Appendix B Pre-Online Investigation Questionnaire: Computer/Online Background and Preferences Participant Code Male Female Age/ Grade Date 1. Do you have a computer at home for your own personal use or do you share a computer? Yes, I have my own computer I I No, I do not have a computer at home I share a compute ter 2. How often do you use a computer? every dayD a few times per week I I once a week I I less than once a week 3. About how much time do you spend on a computer at one time? less than an hour between 1-3 hours more than 3 hours 4. What do you feel you know how to do well on a computer? (check all that apply) I I type I I surf the Internet I I communicate with others!I play games I I make things! I other I I use different software such as: 5. How often do you go online and use the Internet when you are on a computer? I I every day! la few times per week! lonce a week I I less than once a week 6. About how much time do you spend on the Internet each time you log on? I I less than an hour between 1-3 hours more than 3 hours 7. What do you do like to do on the Internet? (check all that apply) I I play games I I watch videos e-mail blog IM I llearn new information/research I I download/listen to music I I make things! I surf for new websites download/look at images I I shop/ buy things I I other 8. List three of your favorite websites and write down WHY they are your favorites. website #1: why I like it: website #2: why I like it: ~ website #3: why I like it: 9. When you visit/find a new website, how important is it to you that you have a lot of choices of things to see and do? I I very important I I somewhat important I I not very important 10. What keeps you re-visiting a website? (check all that apply) I I how it looks/sounds I I variety of things I can d o D constant updat es/ new activities I I my friends recommend and use it a lot I can save and/ or print what I do I can share what I am doing with my friends other 11. What museum websites, if any, have you visited? name of site(s) 12. How did you find out about the museum' s website? I I parent(s)/ guardian(s) teacher friend Internet search I read about it link from another site other 13. What did you do on the website? ayed games I I made things I I read/ pri nt ed information took a virtual tour collected artwork/objects searched around the site Dpi Appendix C Excerpts from the Researcher's Observation Journal Week 4: February 7, 2008 Visit site 2: ArtsConnectEd - The Minneapolis Institute of Art Observation: Yves, a 4 l grader interacts with his computer more than I have seen other students do. He continually talks to the screen and will sometimes direct a comment to those around him. Observation: When students look at a classmate's screen and seeing something that s/he is doing they will ask the student how they did what they did or how they got there. What is interesting is that although they discuss, they look at and point to the screen rather than looking at one another as they communicate. Social interaction seems to be occurring at an entirely differently level than what I have observed before. Although I have observed this previously, it is occurring each week. There seems to be a lack of personal socialization, a lack of connection with each other through facial expressions and other gestures. Students are interacting with each other via a screen. This is very different than when they are doing art in the art studio where students' interactions have more personal contact. For example, there is a tendency to look at and watch one another, but look at each other when they are speaking as well as a sharing of materials and ideas. Abigail, a 4 th grader has stopped her work and is observing what Claudia and Desiree are doing instead of focusing on her screen. Could these be a result of over visual stimulation perhaps? Shane, a 4 th grader is creating Sonic on the Artist's Toolkit program. This is typical of Shane. Regardless of where he is, Shane will always draw Sonic or another cartoon character. Even with the use of new tools with which to create, Shane draws the same image. Observation & Reflection: ALL of the students lean into and look closely at their screens, almost as though they are myopic. I feel uncomfortable as I observe them. The glare of the screens making my eyes tired from afar! What is the reason for this? Adam is leaning particularly close as he works on what looks to be a needlepoint activity on the website. When I have observed children in the art studio they will often focus intently on the materials they are using, sometimes not at all as in the case of clay where they . . . seem to want to smell it first and then work with it without even looking at it until they 329 are ready to begin sculpting in earnest. However, how they look so closely at the screen and how they look at their work in the art studio are quite different; the close proximity to a screen and to paint or clay is quite different. Reflection: Could this interaction with the computer screen impact how they relate to the content or activities? Is the close proximity to the screen a result of attempting to connect/relate more directly with the online art as in a museum or a physical material as in an art room? A big leap in terms of how individuals interact with computer screens, one another, art materials, their environment, etc. Claudia, a 4 th grader seems to be figuring out what looks to be for her, "kinks" in the Artist's Toolkit program. She requests that I come over to see what she is doing. Claudia attempts to put a circle into a specific space, but as she does so, it covers up the other shapes she has already placed. "I can not figure it out," she says. "What are some other options you can try?" "I still have a few buttons to try." "Let me know when you have figured it out." Claudia sticks with it and discovers that she must hold down another button to place the shape where she wants it. "It was actually quite easy," she says. Reflection: This would not be an obstacle in the art studio with tactile media. I should have gone there with Claudia to discuss the difference of working online and working with physical materials. Abigail [appears] perplexed to me by the puzzled look on her face. She stops what she is doing and looks around; perhaps to see if anyone else is having the same issue as she appears to be having. Abigail is trying to move and place shapes around one of her compositions but appears to be having difficulty. Abigail turns her attention toward Claudia when she overhears her asking me about the shapes overlapping and covering other shapes, shapes she wants to see.. .Following my response to try another tool, Abigail and Claudia find a solution together and each create several more shape collages with the program. Observation: The Artist's Toolkit program will show a virtual image of a well known artwork related to the art concept/principle that an individual chooses to interact with using a program. Some concepts are shown to the viewer and can not be interacted with on one's own terms. Students are reminded to take screen shots of whatever they have made and to save the images in their digital portfolios. Observation: As students put images into their digital portfolios, they seem to think and consider where they will place things, almost as though they are creating a digital collage or composition. While no directions where given about arranging their images, many of the students appear to be thoughtfully considering where they will place things. Joseph, Yves, Claudia, Adam, and Abigail for example were observed arranging their work. 330 Appendix D Online Investigation Questionnaire: Post Website Visit Responses Looking at and Creating Art in Virtual Reality Participant Code Male Female, Age/ Grade Date 1. Museum website visited 2. Amount of time spent on the site 3. Was the site easy to navigate? YES NO 4. What did you like about the website? (check all that apply) I I how it looks/ sounds it was easy to navigate it had interesting topics I lit had a lot of choices of things to do other 5. What did you NOT like about the website? (check all that apply) I I how it looks/sounds it was difficult to navigate there was too much to read there were not a lot of choices of things to do I did not find it interesting I I it was not right for my age other 6. Please list the things you did on this website that you have not done elsewhere. 7. Would you visit this website again or recommend it to a friend? Explain why or why not. YES NO 8. Does having visited this art museum' s website make you interested in visiting the actual museum? Explain why or why not. YES NO 331 Appendix E Participant Interview Protocol Questions about art and the artistic process 1) Why do you think people make art? 2) Why do you think art is important to have in our life? 3) What is art to you? 4) Where do you think people come up with ideas to create art? 5) Where do you come up with ideas when you are creating something using art materials (e.g. paint, clay, paper, etc.)? 6) What are some feelings you have when you are making something using art materials (e.g. paint, clay, paper, etc.)? 7) What materials do you enjoy working with the most and why? 8) What kind of art do you enjoy looking at, talking about, or inspires you when you are creating something? 9) If you have a favorite artist, who is it and why is s/he your favorite? Questions related to art museums 10) What art museums, if any, have you visited? 11) How do you feel about going to an art museum? 12) If you were to visit an art museum, what kind of art would you like to look at and why? 13) What are some things you think you can do when you visit an art museum? 14) What would you like to be able to do/see when you visit an art museum? (what do you think visitors should be able to do?) 15) Many art museums have websites people can visit, if you have never been online to an art museum website, what do you think you will find there or be able to do on such a website? 16) Why do you think an art museum would have a website? Questions related to art in virtual reality 17) If you had a choice to create art using materials such as paint, paper or clay or using a computer, which would you choose and why? 18) What are things you think are important to know to make art using materials? 19) What do you think a person needs to know to make art in virtual reality? 20) What do you think the differences are between making art with materials and creating art using a computer (program)? 21) Why would an art museum have online programs where you could make art? Post-Study Interview Questions 1) You have now visited several art museum websites, and if you have been to an art museum, which one do you prefer? Explain why you prefer one to the other. 332 2) Of the different art museum websites you have visited, which one did you like the most? Be specific and explain why you liked the site so much. 3) What would you like to see on an art museum website or what would you like to be able to do that wasn't available to you? 4) Having made art in both the school art studio and online in the computer lab using art museums' websites, which do you prefer and WHY? 333 Appendix F Interview Response Transcript Participant Code: CffllO Date: May 8, 2008 Questions about art and the artistic process 1) Why do you think people make art? People make art 'cause maybe when they get bored it can make you feel better. You can express your ideas with art. You can your work upon your wall and make a space look pretty. 2) Why do you think art is important to have in our life? People enjoy making it. Making art makes some people happy. 3) Where do you think people come up with ideas to create art? People can look around a room, pick up objects, and use the world around usto get ideas. Other people's art can give us ideas too. 4) What makes a work of art good to you? (whether you created it or someone else did) Colors, especially bright colors! If I like how the lines and shapes are I will like the art. I like portraits too. If the art is made in a medium I like than I will probably like it. 5) What kind of art do you enjoy looking at, talking about, or inspires you when you are creating something on your own? / really like my older sister's artwork. She made this painting using the Chanel design. It was really good and very cool. Her work inspires me. 6) Which artists' work do you enjoy looking at and talking about? / really like the work of that illustrator that came to visit our school, but I can't remember his name. Chris Soon-Piet? The artist who created illustrations from photographs? Yes, that's him. His paintings look JUST like the photos! His work shows so many details in paint. I like Picasso too. His art has great colors and shapes. 334 Appendix G Digital Portfolio 1 (Adam) As I enter this site I think There are lots of interesting pictures. It also shows a little history about the picture. I think this is a great site. My Virtual Portfolio (take a picture of your art using - "command" + "shift" + 4) I V, I' . - I. ' MSfX r . H. EXT k 1 I \-* '* \ A- s<5 336 K, / : J: f^T^^J f v / ' . / v^HJU p4s- L --J- I- ?t r ^ . - - - _ % V. \l CAb^ I TI M rir jTririiii iiixt 337 338 ^m ' \ i^f 5 .....- -. & & i&g ^- - - - ""^SS^S^' x ^^^^^^^i f ! ^^^ t l . f.-'T' -.' 339 340 My Favorite Activity (take a picture of the activity using - "command" + "shift" + 4) r -
, 1 * " - . ' - . ITiT' *; ' V >' f ! > V -H v i v . v . ! v v " , - S - 1 -1 **rr. "* i i \ . ' i . , ! V * v > . ' : - . * - v ii :-- v "A ! , I 1 * , ; ""V ' '.tit*- * - ' _ \ s . 341 _ S J " .- 4~ fc - A- f % r~v - - * - * * " ,
.-"-:' i i* ...v.- " - - "I 1 ' i."~" - ; - * , 1 " r ? * * ^ . 1* > ' * -' "i " : - , - > ' - - ' ***= * _ - us J.-- ii * ^ N -,. - n * * Did you save your work? If not, do so now. 342 As I exit this site I think It was amazing. I liked it a lot. There was lots of things to see and do. I sot to draw stuff. 343 What is Your Opinion? Type in your response or use the color fill to pick the desired answer. 2 classes 1. How much time did you spend on this site? 2. Was this site easy to navigate? 0 Yes No 3. What did you like about the website? (check all that apply) how iQooks how i Qounds it waf i asy to navigate it hadQt erest i ng topics it offeJUId a lot of choices of things to do it wasrireat for my age other pi 4. What did you NOT like about the website? (check all that apply) how iHooks how i Qounds it waQifficult to navigate it did G)t offer a lot of choices of things to do I did rOt find it interesting it wa Qo t right for my age other 5. Please list the things you did on this website that you have not done elsewhere. I got to make my own drawing. I also got to look at different pictures of night. 6. Would you visit this art museum website again and recommend it to a friend? Y^H NcD Now explain why or why not. 7. Does having visited this art museum' s website make you interested in visiting the actual museum? YesH No D Now explain why or why not. I had a lot of fun and I would want to learn more about the history of some of the artifacts.