December 2011 Archives

Self Superhero Lesson Plan

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Super hero comic drawing!

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Self Superhero</strong>

Grade Level: 6-8
Time Needed: 4 Days

Focus: The focus of this lesson plan is to address media literacy in today's society particularly focusing on comic book superheroes.


Objectives:
a) Develop and artistic statement, including how audience and occasion influence creative choices (6.2.1.2.3).
b) Analyze and interpret a variety of media artworks using established criteria (6.4.1.2.1).
c) Demonstrate use of a variety of tools, materials and techniques in media arts based on the characteristics of the hardware and software (6.1.2.2.1).


Motivational Resources
Youtube videos:

Click here for a link to the full Powerpoint
Superherolessonplanpresentation.pptx


Art Materials
Paper (for sketches)
Pencils
Flashdrives (4. Students assigned to certain flashdrive)
Wacom tablet (one for each student if available)
Computers with Photoshop
Scanner (if tablets are not available)

Introduction to Lesson:
The media is one of the strongest influences on our society. No matter how hard we may try, we cannot escape today's media culture. Media literacy is a way to help students control the interpretation of what they see and hear. Media literacy is the ability to analyze the messages presented to us in everyday life and in today's digital world. Technology is all around us but using it and understanding it are to very different meanings that need to be addressed in today's world. Being media literate is about being able to notice what is or is not there. It is the instinct to question a production's motives and values and to be aware of how these factors influence content. There are important questions to think about when viewing an advertisement like: how did they capture my attention?, who is the message intended for?, whose voices are or are not heard?, etc. Media literacy is not about having the right answers. It is about asking the right questions.
One of the greatest examples to use for understanding media literacy in our culture is "Iconic Superheroes" and the huge influence they can have on many people. The superhero iconic image has been a part of our culture, ever since the first superhero, Superman was created in 1938. Within its context and history, superheroes are used for commenting on social and political issues as well as been known to reveal idealized popular values within the western culture (Superhero, 2010). The superhero image over the years has evolved widely through pop culture and the media. In the United States today, superhero movies have soared into our societies through large blockbuster movies, television shows, games, and comic books (Jha, 2010). Our media alone has spent 12 billion dollars on influencing children regarding superhero styles, qualities, and perceptions (Jha, 2010). The media uses kid's meals at restaurants as well as clothing to emphasize their idea of the "awesome role model" for today's children (Jha, 2010). Superheroes have always infiltrated controversy as a role model for society, however because of the change in pop culture and push into digital technology, Mass media has created Superheroes to be further intensely transformed, exploited, and even seek aspects of injustice, which is contradicting term in the superhero realm (Jha, 2010). Today many superheroes actually use justice and caring as a kind of excuse for violence, explosions, and revenge. The Dark Knight movie from 2008 raised over $533,000,000, making it one of the most watched movies of all time. In the movie, Batman is filled with luxury. In one scene he asks his servant for a modest car, only to choose a very expensive, Lamborghini. The other latest movie, Iron Man also emphasizes fame and wealth as the only ways of being successful in life (Jha, 2010). Both examples reveal idealized fortunes and the greedy ideals of consumption that further promote the expansion of overconsumption in the United States. Superheroes also maintain a level of an impossibly perfect physique on both female and male forms. Female bodies carry the look a Barbie doll and are constantly seen with unrealistic and tight clothing, and very few carry a leading role within the storyline. (Jha, 2010) While the growth of diversity with the superheroes has expanded the dominant standard image is still Caucasian, young to early middle age, and middle or upper class (Superhero, 2010). The X-men series has developed roles of both male and female characters, however the movies focus more on explosions and revenge that develop into adult rated material that is questionable for kids. The downside with movies is its difficulty to help develop characters more and make the more personable (Jha, 2010). Furthermore, if a child doesn't live up to the expectations of being number 1 just like their favorite superhero, the media has also pronounced its influence on and promotion of becoming a slacker, sidekick, or class clown (Jha, 2010). Movies like the Green Hornet, and Hancock all have some act of emphasizing the "slacker/Careless" role for comedy (Jha, 2010). The best thing to do regarding superheroes is to become media savvy and be able to find lies within marketer's tools on influence. Superheroes can have a positive impact for our society. Superheroes aren't just super strength, and good looks. They should embody the act of justice and/or positivity and good will. Everyone can be a superhero in his or her own right in the everyday world.
Students will learn about media literacy through comic book heroes. There will be a discussion about what is a hero, how the media describes a hero, and how the media's description of a hero impacts us, the viewers. After the discussion, students will then create a 1-2 page comic strip of themselves as a hero in a daily life situation, first by drawing on paper. Once their comic strip is complete, the class will then scan their comic strips onto the computer. Adobe Photoshop will be used to learn how to draw digitally, add color, dialogue bubbles and text, and then finally to print the completed comic strip.

Here's a link to the full lesson plan!
2self hero lesson plan2.docx

Media Literacy

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Library resource #2

Addressing Media literacy in the classroom through Subvertising.


I was searching fir an article to write about and I found this great journal in the library databases
The article is about an art project that is design to teach middle school students about media literacy. The project taught the students about multi-million dollar advertisement campaigns and about subvertisments. The project started by the kids identifying logos and slogans they are exposed to everyday but also some from the 1900's. They were very good at identifying the companies or products. After they learned about the advertising companies they moved on to another project. For this project they made subvertisments in Photoshop. They picked a logo and revised it to address social issues. They targeted issues like obesity, global warming, homelessness and child abuse. For example, one student used the Coca Cola bottle and typeface to make a subvertisement that showed the link between soda drinks sold in schools and childhood obesity.
I thought this would be a very interesting project to do in class because it addresses media literacy while still using digital technology and allowing room for creative freedom. It kind of reminded me of the project we are doing in class now.
It would de interesting to do this project in a classroom so the students could see just how much the media affects them. Also, they would be able to create their own logo about an issue they feel very strongly about. I think it would be a great project to do in a middle school class.

Here's a link to the article!
https://login.libpdb.d.umn.edu:2443/login?url=http://vnweb.hwwilsonweb.com/hww/jumpstart.jhtml?recid=0bc05f7a67b1790e3172f89f74bec625daaac4803452ba6e435f5b35cf4d74e6bd9aff576dcab203&fmt=H
Chung, S. K., et. al., Media Literacy Art Education: Logos, Culture Jamming, and Activities. Art Education v. 62 no. 1 (January 2009) p. 34-9

Citation

Chung, Sheng Kuan, and Micheal S. Kirby. "Media Literacy Art Education: Logos, Culture Jamming, and Activities." Art Education January 2009 62.1 (2009): 34-39. Print.

Creativity in Digital Art Education.

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Bi-Weekly LIbrary resource

For my Bi-Weekly report this week I looked at the databases on the school's library website and found a great article called, Creativity in Digital Art Education Teaching Practices.
I chose to write about this article because it has a lot to do with some things we've talked about in class regarding the importance of technology in the art classroom. The article talked about how it is important for teachers to adapt their lesson plans so they include digital methods even if it poses problems for the teacher. This might be hard for the teacher because students might need more help because they don't understand how the soft wares work or the teacher might need to learn how to use certain soft wares themselves before teaching with them. The article explains that the extra work will pay off for the students. If teachers ignore the changes that come with the digital age, it is to the detriment of the students. Students and artists in today's world are expected to know how to use these technologies. If they are not taught how to use them, there will be a rift between the young artists and the art world. It is important for teachers to use current digital methods because will help the students prepare for the art methods they will be using in the real world. According to the article, it also helps develop their problem solving skills, visual reasoning skills, and creative thought expression.
I personally agreed with a lot of what this article was saying. I think it is important for students to know how to use certain soft wares and equipment because they are probably going to have to use it in their future careers. Even though the soft wares will change, at least they will have some confidence using it since they have used it before.
It is easy to introduce digital methods in art because there are so many ways you could do it. Digital photography, film classes, typography,.. the list goes on and on. However, there are also ways to include soft wares in classes that are not normally very artistic like English classes for example. I know that writing is an art on it's own but there are ways to push the creativity in assignments. For example, the teacher could create an assignment where the students write their own poem and then make an illustration for the poem out of the words in Photoshop. They could just rearrange the words they used in their poem to create a landscape or the characters from the poem. I know this could be challenging or frustrating for some of the students, but it is a great way to incorporate a technique that would otherwise probably never be used in an English classroom.
This article taught me a lot about the importance of incorporating digital methods or soft wares in every child's education. Even if it isn't their normal cup of tea, they will benefit from the experience in the long run.

Here's a link to the Article

http://vnweb.hwwilsonweb.com/hww/results/results_single_fulltext.jhtml;hwwilsonid=IPLGWD0UGIQ2LQA3DKDSFF4ADUNGIIV0

Bibliography

Black, Joanna, and Kathy Brownint. "Creativity in Digital Art Education Teaching Practices." Art Education 64.5 (2011): 19-34. Art Full Text. Web. 7 Dec. 2011. .

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