Artful Nurturing

Nature has an organic way of creatively carving out its path and presenting images of unique aesthetic proportions. Examples can be seen via the intricate lines, shape and harmony of the spider’s web, or the heavy impasto texture and abstract sculptural form of mound building termite’s hills.

Although humans have learned by observing natural phenomena for centuries, our ability to design beyond the limits of our genetic construction has led to the creation of cultural movements such as visual art, music, film and literature. While our collective culture has developed artistically and created a whole new world through new media like the internet and virtual reality, some artists have reflected back upon natural phenomena and explored patterns between our materialized environment and the innate behaviors of the animal and plant kingdoms.

The artist Martin Roth created work in collaboration with wildlife. Through a process that combined laboratory science and studio art, Roth nurtured living organisms in sterile or manufactured settings. Roth studied painting for his MFA, but came to realize that the pigments on the canvas weren’t enough of a vessel for the potent energy he desired to create. So he chose organic matter as his medium. He asserted that “by working with something that was living, changing, growing, I felt like there was actual energy in the work” (Rachel & Roth, 2017).

For example, one of Roth’s works is a ‘drawing’ that is simultaneously a habitat for worms. The worms have taken residency inside of a glass frame and as they move through the soil lines, shapes and values manifest. While Roth turned the traditional technique of drawing on its head, his work still adheres to the enduring aesthetic notions of artistic composition. Roth painted, sculpted and drew by employing a push and pull between artificial and natural materials and subject matter. Roth’s work grows over time, its properties change and it either evolves or comes to an end. It imitates life itself.

 

Roth played with the grid, a time-honored compositional framework in Western art, with his installation titled In May 2017 I cultivated a piece of land in Midtown Manhattan nurtured by tweets. The basis behind this work was that a basement (inside the Austrian Cultural Forum New York) full of lavender plants arranged in a compact grid, would grow as a result of Twitter rants from Donald Trump and other inflammatory agitators. As Trump and other blowhards angrily tweeted (and were re-tweeted), the intensity of the fluorescent lights got brighter and the plants grew bigger. The artwork provided a cathartic release from the tenseness of current events and sociocultural turmoil. The lavender plant symbolizes a direct contrast to the vitriol of the ferocious rants. Lavender is used in horticultural therapy to offer relief from anxiety and depression. The burgeoning rows of lavender, with their colorful hues and sweet fragrance, offered a counterbalance to the stressful and bleak moments society manufactures. 

The concept of nurturing human cognition and emotion through creative play with materials is also a major concept of Kindergarten pedagogy. The foundation of Kindergarten, which was developed by Friedrich Wilhelm August Fröbel, combines children’s innate and learned abilities, in order to scaffold their growth into the adult world. Fröbel’s Kindergartens combined both organic activities such as gardening and dancing with human manufacturing and technology, which culminated through his series of ‘gifts’ (see: We all scream for STEAM! Lifelong Learning Through Creative Activities and Mindful Technological Pursuits). This methodology is largely incorporated today, especially in Reggio Emilia and Montessori schools.

The duality between inborn knowledge and experiential learning was significantly addressed by two of the foremost figures in developmental psychology: Jean Piaget and Lev Vygotsky. These are the two contributed fundamental insights into how our minds develop. Piaget asserted that cognition comes about through set stages, while Vygotsky proclaimed that development is continual.  If you have ever heard the phrase ‘nature versus nurture,’ it is basically an abstract that describes the differences in both phychologist’s theories. We now have come to largely accept that these theories are both valid and should be fused together to develop educational curricula and make judgements regarding social, emotional and cognitive learning.

Art educator Judith Burton (2000), argues that young minds develop through both individual and cultural experience. She suggests that art is an effective method of communicating the complex nature of the living environment. We all have an inclination to make our mark on the world. Without any prior references, the earliest humans developed an archetypal visual vocabulary, where similar marks and symbols have been found in locations thousands of miles apart. This shows how expression and symbolic communication is a natural response to the human condition.

Through combining a personalized artistic style and using their culturally formed and learned experiences, a child can create their own profound mark within humanity. Burton claims that this reason is why both the child-centered notion of mind informing art education and the belief in laissez-faire teaching are inadequate. It is not ‘nature versus nurture,’ but rather both working in tandem that lets the child be liberated to think and create compelling visual narratives. The research of Piaget and Vygotsky and its updated scrutiny by Burton, signify that it is a combination of ‘nature’ and ‘nurture’ that account for a person’s development. In other words, while we all have the natural ability to learn and develop, how we perceive the world largely depends on our experience, environment and education (Zucker, 2018).

Through reflecting on the elements of nature and nurture in Roth’s art, we can discover a lot about ourselves and the ways we are both in-tune and out of touch with our natural environment and each other.


This post is dedicated to Martin Roth who passed away at the age of 41 on June 14, 2019.


References, Notes, Suggested Reading:

Burton, Judith. (2000). “The Configuration of Meaning: Learner-Centered Art Education Revisited.” Studies in Art Education, 17-32.

Rachel, T. Cole and Roth, Martin. “Martin Roth on collaborating with nature.” The Creative Independent, 30 Nov. 2017. https://thecreativeindependent.com/people/martin-roth-on-collaborating-with-nature/

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We all scream for STEAM! Lifelong Learning Through Creative Activities and Mindful Technological Pursuits

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Froebel Gift #3

In the book, Lifelong Kindergarten: Cultivating Creativity Through Projects, Passion, Peers, and Play (2017), Mitchel Resnick asserts that the playful and choice based curriculum typically employed in early educational settings should be the foundation for life-long learning. He says that educational models should focus on a materials based exploration and student-driven projects that employ creative problem solving skills. He argues that a great way to do this is by strategically incorporating digital manipulatives and computer programming into the curriculum. Resnick is a distinguished educator, computer scientist, and researcher who is currently the LEGO Papert Professor of Learning Research, Director of the Okawa Center, co-founder of the Computer Clubhouse, and Director of the Lifelong Kindergarten group at the MIT Media Lab, the latter of which contributes insights into ways that technological progression can benefit pedagogy.

Resnick is optimistic regarding the embrace of technology as the catalyst for teaching to the whole child. He has first hand insight of the benefits gained from creative play within collaborative technological environments because of the positive results he’s experienced creating and implementing the Computer Clubhouse and the programming language Scratch. In 1993, Resnick and Natalie Rusk co-founded the Computer Clubhouse in order to provide a safe and collaborative space for youth living in underserved communities to learn programming and explore original ideas for tech based projects. The Computer Clubhouse empowers 25,000 youth each year to build their computer skills, become creative innovators, and develop self esteem and efficacy through their work.

Scratch is a child-centered visual programming language, which makes it easier for kids to develop their own animated stories, video games, and interactive artworks. Scratch programming has inspired ambitious child-centered initiatives (many good examples are mentioned in Lifelong Kindergarten) and the creation of a global community where new ideas for projects are posed, creative templates and technical strategies are shared, and peer-to-peer critiques offer constructive support. Through a playful and interpersonal embrace of technology, Scratch and the Computer Clubhouse are educating and emboldening the future innovators of the world.

The arts, science, engineering, mathematics, and education are just some of the many domains that have been affected by technological progression. In the visual arts, the advent of different types of paint significantly influenced the way individuals communicated and even profited. During the Northern Renaissance (15th century Europe, north of the Alps), the embrace of oil paint on a wooden substrate (oil on wood panels), signified a technological revolution (see: paint technology) because it enabled artists to explore techniques like glazing and layering paint. In the later half of the 15th century, canvas was introduced as an alternative to the portable but still expensive and cumbersome wooden panels. The advent of canvas as a surface for oil paint was a strong boost to the artist/patron relationship and by around the 16th century, oil painting was established as a commodity (see: Berger, 1972).

Traditional oil painting was a stable form of aesthetic technology that artists used to depict the world around them until the introduction and embrace of photographic medium and processes in the mid-19th century. As a result of photography, some artists who remained devoted to painting, developed new techniques and explored subject matter that was indicative of contemporary technological interests such as industry, scientific theory, the machine, and the sequence of movement (i.e. Impressionism, Cubism, Futurism, and Viennese Kineticism). American painters such as Charles Sheeler, Joseph Stella, and Elsie Driggs, were incredibly enthusiastic about the technological advances during the early 20th century, and subsequently invented an aesthetic mode called Precisionism, which championed modern technology such as factories, bridges, and skyscrapers. Art in the 21st century includes digital video, interactive games, sound sculptures, artificial intelligence, and virtual reality.

As evident from prior history, the idea that education, the arts, and technology should compliment each other is not solely a novel objective that reflects our digital age. It is true that we are experiencing an increased interactivity (far more than ever before) with digital technology throughout the world, which makes exploring, learning, and enjoying the possibilities of technology all the more beneficial. However, technology has a longstanding relationship with learning and the two disciplines have largely been symbiotic partners, enabling many important breakthroughs in each field. Throughout the decades before and after the industrial revolution, art was an important subject for students to learn in primary, secondary, and university settings. In previous posts, I have described the way the arts were seen as a counterbalance to the dehumanization of the worker in light of industrialization (see: Making Our Space / Documenting Our Place – Building and Maintaining a Better World). As John Ruskin aptly put it: “Life without industry is guilt; industry without art is brutality.” Even before machinery dominated the American landscape, Benjamin Franklin was one of the earliest proponents for art education, specifically drawing, to be included in the Colonial school curriculum. Drawing programs in schools were often centered on technical rendering skills that could be useful in designing modern architecture and industrial mechanisms. Specialized trade schools were established for industrial laborers and the curriculum incorporated artistic techniques and artisan principals that celebrated craftsmanship and good design. In fact, vocational training prior to World War II was known as “industrial arts,” and developed a mutual (albeit on and off again) relationship up until the end of World War II (Sterling & Burke, 1997).

Unfortunately, as Sterling and Burke (1997) described, the relationship between the arts and technology faltered in the period following World War II. The school curriculum gradually shifted towards a heavy focus on common core subjects (in preparation for colleges and universities and corporate jobs), standardized tests, and quantitative assessments, which resulted in art and vocational programs being cut and underfunded in schools. While this is still a major issue today (see: The State of the Art…In Schools), the arts have been making a steady comeback as a key educational component in tandem with other academic areas of study.

The utilization of technology via the artistic process has led to educational curricula that focuses on STEAM (Science, Technology, Engineering, Art, and Math) learning. STEAM signifies the importance of fluidly combining creative and collaborative endeavors, which stem from our desire to understand and interact with the world in a more meaningful and productive manner. Contemporary artists have been at the at the forefront of collaborative projects with scientists and engineers (see: E.A.T – STEAM & Experiential Explorations, Discoveries, and Insights), therefore it makes sense that STEAM learning is employed in educational settings because it combines rational thinking and scientific processes with inventive and mindful uses of technology. This combination can be beneficial in designing and implementing expressive, empathetic, and sustainable approaches to address major aesthetic, sociocultural, environmental, and economic issues (see:Activating Art and Education for Activism). Some educators have even suggested the addition of R (reading and research) so that STEAM becomes STREAM. This addition is appropriate because literacy and research methods are essential in the arts as well as in science and technology.

Perhaps the most important breakthrough in education was the advent of Kindergarten, a sociocultural revelation, which foresaw the importance that play and materials based exploration has on innovation. The contemporary version of Kindergarten (and Pre-Kindergarten) was the design of German educator Friedrich Fröbel. Fröbel was a mentee of the Swiss educational reformer Johann Heinrich Pestalozzi, whose approach to “Learning by head, hand and heart,” led to a sweeping modernization of the educational system in Switzerland. Like his mentor, Fröbel believed in a strong social, emotional, and embodied approach to teaching. His methodology incorporated Pestalozzi’s idea of teaching to the whole child, which means that every facet of a child’s life has a vital impact on the development of their personality, identity, and cognition. Fröbel realized that the best way to educate the whole child is through activities and play. He stated:

“The active and creative, living and life producing being of each person, reveals itself in the creative instinct of the child. All human education is bound up in the quiet and conscientious nurture of this instinct of activity; and in the ability of the child, true to this instinct, to be active.” (Published in an issue of his magazine Ein Sonntagsblatt für Gleichgesinnte (A Sunday Paper for the Like-Minded) (See: http://www.froebeldecade.com/sonntagsblatt/)

Fröbel was especially devoted to early childhood education and opened a school for young children in Bad Blankenburg, Germany in 1837. He recognized that children from infancy to age three experience dramatic cognitive development, although prior systems of education had been lacking for this age group. In 1840 he invented the word ‘Kindergarten’ to describe his school’s curriculum. The methods of embodied learning taught at Fröbel’s inaugural Kindergarten included singing, dancing, gardening, and playing with a new technological breakthrough he created called Froebel Gifts. Froebel Gifts are educational tools that inspire active learning through play and choice-based projects. Each of the Froebel Gifts was given a numerical value by Fröbel, which signified the order in which they should be introduced to the child. The gifts build upon the child’s prior knowledge and experience and enable the child to create and understand spatial relationships through artful activities.

The original gifts are still produced and used in classrooms and are the link to digital manipulatives such as LEGO Mindstorms, as well as other digitally programmed building toys that inspire self-directed play, which Fröbel coined as ‘Freiarbeit’ (free work). While the original Froebel Gifts are seemingly simple in their design (see: Intro to Froebel Gifts), they are highly advanced in the way they promote social, emotional, and cognitive development. Froebel Gifts were one of the most revolutionary innovations for early childhood learning, because they provided young children with a means to playfully explore, manipulate, and make insightful connections to the world around them. The influence of Froebel Gifts is highly noted by the visionary architect, Frank Lloyd Wright, who was given a set of Froebel blocks as a child and has stated the influence that playing with these blocks had on his work as one of the most innovative architects of the modern era. Wright stated: “For several years I sat at the little Kindergarten table-top . . . and played . . . with the cube, the sphere and the triangle—these smooth wooden maple blocks . . . All are in my fingers to this day . . .” (George, 2000).

Individual artists and art collectives such as Antonio Ballester Moreno, Meow Wolf, and Get Your Life!, take art and play very seriously in their multidisciplinary work. Many of their ongoing projects and creative endeavors embrace the idea of playful explorations leading to insightful lifelong learning and other benefits.

Antonio Ballester Moreno is a Spanish born contemporary artist and curator whose current artistic philosophy and practice is similar to Fröbel’s 18th century pedagogical philosophy and methodology. Both individuals explore(d) the interconnection between creativity and activities, as informed via an understanding and engagement with the natural world. Moreno’s Vivam os campos livres (Long Live the Free Fields) (2018) is a literal ‘garden for the children,’ which is the actual German translation of Kindergarten. The sculptural installation consists of ceramic mushrooms and fungi sculpted by school children in São Paulo, Brazil, which Moreno arranged on the floor in the form of a mandala. It references Moreno’s ongoing aesthetic, social, and pedagogical interest, which manifests itself in his oeuvre of abstract geometric artwork.

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Antonio Ballester Moreno, Mountains #2, 2016, acrylic on jute, 36 1/4 x 28 3/4 inches. Courtesy of Christopher Grimes Projects, Santa Monica, California.

Within Moreno’s body of work, the concept of building on prior knowledge and experience is established through explorations that lead to insights within the framework of abstraction. For example, his large paintings such as Sol (2018), and Mountains #2 (2016) utilize an essential visual vocabulary from the elements of art (shape, line, color, balance, and form) to create archetypal imagery out of rudimentary geometric relationships. These paintings employ the aesthetics of geometry and abstraction to create new meaning and make connections to recognizable forms that already exist in nature. They illuminate how both natural and synthetic forms are all interrelated in our collective lexicon. This is akin to the way the Froebel Gifts build upon each other and enable young children to expand their vocabulary, cognition,  and creativity through activities involving play with building blocks and manipulatives.  The link between pedagogy, nature, and abstract artistic discourse was even more evident in ‘common/sense,’ a group show that Moreno curated for the 33rd Bienal de São Paulo. The exhibition featured his own work – such as the aforementioned Vivam os campos livres (Long Live the Free Fields) – alongside a display of objects from Froebel’s Gifts and mathematical games conceived by Fröbel.

Meow Wolf is a large multidisciplinary collective based in Santa Fe, New Mexico. The group consists of members who have a wide range of unique personal experiences, academic knowledge, and professional backgrounds. Some of the members include artists, architects, computer scientists, designers, film producers, performers, and writers. With such an expansive creative team, Meow Wolf is able to create immersive projects where visitors can interact and fully experience the work of art in a personal and memorable manner. A work of art is meant to be experienced repletely and not just passed over with a quick fleeting glance. The summation of the artistic experience consists of the artist(s) conceiving the work and the viewer’s sensory responses to viewing and interfacing with the work. Because we each perceive things uniquely, Meow Wolf’s work enables an open-ended set of responses from the viewer. In the video above, each of the visitors describes their experience within Meow Wolf’s site-specific installation differently. It is like ‘being inside a Salvador Dali painting’ for one individual, while another person described it as ‘a big mystery’ where you have to put together clues, and yet another person interpreted it as ‘different levels of experience depending on your degree of consciousness.’ Several people aptly said that ‘it’s so cool,’ and mentioned that mere words wouldn’t do the total experience justice.

Overall, there is a unifying element to the installation, which reminds us that art, technology, and life are intrinsically connected. While we each have our own individual experiences, we also share in the collective experience that is possible through art and a cognizant embrace of technology. Meow Wolf’s installations are fun to view solo, but arguably even better to enjoy with a large group.

In his book Art as Experience (1934), Dewey stated that there is a continuity between works of art and everyday life. Engaging a work of art from an experiential and socially relevant  point of view is more fulfilling than bestowing it as an idealized object of “high art” (art for arts sake) placed behind a glass frame or high upon a pedestal. In other words, Dewey is arguing that art should serve a utilitarian purpose through its relative usefulness in reflecting and supporting our daily lives and activities. This philosophy makes even more sense when viewing Meow Wolf’s work, which can be summarized as a type of ‘art for the masses.’ Meow Wolf’s work is complex, however, it is open, inviting, and stimulating to viewers from all walks of life.

Dewey’s idea of democracy and socialization through the arts is elevated in the fun, playful, and socioculturally conscious work of Get Your Life! (GYL!) This youth-led collective/production company is made up of middle school students who harness art’s ability to empower individuals and communities. GYL! utilizes both traditional and digital materials to make a variety of art work that speaks to the current experience of the student artists. They reflect upon topics that have significance in their lives, as well as overarching themes (like consumerism, technology, education, politics, sports, etc.) that are experienced throughout the society they are a part of. The students collaborate with a wide range of professional studio artists and art organizations to realize multidisciplinary and multimedia driven projects. The consistent adult in the collective is Lee Heinemann, an artist and educator who helped develop the concept along with youth participants at 901 Arts in Baltimore, Maryland’s Better Waverly neighborhood.

One of the central projects that GYL! focuses on is video production, which is an in demand skill for today’s professional environment. The videos that GYL! creates address issues that are both highly personal as well as significant of a collective conscious among the middle school age collective. The themes in the videos are topics that are largely of interest to young adolescents, such as fashion, games, phones and electronics, and television programs like Empire (see: KARISMA: The Karisma Daniels Show). They also delve into some deeper concerns such as equality, equity, and social justice, which is playfully expressed in the video NIA: Queen Chastity Chrystal Enchantment II.

While viewing the recent Get Your Life! exhibition, titled Commons Collaboration: Get Your Life! at the Baltimore Museum of Art, I happened to have my copy of Dewey’s Art as Experience in my shoulder bag. The enchanting student art work was aptly reflective of the statement on page 132 (page number might vary depending upon the edition):

“Whatever path the work of art pursues, it, just because it is a full and intense experience, keeps alive the power to experience the common world in its fullness.”

The exhibition was a refreshing way of validating that artwork within institutions remains connected and committed to the human experience.

Overall, the use of technology by artists, educators, and students (of all ages) in mindful ways can be extremely beneficial to their social, emotional, and cognitive well-being. The keyword in the previous sentence is ‘mindful.’ Technology for technology’s sake and art for art’s sake isn’t the answer. We all need to focus on incorporating these disciplines into our daily lives in a productive and egalitarian manner. As evident in the theories and work of Resnick, Fröbel, Dewey, Moreno, Meow Wolf, and GYL! experiential learning through engaging social and meaningful processes empowers artists, techies, and laypeople to maximize their creative pursuits and enjoy a fulfilling life. As our collective society becomes more dependent on technology, we need artists and educators to reveal the enormous learning potential that technology can have when it is utilized in a both a utilitarian and highly expressive manner.


References, Notes, Suggested Reading: 

Berger, John. (1972). Ways of Seeing. London: Penguin Books.

Brosterman, Norman. (1997). Inventing Kindergarten. New York: Harry N. Adams Inc.

Butler, Richard. & Oldham, Elizabeth. (2007). Digital Manipulatives as Froebel’s Gifts in the 21st Century? Pre-Service Teachers Report on their Experience of Using Lego Mindstorms with Children in Irish Schools. In R. Carlsen, K. McFerrin, J. Price, R. Weber & D. Willis (Eds.), Proceedings of SITE 2007–Society for Information Technology & Teacher Education International Conference (pp. 1417-1424). San Antonio, Texas, USA: Association for the Advancement of Computing in Education (AACE). Retrieved November 21, 2018 from https://www.learntechlib.org/primary/p/24762/.

Dewey, John. 1934. Art as Experience. New York : Minton, Balch & Company.

Efland, Arthur D. (1990). A History of Art Education: Intellectual and Social Currents in Teaching the Visual Arts. New York: Teachers College Press.

Hersey, George. (2000). Architecture and Geometry in the Age of the Baroque. Chicago: University of Chicago Press. p. 205.

Pietrowski, Amy. “The Differences of STEM vs. STEAM Education (and the Rise of STREAM).” EdTech. https://edtechmagazine.com/k12/article/2017/08/history-stem-vs-steam-education-and-rise-stream.

Resnick, Mitchel. (2017). Lifelong Kindergarten: Cultivating Creativity through Projects, Passion, Peers, and Play. Cambridge: MIT Press.

Sterling, Carol. & Burke, Fred G. “Vocational Education and the Arts Education: An Important Synergy.” Counterfocus, n17 Apr 1997.

Summer Reading List

It’s that time of the year when both educators and students are dreaming of long days on the beach (or anywhere outside the classroom really!) during Summer Vacation. The two months outside of the classroom is also the perfect time to catch up on reading some very engaging books on Contemporary Art, Education, and Activism (and beaches are the perfect environments to read!). There are so many worthy titles to read and the list can go on and on, however, for the sake of constraining it to a short period, below is an abridged list of some essential publications that anyone who’s interested in arts-centered learning should pick up.

Against the Flow: Education, the arts, and postmodern culture, Peter Abbs, Routledge (October 4, 2003)

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Peter Abbs is one of the UK’s (and the world’s) leading practitioners and theorists in Arts Education (and a very celebrated poet too!). In Against the Flow, Abbs argues that the quantitative focus of modern education –the reliance on a universal proficiency standard to measure student assessment– is a disservice for students because it doesn’t acknowledge that students develop at their own pace. Furthermore, by using proficiency standards and “teaching to the test,” institutions have regarded essential subjects like the arts to be mere specialty areas of study. Abb’s brilliantly argues why this practice is short-sided and how the arts add vitality, engagement, and relevance to the overall contemporary education environment. This book will prepare educators with a wealth of topics, which they can bring back into the school environment. Especially, during the meetings where other educators may snidely say to the art teacher “well art is easy, I wish my students were as engaged in ________ class” or “how do you even asses something as specialized as art?” The answers that art educators can respond to these questions with will have profound influence across the curriculum. Every student can be engaged across the curriculum if they are thinking like an artist (studio habits of mind) and are engaged in creative, collaborative, problem solving activities. The lecture where the teacher talks for 45 minutes straight is a relevant as the arrogant “educated” owl in the Tootsie Roll Pop commercials.


Art as Social Action: An Introduction to the Principles and Practices of Teaching Social Practice Art, Gregory Sholette and Chloë Bass of Social Practice Queens with others, Allworth Press (May 22, 2018)
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What is Social Practice Art? Well, if you refer back a few posts, you’ll have your answer! Social Practice Art is a recent, much needed artistic movement that is rooted in socialization, pedagogy, and activism. Social Practice artists focus on the interconnectivity between diverse groups of people and explore ways that humans can express themselves through a collaborative, and embodied process. Art As Social Action is a refreshing publication that should be of interest to all educators and art professionals alike. The book is edited by Gregory Sholette and Chloë Bass of Social Practice Queens with contributions by a diverse group of artists, educators, and activists. The book contains a well balanced combination of theory and practice, including lesson plans that are sure to inspire educators who want to make learning more involved and relevant to their students’ experiences. John Dewey and Paolo Freire would be elated to know that their visions on progressive education have been put into action and are shaping the way we think, collaborate, and produce within the arts and education communities. There is something for everyone in this tome, which is just as engaging to read as the actual projects being described. If you want to do your part to bring some much needed change into this world, read this book, share it with others, and put these words to work in your community!
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Resnick states a problem: today’s educational system is zapping the creativity out of learning, even at the Kindergarten level, which is typically an age of exploration and discovery through artistic processes. His solution is that the Kindergarten model, started by Friedrich Wilhelm August Fröbel, centered on play and activity, is an enduring model that has benefits for individuals of all ages. Imagining, creating, playing, sharing, and reflecting, are necessary elements of living a creative, well rounded life. Kindergarten has typically been the arena for these elements to thrive, however, Resnick believes that the methodologies of Fröbel and other early childhood educational philosophies like Reggio Emilia, should be continued throughout one’s life. We are living in a time when technological advances occur on a daily basis. Resnick believes that we can learn a lot by embracing technology and harnessing its creative potential. By engaging in collaboration, exploration, and play via technology, we can live an artful life. Teachers who are looking for inspiring ways they can bring digital projects into their classrooms will be delighted by this book’s content.

Art-Centered Learning Across The Curriculum: Integrating Contemporary Art in the Secondary School Classroom,  Julia Marshall and David M. Donahue, Teachers College Press (August 29, 2014)

Screen Shot 2018-05-16 at 6.39.57 PMThis publication was highly influential on my own writing and thinking about creating an inter-disciplinary curriculum that is relevant to contemporary life. In this book, Marshall and Donahue present the framework for inquiry based art-centered learning across the entire Secondary School curriculum (social studies, math, science, and ELA). Many of the ideas are inspired by Harvard’s Project Zero and are further supported through a wide range of examples from the Contemporary Art field. The book breaks down how art projects can relate to students’ lives and support a lifelong thirst for knowledge through visual learning and enduring understandings.

 


These are just four examples of the amazing array of literature that will quench your thirst for learning how to live, work, and educate artfully! If you have a particular book, publication, or blog that you’d like to share, please add it in the comments!