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Envision and Observe: Using the Studio Thinking Framework for Learning and Teaching in Digital Arts

Kimberly M. Sheridan

Corresponding Author

George Mason University

Kimberly M. Sheridan, George Mason University, 4400 University Drive, MS 4B3, Fairfax, VA 22030; e‐mail:

ksherida@gmu.edu

.
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First published: 21 February 2011
Cited by: 8

Abstract

The Studio Thinking Framework (STF) focuses on habits of mind taught through studio arts rather than disciplinary content or media‐specific techniques. It is well suited to integrate studies of arts learning and teaching in a range of contexts, and it provides a framework for understanding how visual arts participation is dramatically changing with the advent of digital tools and the Internet. This study focuses on two habits of mind, observe and envision and analyzes how they are taught in high school arts classrooms using traditional media compared with a digital context of an informal educational class using 3D computer modeling and animation. The STF facilitates detecting learning patterns, sustaining pedagogical reflection, and providing structure for the design of studies of learning in and through the arts.

Number of times cited: 8

  • , Making matters? Unpacking the role of practical aesthetic making activities in the general education through the theoretical lens of embodied learning, Cogent Education, 4, 1, (2017).
  • , Studio Thinking in Early Childhood, Multimodal Perspectives of Language, Literacy, and Learning in Early Childhood, 10.1007/978-3-319-44297-6_11, (213-232), (2017).
  • , System leaders using assessment for learning as both the change and the change process: developing theory from practice, The Curriculum Journal, 25, 4, (567), (2014).
  • , Learning in the Making: A Comparative Case Study of Three Makerspaces, Harvard Educational Review, 84, 4, (505), (2014).
  • , Designing Games, Designing Roles, Urban Education, 48, 5, (734), (2013).
  • , Digital Art Making as a Representational Process, Journal of the Learning Sciences, 22, 1, (121), (2013).
  • , Students Designing Video Games about Immunology: Insights for Science Learning, Computers in the Schools, 28, 3, (228), (2011).
  • , Arts-Based Instructional and Curricular Strategies for Working With Virtual Educational Applications, Journal of Educational Technology Systems, 10.1177/0047239518803286, (004723951880328), (2018).