In the American educational climate of today, "basic" academic skills are valued while the arts are considered a frill. Many major urban school districts have cut back on arts education in order to strengthen academic subjects. Even though most of our schools have some arts education, and even though most of our citizens say they want their children to be exposed to the arts in school, only one in four students in American schools sings, plays an instrument, or performs plays in class each week. When budgets are tight, the arts are almost always the first programs to be cut. This study
The authors examine SAT data from the College Board in order to examine the correlation between the number of years of art education and SAT scores. By studying twelve years of data, they find that studying art is associated with higher SAT scores, and that students who take four years of art courses have higher scores than those who take some art but less than four years' worth.
This article aims to discover evidence for the "Mozart Effect"--the observation that listening to music for brief periods temporarily enhances performance on spatial tasks.
The author reviews the empirical literature testing that there is an association between instruction in music (usually school-based) and performance in reading (as measured by reading test scores or by general tests of verbal aptitude).
ABSTRACT The article discusses the research which has showed that music education enhances spatial reasoning skills. The result has suggested that the various kinds of musical instruction leads to spatial learning and the type of instruction has not been limited to any particular program component, musical style or instructional practice. The study has demonstrated that learning standard notation promotes the facilitation of the performance in the spatial-temporal tasks. The music instruction has contributed to the improvement of at least one type of spatial skill in which it is projected to
The article discusses the research which showed that the usage of drama in the classroom by the educators can promote a deeper learning in the variety of verbal fields. Drama has been considered as an effective tool to improve the accomplishment in story understanding, reading achievement, reading preparedness and writing. The result has demonstrated that the drama helps the children to master the texts they enact and to practice the new materials that are not yet enacted. The study has showed that drama instruction can serve as a creative and effective instrument for learning that exceeds
Can reading skills be enhanced by instruction in the visual arts? Arts education researchers have sometimes made this claim and have argued that the visual arts can play a strong role in the teaching of basic skills in the kindergarten and elementary school years. There are two possible mechanisms by which visual arts instruction might enhance reading ability, one cognitive, one motivational. The cognitive mechanism would involve transfer of skill. Perhaps visual arts training strengthens visual perception skills that can be deployed in reading.
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Kristin BurgerEllen WinnerUniversity of Illinois
The contemporary approach to art education focuses on content that is derived from a broad range of the visual arts with an emphasis on what can be learned from works of art. This is a significant departure from earlier aesthetic approaches which led to purely formalist criticism in the classroom. Based on the work of Arthur Danto, the author proposes that teachers develop student abilities to go beyond the visual level of artworks and enable them to gain access to the complexity of meanings that works of art possess. To exemplify this practice, an analysis of Adrian Piper's work entitled I
FUSE is a new kind of interest-driven learning experience being developed by researchers at Northwestern University with the goal of engaging pre-teens and teens in science, technology, engineering, arts/design, and mathematics (STEAM) topics while fostering the development of important 21st century skills including adaptive problem solving, creativity, self-directed learning, persistence, and grit. FUSE is now offered in-school, after-school, and on the weekends at 23 different locations in the greater Chicago area. Through FUSE, teens can "hang out, mess around and geek out" with the FUSE set of challenges, the core activities in our Studios. Each challenge uses a leveling up model from gaming and is carefully designed to engage teens in different STEAM topics and skills sets. FUSE currently has 21 challenges in areas such as robotics, electronics, biotechnology, graphic design, Android app development, 3D printing and more. New challenges are always in development. FUSE Challenges can be tackled individually or in groups. Professional scientists, engineers, advanced undergraduates, and graduate students are available as mentors and provide a real-world connection to the concepts learned and practiced through the challenges. All challenges result in digital media artifacts that are shared online for peer review, remixing, expert judging, and collaboration. We designed the FUSE program to appeal to the interests of all young people, especially those youth who are not interested in or don't think of themselves as "good at" math and science in school. FUSE challenges provide a new way to explore science, technology, engineering, arts and design, and math in a fun and relaxed way. FUSE is based on many years of research in the learning sciences by faculty in School of Education and Social Policy at Northwestern University.
This article is a report of the impact assessment of two outreach programs to primary schools run by the Botswana National Museum. The oldest of the programs, Zebra-on-Wheels was officially launched in 1980 and has involved all the primary schools in the country at least twice. The study aimed to establish the impact of the two programs and make recommendations for possible improvements. Thirty-eight schools throughout Botswana participated in the study. Teachers in these schools were interviewed and classroom observation sessions were carried out. Teachers’ observations about the two programs
As an outreach program, Barb Finkleman of All American Cablevision of Columbus, OH arranged a field trip to the public access video studio in the basement of the Main Branch of the Columbus Public Library system in 1980 so that inner city children could see and meet music video producer Marshall Barnes and view his creation, The Last Communication through an arrangement with Cowtown Records and Videoworks and the Columbus Public Library. The children, all elementary school aged, listened to Marshall explain his work and the role of a video producer, as well as how a studio works. They then viewed The Last Communication, a 30 minute video animated space rock symphony that had been described by some as "Saturday morning cartoons for children on Mars". Of special note, the children were mesmerized and at one point, spontaneously began singing with the music in one section, prompting surprise from both Marshall and Barb but confirming Marshall's suspicions that children will respond to abstract stimulus within certain psychological parameters that can be exhibited aurally and visually. It was the beginning of the concrete data that years later would result in his science of technocogninetics.
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Marshall BarnesAll American CablevisionCowtown Records and VideoworksColumbus Public Library