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National Art Education Association is collaborating with JSTOR to digitize, preserve and extend access to Art Education. http://www.jstor.org National Art Education Association Webquests: Utilizing Technology in a Constructivist Manner to Facilitate Meaningful Preservice Learning Author(s): Rina Kundu and Christina Bain Source: Art Education, Vol. 59, No. 2 (Mar., 2006), pp. 6-11 Published by: National Art Education Association Stable URL: http://www.jstor.org/stable/27696130 Accessed: 12-03-2015 02:01 UTC Your use of the JSTOR archive indicates your acceptance of the Terms & Conditions of Use, available at http://www.jstor.org/page/info/about/policies/terms.jsp JSTOR is a not-for-profit service that helps scholars, researchers, and students discover, use, and build upon a wide range of content in a trusted digital archive. We use information technology and tools to increase productivity and facilitate new forms of scholarship. For more information about JSTOR, please contact [email protected]. This content downloaded from 132.248.9.8 on Thu, 12 Mar 2015 02:01:49 UTC All use subject to JSTOR Terms and Conditions

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  • National Art Education Association is collaborating with JSTOR to digitize, preserve and extend access to Art Education.

    http://www.jstor.org

    National Art Education Association

    Webquests: Utilizing Technology in a Constructivist Manner to Facilitate Meaningful PreserviceLearning Author(s): Rina Kundu and Christina Bain Source: Art Education, Vol. 59, No. 2 (Mar., 2006), pp. 6-11Published by: National Art Education AssociationStable URL: http://www.jstor.org/stable/27696130Accessed: 12-03-2015 02:01 UTC

    Your use of the JSTOR archive indicates your acceptance of the Terms & Conditions of Use, available at http://www.jstor.org/page/info/about/policies/terms.jsp

    JSTOR is a not-for-profit service that helps scholars, researchers, and students discover, use, and build upon a wide range of contentin a trusted digital archive. We use information technology and tools to increase productivity and facilitate new forms of scholarship.For more information about JSTOR, please contact [email protected].

    This content downloaded from 132.248.9.8 on Thu, 12 Mar 2015 02:01:49 UTCAll use subject to JSTOR Terms and Conditions

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  • Webquests:

    Utilizing Technology in a

    fefacilitate Meaningful l?il?n i^S&^i tiM ??gnimitf ii

    BY RI?A KUNDU AND CHRISTINA BAIN

    Teachers

    tend to emulate the teaching styles or methods they were exposed to both a?f

    students and as preservice educators (Carter & Sottile, 2002; Johnson, 1991). One of the more

    challenging aspects of teaching preservice students at the university level is not only providing these students with the most ;^? current pedagogical theories, but also demon

    strating how these various theories translate into actual practice in the art classroom, li^ While traditional forms of teaching, such as lecturing, certainly

    enable an instructor to disseminate a body of knowledge fairly

    quickly and efficiently, they do not necessarily engage stude? most effectively or authentically in the learning process. Cur?|?|t educational theory (Hanson, 2002; Manery, 2003; Wilkinson,

    McNutt, & Friedman, 2003) holds that meaningful learning requires learners to interact with new information in wt^'p?SS^ enable active inquiry. Students should have opportunities to

    construct their own knowledge and to develop their owa

    cognitive maps, connecting concepts with meaning making? As students actively engage with learning, they can move to

    higher levels of cognition that involve applying, synthesizing, and evaluating knowledge.

    Teachers can design webquests to eliminate some of the

    traditional obstacles to art-based learning, expanding the types of inquiry that can be undertaken in classes and enabling students to master materials through problem solving and

    critical thinking. As teachers and researchers, we are interested

    in examining how webquests can nurture authentic forms of

    student learning. The purpose of this article is to elucidate the

    nature of webquests, explain how and why our program utilizes them in preservice art teacher education, and provide information on how classroom practice can engage students

    actively in facilitating meaning making.

    Passive Learning Jfest pet teachers have experienced at least one art history

    &ot$se^ Jb&dly remembered as "art in the dark," during their college coursework. For decades, this single teaching method

    ot?gfl a slide-illustrated lecture, has dominated the teaching of

    art history at the university. The methodology often encourages rote memorization and passive learning among students.

    Students are moved along with the use of slides and the format

  • Preservice Learning

    What is a Webquest? First, let us clear up some possible misconceptions regarding

    the nature of webquests. Although they exist in an on-line

    environment, they are quite distinct from other forms of educa

    tional technology. For example, PowerPoint presentations are

    teacher-centered and mainly linear in direction; on-line treasure

    hunts require filling out an answer sheet or finding the "right" answer; and surfing the web may not have an educational

    purpose. Although students often find solving webquests to be

    fun, unlike on-line games, their purpose is neither for competi tion or entertainment. Furthermore, although students access

    on-line resources, they are directed to a selection of specific resources that will enable them to use their time wisely and

    efficiently.

    To be more specific, webquests are online, interactive

    modules that allow students to be involved in inquiry-oriented

    learning. A webquest can be thought of as a microworld, where

    students explore an issue in a learning environment that is

    both cooperative and contextual.Through an in-depth examina

    tion of web-based resources, students gather and synthesize information in collaboration with their peers to solve a

    problem. While, as a group, students who undertake a webquest interact and work together, each group member carries out a

    specific, meaningful role. Webquest roles could include such

    varied jobs as art historian, sociologist, anthropologist, and

    archeologist. Each role enables students to carry out their

    research from a particular perspective. Group members then

    pool their respective research findings, bring their newly

    acquired knowledge to bear on an issue, formulate a response to a complex, open-ended problem, and propose a reflective

    and critical solution. Unlike traditional learning activities, there

    can be multiple solutions to the problem in a webquest.

    Because the work of a webquest involves cooperative and

    collaborative learning, the negotiation of authentic resources,

    the active application of researched knowledge, and the

    construction of a solution to an open-ended problem, it is a

    constructivist effort.Therefore, this type of learning is quite different from learning with PowerPoint or web treasure

    While, as a group, students who

    undertake a webquest interact and work

    together, each group member carries out

    a specific, meaningful role. Webquest roles

    could include such varied jobs as art

    historian, sociologist, anthropologist, and

    archeologist

    hunts. Although PowerPoint and web treasure hunts integrate

    technology into the classroom and enable students to work

    actively, they reinforce traditional methods of teaching and

    learning?transmitting and memorizing information, and identi

    fying and recalling specifics in isolation from a context.

    Understanding, however, involves the meaningful application of facts, information, and knowledge within a context.

    Complexity, diverse viewpoints, and critical insights characterize

    understanding?all of which are enabled through problems

    proposed within a webquest.

    History and Structure of Webquests The history of the webquest is relatively short. Bernie Dodge

    and Tom March developed the original concept in 1995 at San

    Diego State University. According to Dodge (1997) a webquest is "an inquiry-oriented activity in which some or all of the

    information that learners interact with comes from resources

    on the Internet, optionally supplemented with videoconfer

    encing" (p. 1). Dodge (1997) delineates two different types of

    webquests: short-term and long-term.The more commonly

    practiced short-term webquest can be completed in one to

    three class periods and focuses on the acquisition and synthesis of knowledge.The long-term webquest requires students to

    spend one week to one month on the problem and allows

    learners to demonstrate an understanding of the material by

    creating a product, either on-line or off-line. TheWebQuest Page

    (Dodge, 1998), located at http://webquest.sdsu.edu/, receives

    more than 1,700 hits a day and is proof that educational

    interest concerning webquests is growing.

    MARCH 2006 /ART EDUCATION 7

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  • 1 Typically, webquests contain several of the same compo ;nts. Dodge (1997) contends that webquests should include e following: an introduction, a task, information sources, a

    process, some guidance, and a conclusion.

    1. An introduction that sets the stage and provides some

    background information.

    2. A task that is doable and interesting.

    3. A set of information sources needed to complete the task.

    Many (though not necessarily all) of the resources are

    embedded in the Webquest document itself as anchors

    pointing to information on the World Wide Web. Information

    sources might include web documents, experts available via

    e-mail or real-time conferencing, searchable databases on the

    Internet, and books and other documents physically available

    in the learner's setting. Because pointers to resources are

    included, the learner is not left to wander through webspace

    completely adrift.

    4. A description of the process the learners should go through in accomplishing the task.The process should be broken out

    into clearly described steps.

    5. Some guidance on how to organize the information

    acquired.This can take the form of guiding questions, or

    directions to complete organizational frameworks such as

    timelines, concept maps, or cause-and-effect diagrams.

    6. A conclusion that brings closure to the quest, reminds the

    learners about what they've learned, and perhaps encourages them to extend the experience into other domains (Dodge, 1997, p. 1).

    Dodge (2001), in collaboration with the San Diego City Schools Education Technology Department, further advocates

    the inclusion of a teacher page which would contain informa

    tion regarding standards, targeted learners, and suggestions for

    teaching the unit. Although not every webquest includes the

    exact same components, they indeed have a similar structure.

    As von Glaserfeld (1996) explains...

    Knowledge is not a collection of

    facts but a mapping of actions and

    operations that become viable to a

    learner's experience. Learning thus

    becomes an activity that students

    must carry out.

    How and Why Does Our Program Integrate Webquests into Preservice Learning?

    At the University of North Texas (UNT), our program requires art education preservice students to complete two technology courses:ART 3170: Computers in Art and ART 4830: Technology in the Visual Arts. The first course focuses on the production of art on the computer, while the latter focuses on how technology has changed the nature of teaching and learning. Our students examine webquests1 in the second course and work together as

    teams to design one. Usually, students take about 3 to 4 weeks to collaboratively construct the webquest, using a web editor

    such as Dreamweaver or Composer .The students include an introduction, a task, a process, an evaluation rubric, and a

    conclusion in their webquests. The process section includes

    roles for participants to play, Internet resources to be used to

    conduct the research, and questions to focus the participants' attention.

    We have several teaching goals in mind when we present the

    webquest project.

    1. We wish to motivate our students to create lessons that

    speak to the complexity of art-based learning. Lessons should not be obsessed with learning art skills but must speak to how art enables the production of knowledge in relationship to living in society.

    2. We want students to understand how to integrate technology into art-based learning and how technology can enhance

    learning and create different types of learning opportunities. What are the pros and cons of constructivist learning? Or

    with using technology in a constructivist manner? What are

    some of the problems students will face in assessing learning that is supported by technology?

    3. We want our students to understand how to address the

    needs of diverse learners through technology. We want our

    preservice students to design specific cognitive activities that

    allow students to produce knowledge from different perspec tives and that utilize different ways of learning. Activities

    should be meaningful to not only to preservice teachers but

    also their future students, relating back to their worldviews.

    4. We wish to enable preservice students to develop their

    thinking skills.As future art educators, this is essential. One of our preservice students criticized this project because she

    was given "too many options" (personal communication,

    April, 2004).Teaching art, however, requires choices, and it is

    up to our students to make the best choices for themselves and encourage their future students to do the same.

    5. We want our students to learn how to negotiate working

    collaboratively. As art teachers they will be part of a school? a team?and it is important for them to practice inter

    personal skills.

    8 ART EDUCATION /MARCH 2006

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  • ?O? Q index

    Refresh Home Print Mail :8

    [Jj| file:// loealhost /Users /rinakund /Desktop /monument / index .htm I

    Figure 1. Introduction page for webquest The Monument Makers by students Andrea Asburn, Catherine Cave, Bill Close, Rebecca Crake, and Kara Shotwell, 2004.

    An Example of a Webquest Designed by Preservice Students

    Although our preservice students have designed many innovative webquests, here we describe one entitled The

    Monument Makers (see Figure 1). Designed for teams of high school students, this webquest begins with a particular scenario: A freak tidal wave has damaged the Statue of Liberty

    beyond repair and there is a need for a new public monument.

    The webquest then challenges students to create a proposal for

    a new public monument for New York City in response to a

    competition held by the city to replace the well-known statue.

    The monument must speak to New York City's past, present, and future, as well as the nation at large. Participants take on

    different roles such as art historian, sociologist, project director, and site organizer to study the history of the monument

    building, particularly that of the Statue of Liberty, the values of

    the communities existing at the site, fundraising initiatives to

    build the monument, the environmental conditions of the site, and the materials needed to construct the monument. Although students carry out different research tasks, they must pool their

    knowledge in order to create the proposal. Their final proposal must include a PowerPoint presentation and a design plan that includes two-dimensional sketches and a three-dimensional

    model. The proposals are then presented to an audience who

    decides which of the projects would be most valuable and

    most viable.

    What Do We Want to Teach Our Students Using Constructivist Methods?

    Among the cognitive learning theories available, construc

    tivism and situated learning are most significant to creating an

    active art classroom. Constructivism promotes the idea that

    learners construct knowledge. As von Glaserfeld (1996)

    explains, what sets constructivism apart from other learning theories is its epistemology; in other words, knowledge is not a

    collection of facts but a mapping of actions and operations that

    become viable to a learner's experience. Learning thus

    becomes an activity that students must carry out. According to

    Fosnot (1996), constructivism includes such characteristics as

    challenging, open-ended investigations in realistic, meaningful

    contexts, allowing students to generate their own hypotheses and models as possibilities. We want our preservice students to

    facilitate a classroom atmosphere where their students engage in activity and reflection, as they communicate and defend

    their ideas. Such an understanding of constructivism is used to

    create webquests and the assessment tasks contained within

    them. In developing their webquests, preservice students

    construct a problem that enables multiple solutions and allows

    students to present these to an audience, such as their class

    mates, for feedback and evaluation.

    Situated learning asserts that enculturation leads to learning.

    Brown, Collins, and Duguid (1996) explain that knowledge is

    MARCH 2006 / ART EDUCATION 9

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  • situated, a product of the activity, context, and culture in which

    it is used. Most situated learning theorists advocate for

    authentic practices, which place content within context.

    Situated learning has it roots in LevVygotsky's ideas about

    social development. Vygotsky (1997) notes that understanding is social; the relationship between the individual and a social

    context is dynamic.To be human is to be socially situated and

    historical.The life space in which we live is inseparable from

    we who produce it. So learning leads development.

    As noted by Newman and Holzman (1996), understanding must be seen as a relational activity. We do not respond to

    stimuli, acquire socially determined and useful skills, and adapt to an environment. We continually transform the circumstances

    of our environment, working jointly with it. For example, as

    Newman and Holzman (1996) explain, becoming a speaker of

    language is not the mere acquisition of a skill or behavior. It is

    transformative, opening up new possibilities for the child.

    People respond to the child as a speaker even if she does not

    have all the credentials.The child becomes a speaker because

    she is related to as a speaker. Any tool, including technology, not

    only facilitates but also reshapes and transforms experience.

    In developing webquests, preservice students participate with their peers in the context of production. Learning is thus

    not located within an individual but is placed in the context of

    the social. This situated learning experience thus goes beyond the concept of learning by doing, and is considered inseparable from social practice. In the context of webquests, a virtual

    environment situates learning. Social interaction and participa tion is the key to learning within this context. Authentic activi

    ties are used to stimulate students toward problem solving and critical thinking. Students collaborate, do activities that

    facilitate understanding, use ideas central to the discipline of

    art, and address concepts and issues in life.Table 1 summarizes

    the differences between traditional and constructivist

    teaching methods:

    Authentic activities are used to

    stimulate students toward problem

    solving and critical thinking. Students collaborate, do activities

    that facilitate understanding, use

    ideas central to the discipline of

    art, and address concepts and

    issues in life.

    Table 1 Differences Between Traditional and Constructivist Learning

    Traditional Methods Constructivist Methods

    Knowledge

    Learning

    Knowledge is established by others and given to learners.

    Is easily measurable, given in bits and pieces. Enables memorization, identification, and recall.

    Knowledge is created by learners and shaped by their cultures and values.

    Is an organic process; meaningful learning occurs

    through reflection and resolution of cognitive conflict.

    Student Passive Active

    Teacher's role Is a transmitter of knowledge, an authority.

    Is a facilitator, a collaborator, and/or a participant.

    Teaching Activities

    Require demonstrations, lectures, and the reinforcement of habits

    during independent practice.

    Require problem-solving activities that enable more than one correct answer, reflective thinking, and authentic connections to life and living.

    Conclusion As researchers begin to seriously examine webquests, it is

    time for art educators to better understand how and why they should consider integrating them into their preservice

    programs. We believe that while they learn pedogogical theory,

    preservice students must also be required to use it to be fully

    engaged. Given a reason to learn, students will learn. As they make sense out of ideas and communicate this synthesis to

    others, they are involved in both critical thinking and problem

    solving.

    At various stages in the development of a webquest, students

    make new connections that enrich their production and their

    understanding of how to integrate technology into the art

    classroom in a constructivist manner. Furthermore, webquests themselves are authentic. Participants work cooperatively and

    collaboratively to produce knowledge.They carry out research

    from a particular perspective, in relationship to prior

    knowledge, reading ability, and mastery.The researched

    knowledge individuals bring back to their group is of value

    because it furthers the understanding of others.

    Our own practice of using webquests has been rewarding. Students report that constructing webquests has engaged their

    creativity, critical thinking, and problem solving skills, and has

    enabled them to re-examine the usefulness of technology in the

    art classroom. As student Elizabeth Smalling noted,

    While a Power Point presentation may complement

    instruction, a webquest truly redefines it. In a webquest

    activity, students engage in constructivist learning by role

    playing and performing independent tasks. By working as

    a team with the same goal yet individual tasks, children

    experience how it is in a real work place?people, with

    differing jobs, working toward one goal, (personal

    communication, December 10, 2004)

    10 ART EDUCATION / MARCH 2006

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  • Furthermore, as student Alesia Thompson Shaw also explains,

    Technology in the form of webquest opportunities allows

    students to consume and evaluate multiple representations,

    images, and inputs found in their Internet searches. Students

    enter a community of thinkers in a diverse ecology of

    participation where discussion of ideas can occur with real

    people outside of their schoolmates and teachers (Looi,

    2000). With the changing organization of ideas and informa

    tion that the Web and Internet provide, why would any teacher not want to expose students to this community?

    (personal communication, December 13, 2004)

    Why indeed.

    Rina Kundu and Christina Bain are art education faculty members at the University of North Texas, Dent?n.

    E-mail:[email protected] or [email protected]

    REFERENCES

    Brown, J. S., Collins,A., & Duguid, P. (1996). Situated cognition and the culture of learning. In H. McLellan (Ed.), Situated learning

    perspectives (pp. 19-44). Englewood, NJ: Educational Technology Publications.

    Carter, W. & Sottile, J. M. (2002, February-March). Changing the

    ecosystem of preservice math and science methods classes to enhance students' social, cognitive, and emotional development. Paper presented at the Annual Meeting of the Eastern Educational Research Association, Sarasota, FL.

    Dodge, B. (1997). Some thoughts about webquests. Retrieved April 29, 2005, from http://webquest.sdsu.edu/about_webquests.html

    Dodge, B. (1998).The webquest page. Retrieved April 29, 2005, from

    http://webquest.sdsu.edu/

    Dodge, B. (2001).The building blocks of a webquest. Retrieved May 1, 2005, from http://projects.edtech.sandi.net/staffdev/buildingblocks/ p-index.htm

    Fosnot, CT. (1996). Constructivism: A psychological theory of learning. In CT Fosnot (Ed.), Constructivism: Theory, perspectives, and

    practice (pp. 8-33). New York: Teachers College, Columbia University. Hanson, J. (2002). Improving student learning in mathematics and

    science through the integration of visual art. Unpublished master's

    thesis, Saint Xavier University. Johnson, G. (1991). Connecting university science experiences to middle

    school science teaching. Journal of Science Teacher Education, 2(3), 79-82.

    Looi, C. K. (2000). A learning ecology perspective for the Internet. Educational Technology, 400), 56-60.

    Manery, R. (2003). Cosmic oranges: Observation and inquiry through descriptive writing and art. Newark, DE: International Reading Association.

    Newman, F., & Holzman, L. (1996). Unscientific psychology: A cultural

    performatory approach to understanding human life. Westport, CT: Praeger Publishers,

    von Glaserfeld, E. (1996). Introduction: Aspects of constructivism. In C.T.

    Fosnot, (Ed.), Constructivism: Theory, perspectives, and practice (pp. 3-7). New York:Teachers College, Columbia University.

    Vygotsky, L. (1997). Thought and language. (A. Kozulin,Trans.).

    Cambridge, MA: MIT Press. (Original work published 1934.)

    Wilkinson, P.F, McNutt, M.A., & Friedman, E.S. (2003). Practical teaching methods K-6: Sparking the flame of learning.Thousand Oaks, CA:

    Corwin Press, Inc.

    EWDN?TE * Before producing a webquest, students have engaged with a number of issues in relationship to teaching and learning with technology, including information literacy, the ability to identify, locate, evaluate, and use information for a problem at hand. Because the Internet is leveled, students investigate how to find trustworthy resources and they build

    guidelines that distinguish complex educational resources from those that are less complex. Students have listed such criteria as information

    retrieval, interactivity, and publishing capabilities in their evaluation of

    "good" websites. As users, they want a voice in the learning process as well as control over their pace through a site.

    MARCH 2006 /ART EDUCATION 11

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    Article Contentsp. 6p. 7p. 8p. 9p. 10p. 11

    Issue Table of ContentsArt Education, Vol. 59, No. 2 (Mar., 2006) pp. 1-52Front MatterEditorial: Where Is the Coffee Shop in Art Education? [pp. 4-4]Letters to the Editor [pp. 5, 24]Webquests: Utilizing Technology in a Constructivist Manner to Facilitate Meaningful Preservice Learning [pp. 6-11]Developing Artistry in Teaching: Ritual Art and Human Concerns [pp. 12-19]Art Education in the Marketplace [pp. 20-24]Instructional ResourcesPrecisionism: Art in the Industrial Age [pp. 25-32]

    Object Lessons: Thinking about Material Culture [pp. 33-39]A Real "Community Bridge": Informing Community-Based Learning through a Model of Participatory Public Art [pp. 40-46]Who Says There Have Been Great Women Artists? Some Afterthoughts [pp. 47-52]Back Matter