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|Webquests: Utilizing Technology in a Constructivist Manner to Facilitate Meaningful Preservice Learning |

|Rina Kundu, Christina Bain. Art Education. Reston: Mar 2006.Vol. 59, Iss. 2;  pg. 6, 6 pgs |

|Subjects: |Colleges & universities,  Learning,  Teacher education,  College students,  Information |

| |literacy,  Problem solving,  Field trips,  Research,  Art education |

|Author(s): |Rina Kundu,  Christina Bain |

|Document types: |Commentary |

|Publication title: |Art Education. Reston: Mar 2006. Vol. 59, Iss.  2;  pg. 6, 6 pgs |

|Source type: |Periodical |

|ISSN/ISBN: |00043125 |

|ProQuest document ID: |999545131 |

|Text Word Count |3497 |

|Document URL: | 14907&RQT=309&VName=PQD |

|Abstract (Document Summary) |

|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. 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. |

|1 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. |

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|Full Text (3497   words) |

|Copyright National Art Education Association Mar 2006 |

|Teachers tend to emulate the teaching styles or methods they were exposed to both as 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 demonstrating how these various theories |

|translate into actual practice in the art classroom. |

|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 students most effectively or authentically in the learning process. |

|Current educational theory (Hanson, 2002; Manery, 2003; Wilkinson, McNutt, & Friedman, 2003) holds that meaningful learning |

|requires learners to interact with new information in ways that enable active inquiry. Students should have opportunities to |

|construct their own knowledge and to develop their own 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 |

|Most art teachers have experienced at least one art history course, fondly remembered as "art in the dark," during their college |

|coursework. For decades, this single teaching methodology, 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 fosters little sense of participation or exploration. Looking at images presented |

|through reproductions where art and artifacts are situated out of context collapses differences between art forms. |

|This particular methodology of teaching then gets practiced within secondary schools. Art educators often use slides and transmit |

|information to students, discussing artists' intent and formal qualities of images and artifacts. The social life of things, that |

|is how people use art and artifacts, disappears. At best, they explore exercises that require them to know the conditions that |

|mediate the use of various principles, including conducting a visual analysis and comparing and contrasting objects, and little is|

|done in examining objects within contexts and finding interrelationships between objects and cultures. |

|Internet resources, however, can connect art to its social practices. Students can talk to people in communities beyond their own |

|environments to discover alternative ways of knowing. Through virtual field trips they can look at objects within contexts and see|

|how they are used. Such field trips can be an important educational tool for facilitating a spatial understanding versus a linear |

|understanding of objects. Webquests using Internet resources enable the production of knowledge through inquiry. Furthermore, |

|webquests change instruction and involve students in the social practices of art. The instructor works as "a guide on the side" |

|instead of the authority figure standing in front of the classroom. |

|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 educational technology. For example, PowerPoint(TM) 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 competition 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 examination 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(TM) or web treasure hunts. Although |

|PowerPoint(TM) 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 identifying 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 videoconferencing" (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 , |

|receives more than 1,700 hits a day and is proof that educational interest concerning webquests is growing. |

|Typically, webquests contain several of the same components. Dodge (1997) contends that webquests should include the 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 time-lines, 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 information 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. |

|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 |

|webquests' 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(TM) or Composer(TM). 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 perspectives and that |

|utilixe different ways of learning. Activities should be meaningful to not only to preservice teachers but also their future |

|students, relating back to their worklviews. |

|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 interpersonal skills. |

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

|and Kara Shotwell, 2004. |

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|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(TM) 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, constructivism 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 classmates, for feedback and evaluation. |

|Situated learning asserts that enculturation leads to learning. Brown, Collins, and Duguid (1996) explain that knowledge is |

|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 Lev Vygotsky'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 participation is the key to learning within this context. 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 summarizes |

|the differences between traditional and constructivist teaching methods: |

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|Table 1 |

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|Differences Between Traditional and Constructivist Learning |

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|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(TM) 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) |

|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 information 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. |

|[Sidebar] |

| |

|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. |

| |

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| |

| |

| |

|[Sidebar] |

| |

|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. |

| |

| |

| |

| |

| |

|[Sidebar] |

| |

|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. |

| |

| |

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|[Footnote] |

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|ENDNOTE |

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|1 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. |

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|[Reference] |

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|REFERENCES |

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|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 ofpreservice 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 |

| |

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

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|Dodge, B. (2001). The building blocks of a webquest. Retrieved May 1, 2005, from |

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|Fosnot, C.T. (1996). Constructivism: A psychological theory of learning. In C.T. 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. |

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|Looi, C. K. (2000). A learning ecology perspective for the Internet. Educational Technology, 40(3), 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. |

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|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. |

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|[Author Affiliation] |

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|Rina Kundu and Christina Bain are art education faculty members at the University of North Texas, Denton. E-mail: Kundu@unt.edu or|

|bain@unt.edu |

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