Date/ Time: September 24, 2016 (Saturday)/8:00 am PDT to 3:30 pm PDT

(To convert the time: see

Virtual Venue: Second Life 

Online Venue: YouTube Live:






8:00 SLT

Keynote speaker: Bryn Oh

Bryn Oh: An artist’s perspective on creating in a virtual space

Bryn Oh’s talk will focus on the unique traits which a virtual space has that differentiates itself over traditional art mediums such as painting and cinema. specifically Bryn will talk on the historical techniques which artists use to achieve viewer immersion, and then compare them to the creative process using the virtual medium.

9:00 SLT

Rebecca Kan

Exploring Practices of Performance through a 5E Instructional Model

Twenty-first-century skills for student professional musicians include nurturing creative attitudes and embracing contemporary practices by leveraging on historical perspectives. Negotiating such skills is a perennial challenge within the conservatoire paradigm, which inclines towards a practice-based model, where learners set their goals on achieving excellent levels of performance. This presentation outlines a design that responds to the needs of learning in a 21C music academy, using the 5E Learning Model. This model, first developed by Roger Bybee, comprises of five cognitive phases of learning: engagement, exploration, explanation, elaboration and evaluation. The study explores the effectiveness of this learning cycle in an integrated performance-led curriculum that challenges systemic designs of the traditional conservatoire. In this study, the learning model was incorporated in a project that converges the learning of key skills of the music with practices of performance such as dynamics, tempo, rhythm alterations and articulation. The design opens unique opportunities for explore collision and challenges of hybrid pedagogical approaches within learning in the arts.

10:00 SLT

Lana Skender

Encouraging Creative Thinking by Reinterpreting works of art

Making new ideas is a result of creative thinking as a specific mental activity .Although it has been identified with artistic talent for a long time it is equally represented as among scientists as among artists. Contemporary theories of creativity have proved that creativity is not only an artistic gift but it can be developed and improved by implementation of structured methodology that encourages lateral thinking recognizable by idea generation and creating new concepts. Creative thinking is the main art process starter from the first faze of cognitive idea development to the material workmanship. Different artistic procedures such as construction, deconstruction, redefinition, reinterpretation, can be impulsive to the students’ creative thinking development. These procedures implementation into the Visual arts teaching activities enriche the works of art reception by transforming the very artistic ideas, which students use to test the creativity possibilities , using the works of art or the process as a template. Today generations of digital natives are familiar to using digital technology in works of art reinterpretations due to simplicity of realization and feeling close to digital habitat. Transformation of material ideas into only visual interpretation neglects making component of works of art but leaves more space for creative context mutation and critical reflexion.

11:00 SLT

Michael Flannery

Evaluating MUVE technology for visual arts inquiry

Visual arts inquiry (VAI) and its related contextual studies has long been an established and valued component of teaching visual arts. While first hand engagement with original work is not always feasible, most traditional secondary sources cannot replicate the original work accurately with respect to actual scale or kinetic movement. Paradoxically, VAI in many gallery settings has limitations with respect to permitted proximity, interactivity and viewing time. This case study evaluates the potentiality of multi-user virtual environment (MUVE) for VAI with student primary teachers. It examines the effectiveness of the MUVE Second Life in enabling students to understand critical concepts concerning medium, movement and musicality in visual art. The study specifically investigates to which MUVE tools or affordances participants attribute their learning. This case study is one element of a larger piece of collaborative research concerning digital skills in action with four other partners including National College of Art and Design, Trinity College Dublin, University College Dublin and Dun Laoghaire Institute of Art Design and Technology (lead partner) and is funded by The National Forum for the Enhancement of Teaching and Learning in Higher Education. While appreciating the study is context specific, its findings will be of particular interest to art educators in understanding how MUVE technologies can be used to develop subject connoisseurship or scaffold self-directed learning in arts education. Taking cognisance of the All Aboard, Digital Skills in Higher Education Framework (2015), this study has relevance to arts educators interested in creatively integrating virtual world technologies into arts education practices.

12:00 SLT

Sandrine Han

From creating ecosystem in virtual world to discuss how to foster creativity in art education

This research is an international collaborating project using the method of participatory observational case study. In this research, high school students from Vancouver, BC and Phoenix, AZ worked in the virtual world of VCER. Students from two areas constructed their own ecosystem in the VCER and the researcher compared, contrasted, and discussed the similarities and differences of the ecosystem and the visual components in the virtual environments, specifically from creativity perspective. The research finding shows the less structure students has, fewer number of students working in a group, and fewer reusable virtual resources students have elevated students creativity. The age of the students and the setting of these two research cites might influence student creative thinking, and these will also be discussed in the presentation.

1:00 pm SLT

Julian Crooks & June Julian

The Second Life Artist Project

Our project is a twist on Metropolitan Museum of Art’s online series, The Artist Project – What Artists See When They Look at the Met. That project shares the perspectives of one hundred and twenty living contemporary artists responding to art objects in The Met Museum. In The Second Life Artist Project, we will have avatars of three famous artists from art history, such as Frida Kahlo, Georgia O’Keeffe, & Vincent Van Gogh, respond to three pieces of contemporary art. Presented as an opportunity for continuing collaboration, this project focuses on issues of co-presence, relational aesthetics, avatar creation and identity.

2:00 SLT

Mary Stokrocki

Eco Guardians vs. The Stingers in Swirling Dust Devils

This action research focuses on Arizonan students building ecological installations on the Opensim, using a gamification approach, including avatars, simulation goals, building rules, and pre and post questionnaires. Eight volunteer students simulated their Sonoran desert by building 3-D creatures, a nest, and writing short popup reflections about the creatures. Since this was the third year study of this same context, new building results occurred, such as canyon creations made with bulldozer tool, spinning animations, and transparency features. Major questions pursued were: What did you learn about building? What did you learn about ecology? What relates in an ecosystem? Who is watching whom? Their final story evolved as the eco-guardians kept a watch over the scorpion stingers, all of which were floating and enveloped by dust devils. When students are guided to create their own simulations and reflect on them with exciting popup notecards, surprising accidental results occur.

3:00 SLT



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