Overview
| Instructional Objective | Learners
| Context | Scope |Object
of Game | Design Details
OverviewComposition is a key part of creating visually appealing images, it is "the process of identifying and arranging the elements to produce a coherent image" (Prakel, 2006, p. 15). Learning techniques of composition is like learning a language and the goal of PhotoSim is to help learners become "fluent in the language of composition" (Prakel, 2006, p. 15). Teaching the language of composition through new learning technologies
and online simulation, can create the "perfect storm" for motivating
aspiring young photographers to learn composition techniques and help
students learn how to see - to have a photographer's eye. In PhotoSim, learners will go through brief interactive tutorials to learn about composition techniques. They would move into the Teen Second Life PhotoSim area to practice via various scenarios to create images that match specific criteria and objectives. Imagine having a scene where you can move the trees, rocks, flowers and other elements in order to achieve a successful perspective using photography's rule of thirds. Learners can devise what might be the perfect arrangement of elements for their photos Additionally, learners will practice on static, immovable scenes, and will take snapshots from varying perspectives to test their skills and to assess their peers' use of the techniques. Using Second Life's snapshot capacity, learners will practice their skills in the practice scenes and throughout Teen Second Life. Finally, the learners will have the opportunity to share their photographs and best examples of the photographic techniques in a critique of their work. Following the peer review and the instructor's input, the best examples and non-examples will be displayed in a photo exhibition where students will celebrate with a virtual or real world exhibit opening/celebration.
Instructional ObjectiveAfter completing the elements of the simulation, the high school photography student will be able to:
PhotoSim is specifically for 9-12 grade students. Not only could PhotoSim be incorporated into an art class, but it also fits within two visual arts standards for high school:
LearnersPhotoSim is designed to be a learning module for 9th through 12th grade students taking and introductory photography class. Composition of photographs is a component of all introductory photography classes along with elements such as the history of photography, digital and SLR camera operation, as well as developing photographs in a real world or digital darkroom.
Context of UsePhotoSim can be used on any computer with a high-speed Internet connection and by any student who has a Teen Second Life account. For example, students could work individually at their school's computer labs or on a home or library computer that has Teen Second Life access. To be used in a school, computers would need to have Second Life software installed and students would need to create a Teen Second Life account. As photo composition is a skill that is refined with practice, students can use PhotoSim as often as desired; however, PhotoSim is designed to be a learning module for a high school photography classes. Before students use PhotoSim, they should have learned background information about photography such as a brief history and had the opportunity to view many kinds of photographs either online, in slideshows, or in books. For example, students should understand some basic photography concepts including types of photographs: landscape, portrait, and close-up. During their work in PhotoSim, students will learn specifically about two photo composition techniques: avoiding mergers and the rule of thirds. Then students will practice both creating scenes with SL objects to compose and take a SL snapshot, and using SL Camera Controls to compose and take SL snapshots of static scenes with the goal of using the rule of thirds and avoiding mergers. After using PhotoSim for these initial aspects of the simulation, students submit their best images for peer and instructor critique. Images could be printed and turned in, saved to a network folder, or depending on the teacher's proclivity for new technologies, could utilize an online photo storing and viewing application such as Flickr. Students would critique one another's SL snapshots in terms of how well the two techniques - the rule of thirds and avoidance of merging -were demonstrated as well as the image's overall visual appeal.
ScopeThe PhotoSim simulation will take place over two class periods in Teen Second Life. The entire simulation can be completed in 3 to 4 hours. The first few elements in the simulation will be self-guided and includes an individual, self-led tutorial; however, upon returning to Teen Second Life learner's will have the opportunity to interact with PhotoSim instructors and peers. An approximate breakdown of the timeframes for the activities is as follows:
Key elements of the simulation include:
Content in this simulation is comprised of:
Content that will be excluded will be information or references to particular cameras, or any camera use specifics.
Object of the GameThe object of PhotoSim is to provide a low-cost, concept and student-centered method for students to learn and demonstrate their understanding of the two photo techniques described in the tutorial: avoiding merging and the rule of thirds. Students will engage in a friendly competition with their peers as they submit their images with hopes of having their work displayed in a culminating image exhibit.
Design DetailsUniversal Elements The simulation will take place primarily in Teen Second Life with additional activity occurring in an e-learning module as well as either in a local network folder or in an online photo sharing application. The look and feel will be consistent with Teen Second Life activities with default sound and day/night cycles. The students will enter Teen Second Life after setting up their accounts, creating their avatars, and moving through Help Island to ensure basic skills for moving through Teen Second Life. Before using PhotoSim, students should have received basic instruction on how to move objects and use the Second Life snapshot tool. If the class will be using a shared network folder for sharing their images and for conducting the peer review, students will also need to receive instructions on naming conventions and saving procedures for using the shared folder. If the class will be utilizing an online photo sharing application such
as Flickr, a brief classroom tutorial and job aid providing step by step
instructions on uploading and providing peer reviews according to the
rating system is suggested. Specific Elements
Notecard
Don't forget, after this activity, you are free to explore
throughout Teen Second Life and take lots of pictures demonstrating
good understanding of the rule of thirds and merging. You are encouraged
to take:
You will be able to upload your best examples of these three types entry into our class exhibition. Go get creative! What is the Rule of Thirds? Why should I avoid merging?
Notecard
Welcome to the Create Your Own Composition practice scenario. Here you can let your imagination and creativity run wild! You are free to move all of the prims around in order to create your own expression of the techniques that you've been learning about. What you will want to come out of this practice scenario with is numerous snapshots demonstrating both the rule of thirds and avoiding merging as well as non-examples of these techniques. Take as many shots as you want, but you will be saving the following to the shared network folder/Flickr:
What is the Rule of Thirds? Why should I avoid merging?
Technical Elements: Software
Competing ProductsNumerous websites offer photography composition tips; however, these websites are usually limited to text and photographs that illustrate incorrect or correct application of composition rules.
While these websites are able to show and explain elements of photography composition, they are not interactive. Learners could use these websites as informational sources, and then grab a camera to practice composition - learning the concepts and practice are not linked as they are in PhotoSim.. PhotoSim also provides the opportunity to interact with peers and the instructor in Teen Second Life for improving critical skills. Students will be able to provide critiques of the example photos and carry on discussion in real time about the photos, but also be able to observe their peers interacting with the practice scenario. Another competing product is Twin Pilots' Windows-only software program called Composition Pilot. When Composition Pilot is open, it provides a transparent frame that overlays over images opened in Photoshop, Picasa, Fireworks or any other image editing program. Users can set Composition Pilot to show guidelines for composition elements such as the rule of thirds, the golden section, dynamic diagonals, or dynamic diagonals and the golden section.
Unfortunately, Composition Pilot is quite limited. Not only is it a Windows-only software, but the transparent window is for editing horizontal images and cannot be adjusted for editing vertical photos. Additionally, while users can display guidelines for various composition strategies, explanations of these strategies and why their use can help create visually dynamic images are not included. Advantages of PhotoSim include:
Motivational IssuesPhotoSim is a student-centered learning environment supported by a photo composition framework of examples, non-examples, explanations, and student-controlled practice. Many high school students and young adults are highly computer literate and very interested in and motivated to utilize social software and social networks. This age group is typically not intimidated by any learning curve that utilization of these social applications might represent. Second Life may be a particularly compelling for this age group because of the physical presence it allows and the opportunity to define a persona that they feel represents them, something that most social networking applications do not offer. This simulation and its motivational aspects clearly relate to Keller's
ARCS model:
In addition to being cognizant of Keller's ARCS model, we also sought examples of researchers reporting that student-centered, computer-based instruction could enhance our target students' intrinsic motivation. In 2002, Jones investigated the motivation of 10th grade biology students learning about ecology via traditional classroom methods compared to students interacting with the same content by creating ecology websites. Jones used results from motivational questionnaires, achievement tests, student attitude questionnaires, and teacher interviews to conclude that students "who designed Web sites were more motivated than students in traditional classes and they learned a similar amount of [ecology] subject matter" while also enhancing their computer skills and facilitating student-preferred group work (2002, p. 458). The author notes that "Researchers have found that students are more intrinsically motivated when they are able to choose which tasks to engage in and decide how much time to allot for each" (Jones, 2002, p. 444). Therefore, we designed PhotoSim so that students can make choices about what they will engage in first and for how long. Wang and Reeves also investigated the use of a web-based learning environment and used teacher and student interviews, surveys, and classroom observations to gauge student learning and motivation (2007). In their study, the researchers focused on how use of a web-based learning environment on fossilization affected 10th grade science students' motivation. When analyzing student motivation, the authors noted that other research results show that challenging students, giving them control over their learning environment and, as applicable, providing a fantasy environment to evoke mental images can all increase students' intrinsic motivation. Results of the researchers' data analysis within this framework of challenge, control, and fantasy, showed that the fossilization web-based learning environment did interest and motivate students more than when the material was taught without the web module: "For many students, their sense that they controlled their own learning process also enhanced their motivation to learn. If they encountered difficulties with something, they could decide to observe the animation over and over again" (Wang & Reeves, 2007, p. 184). We designed PhotoSim to include elements of student control, challenge,
and fantasy. Students will have control over how long and how often they
use PhotoSim and they will be able to have two levels of control when
it comes to composing their snapshots:
The ability to move objects such as trees that are not moveable in real world and the ability for learners to create their photographer's persona - avatar - are fantasy elements that we expect to increase creativity and learner motivation. Where there are aspects of control and fantasy, PhotoSim includes challenges. Students will have the challenge of using their control to refine a scene in order to create a visual interesting, well-composed image. Striving for the reward of having their images in the culminating exhibition is another way in which PhotoSim is designed to motivate students to participate and learn. The competition element of PhotoSim should motivate students since they will be trying to compose engaging images that only meet specific criteria, but will also earn high ratings from their peers and the instructor.
Design ProcessThe initial idea of the project was that we wanted to utilize the snapshot affordances in Second Life. With further experience and exploration of the capacities of this affordance, we were happy to find even more sophisticated camera controls than we originally thought were possible and more closely matched the panning/zooming/positioning possibilities of a real world camera. One of our initial tentative drawbacks was that we assumed that we would not be able to take snapshots without the avatar in the frame, or that desired perspectives would not be achievable. By experimenting with SL's Camera Controls, we found that not only were various perspectives possible, but that many real-life photo composition techniques, including portraits, close-ups, and birds-eye view photos could be achieved. We felt that the issue of motivation was easily addressed. The target audience is typically interested in, and motivated to use, social networking applications, and fear of new technologies is generally low. Furthermore, we felt that including a peer competition element would also engage and excite learners. One of our early challenges was how to scope the project so that it would not be too broad and would not exceed the capabilities of SL's snapshot tool. Therefore, we limited to just the two composition elements: avoiding mergers and the rule of thirds. Another concern was that the quality of images uploaded to SL would be so poor that example and non example images as well as the peer review and judging would not be possible. Therefore, we concluded that example images would need to reside on web pages outside of SL, but be accessible via links in scenario notecards. Additionally, while students could take snapshots in SL they would need to be viewed and critiqued in another manner such as via a shared network folder or a shared Flickr pool depending on the teacher's preference. Either solution would resolve the low resolution issue and also would allow the students to critique one another's photos. Our prior work in Second Life certainly supported the brainstorming and
development ideas. Several of the concepts that we knew that we could
accomplish include:
In designing PhotoSim, it was also very important to us that the simulation be based not only be based on motivational theory (i.e. Keller's ARCS model), but also on research showing that high school students are motivated by and learn content when using online, computer-based simulations. By referring to research results reported by Jones (2002) as well as Wang & Reeves (2007) we were able to support PhotoSim as a viable learning medium for our target audience.
ReferencesBooks & Journals
Electronic
Last updated December 9, 2007 |