Rencana Pelajaran | Rencana Pelajaran Iteratif Teachy | Artistic Creation
Kata Kunci | Artistic Creation, Digital Art, Digital Methodology, Social Media, Engagement, Collaboration, Gamification, Digital Marketing, Artistic Influencers |
Sumber Daya | Phones or computers with internet access, Video editing software, Game development platforms or tools for interactive presentations, Notebooks and pens for jotting down notes, Projector or screen for presentations |
Kode | - |
Tingkat | 5th grade |
Disiplin | Arts |
Tujuan
Durasi: (10 - 15 minutes)
This stage aims to clearly define the specific learning objectives that students should achieve during the class. This ensures that they remain focused on the significant aspects of artistic creation and production methods, leading to a deeper and more relevant understanding of the topic.
Tujuan Utama:
1. Understand the various methods of artistic production, including both digital and traditional forms.
2. Recognize and distinguish the unique characteristics of different types of artistic creation.
Tujuan Sekunder:
- Encourage critical analysis and appreciation of artworks within different contexts.
Pengantar
Durasi: (10 - 15 minutes)
💡 Purpose: This stage is designed to engage students and prepare them for the class, sparking curiosity and encouraging initial exploration of the topic. By researching and sharing interesting facts, students start to build personal connections with the content and foster a collaborative and interactive learning environment.
Pemanasan
🎨 Warm-up: Introduce students to the theme 'Artistic Creation', emphasizing the diverse forms of artistic expression available, from traditional sketches and paintings to contemporary digital art. Discuss how each art form comes with its own techniques and distinctive traits. Then, ask students to use their phones to look up an interesting fact about any form of artistic creation and share it with the class.
Pikiran Awal
1. 🖌️ What are the key differences between traditional art and digital art?
2. 📱 How have social media platforms impacted modern artistic creation?
3. 🌐 What are some popular digital platforms where artists can showcase their work?
4. 🖼️ Can you share an example of a piece of art that sparked your interest during your research? Why?
Pengembangan
Durasi: (70 - 80 minutes)
The purpose of this stage is to encourage the practical application of knowledge regarding artistic creation, utilizing digital technologies. By engaging in group projects, students can investigate the influence of modern technologies on art, enhance collaboration and communication skills, and apply their creative abilities in today’s contexts.
Saran Aktivitas
Rekomendasi Aktivitas
Aktivitas 1 - Art on Social Media: Creating an Artistic Feed
> Durasi: (60 - 70 minutes)
- Tujuan: Encourage students to grasp the role of social media in showcasing art and how these platforms can bolster artists and their creations.
- Deskripsi Aktivitas: Students will be split into groups and tasked with creating a fictional social media feed for an artist. Each group must select an art form (painting, sculpture, digital art, etc.) and develop posts that contain images, descriptions, and hashtags. The aim is to investigate how social media can serve as a platform for artists to share their work and engage with the audience.
- Instruksi:
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Divide students into groups of up to 5 people.
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Each group selects an art type and a style for their imaginary artist.
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Using phones or computers, research well-known artists in that style for inspiration.
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Create a fictional profile on a social media platform and start generating posts. Each post must include:
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An image of the artwork (it could be a photo of an existing piece or an original creation).
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A description detailing the work and its creation process.
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Relevant hashtags to boost visibility.
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Groups need to create a minimum of 5 posts.
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Once posts are made, each group should present their feed to the class, explaining their choices and how social media aids in the promotion of art.
Aktivitas 2 - Influencer Artist Challenge
> Durasi: (60 - 70 minutes)
- Tujuan: Enhance communication and digital marketing abilities, while fostering an understanding of how digital influencer tactics can be applied in the art scene.
- Deskripsi Aktivitas: Students will be challenged to become 'artistic influencers' for a day. Each group is tasked with creating a digital campaign to promote a fictional exhibition. The campaign should incorporate videos, social media posts, and public interactions. They should also strategize on how to respond to comments and inquiries about the displayed artworks.
- Instruksi:
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Separate students into groups of up to 5 people.
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Each group must brainstorm a theme for their fictitious exhibition.
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Plan a series of social media posts, including:
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Short videos presenting the artworks (they can utilize editing tools).
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Stories or posts providing deeper insight into the artworks and the exhibition's theme.
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Interactive posts to engage the audience, such as quizzes or polls.
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Simulate online interactions, with group members posing questions or commenting on the artworks.
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Each group must present their campaign to the class, showcasing the videos and describing their engagement strategy with the public.
Aktivitas 3 - Gamification: The Artist's Journey
> Durasi: (60 - 70 minutes)
- Tujuan: Foster creative thinking and problem-solving skills, demonstrating how gamification can serve as an effective educational tool for exploring the artistic creation process.
- Deskripsi Aktivitas: Students will develop a simple digital game portraying the journey of an artist. Using online tools, such as game creation platforms or interactive presentations, each group will craft a narrative where the player must make choices that affect the artist's success. The game should incorporate challenges associated with various art forms and the use of digital tools.
- Instruksi:
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Divide the class into groups of up to 5 people.
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Select an art form for the protagonist of their game.
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Utilizing an online game or interactive presentation platform, begin constructing the game framework.
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Craft a narrative that comprises important decision points for the player, such as selecting materials, techniques, and promotional strategies.
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Include challenges that players must navigate, such as creating a digital artwork or promoting an online exhibition.
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Test the game within the group to ensure it works smoothly and is engaging.
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Present the game to the class, explaining how the digital tool was employed and what artistic skills were explored.
Umpan Balik
Durasi: (20 - 25 minutes)
🎯 Purpose: This stage seeks to foster reflection on the artistic creation process, prompting students to analyze their experiences, recognize challenges, and celebrate achievements. Additionally, practicing 360° feedback aims to cultivate social and communication skills, nurturing a collaborative and respectful learning environment.
Diskusi Kelompok
🗣️ Group Discussion: Lead a group discussion with all students, where groups share what they learned from the activities and their insights. Use the following suggested script to kick off the discussion: 'Now that we’ve wrapped up our activities, let’s share our experiences. Each group, please provide a summary of what you did, the decisions made along the way, and what you found most intriguing. How did social media or digital tools assist in your group's artistic creation process?'
Refleksi
1. 🔍 Reflection Questions: 2. What was the most challenging aspect of using digital tools to promote your art? 3. In what ways can social media shape public perception of an artwork? 4. How did working together in a group enhance or hinder your artistic creation?
Umpan Balik 360º
🔄 360° Feedback: Instruct students to engage in a 360° feedback session, where every student receives feedback from their group members. Guide the class to ensure that feedback is constructive and respectful. Suggest that each student identifies one positive aspect and one area for improvement for each peer. Emphasize the importance of maintaining respect and empathy throughout this process.
Kesimpulan
Durasi: (10 - 15 minutes)
🥅 Purpose: This stage is intended to solidify the class learnings, linking them to the modern context and their practical applications. By reflecting on the connection between art and digital technologies, it emphasizes the significance and relevance of the knowledge gained while encouraging a critical and creative outlook among students.
Ringkasan
🎉 Summary: Picture ourselves on a journey through a digital art gallery! We discovered everything from traditional art to cutting-edge digital creations, navigating social media and its impacts. We crafted fictional artistic feeds, devised campaigns as art influencers, and even created games that unraveled the journeys of artists. All of this deepened our understanding of how modern technologies shape and promote art.
Dunia
🌍 In the World: Today's lesson illustrated how art is intricately linked with the digital landscape. Social media platforms like Instagram and TikTok are not just places for everyday photos and videos; they are powerful avenues for artists to showcase and promote their creations. Digital tools not only streamline the creative process but also widen artists' reach, enabling their work to connect with global audiences at the click of a button.
Aplikasi
🎨 Applications: Grasping artistic creation and its various forms is crucial not only for those aiming to pursue a career in the arts but also for anyone interested in understanding art's role in communication and personal expression. In our increasingly digital society, the skills acquired today are relevant across numerous fields, including digital marketing, product development, and game design.