CyberArt Pedagogy
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Keifer-Boyd, K. (2004). CyberArt Pedagogy. In R. Ferdig et al. (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference 2004 (pp. 3830-3842). Chesapeake, VA: AACE.
Retrieved from http://www.editlib.org/p/13475.
Conference Information

Society for Information Technology & Teacher Education International Conference (SITE) 2004
Atlanta, GA, USA
2004
ISBN 1-880094-52-5
Richard Ferdig, Caroline Crawford, Roger Carlsen, Niki Davis, Jerry Price, Roberta Weber & Dee Anna Willis
AACE
More Information on SITE
Table of Contents
Author
Abstract
A socio-political pedagogical approach to CyberArt involves the exploration and creation of Web-based games and other forms of computer programming as socially responsive art forms. I present CyberHouse, a Web-based game for both male and female youth to critique visual culture, as an example of CyberArt pedagogy. Next I discuss CyberArt examples in six areas: (a) participatory democracy, (b) resistance to global capitalism, (c) disruptions to patriarchal systems, (d) redefinitions of human identity, (e) re-visions of human relationship to place, and (f) re-counts of history for a more inclusive future. CyberArt sites offer great potential for education in a participatory critical democracy. Additionally, I present findings from a summary of studies on gender differences in Web game play to inform art education that involves the creation of interactive Web-based environments and CyberArt pedagogy. The paper concludes with examples of how undergraduate students conceptualize race, gender, power, and privilege in computer games and how they respond to CyberArt pedagogy.
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