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PCH-001

「策展大師」桌遊翻轉國小藝術教學:觀眾中心取向學習臺灣藝術史的探究性研究

An Exploratory Research of Visitor-Oriented Learning in Taiwan Art History:Flipped Art Classroom by “Best Curator” Board Game

劉宛純

中正大學

洪志成

中正大學

  臺灣藝術教育在大學存在向西洋藝術嚴重傾斜的現象(廖新田,2017),臺灣美術史課程被嚴重忽視,中小學生不認識台灣本土藝術作者與作品同樣明顯,此一現象也有違「十二年國民基本教育課程綱要」等教育政策重視本土文化與在地藝術之精神。藝術鑑賞教學也存在以下議題:1)過於重視「技術層面」,忽略了「思考與感情層面」(林曼麗,2000)。2)現行教學以「藝術史取向」為主仰賴學生基本藝術先備知能,引起小學生動機挑戰高。本研究旨在採取「觀眾中心取向」(江學瀅,2016)精神,研發以桌遊「策展大師」形式,平衡本土藝術史料所佔的比重設計藝術課程。桌遊設計經過2020年3月至2021年1月三次主要修改,觀眾直接對作品進行客觀的描述,描述的內容成為後續分析與解釋的資源。在循環探究的過程中,個人的思考與對作品的感知,形成判斷的價值,完成藝術鑑賞的旅程。參與學生為五年級24位。資料蒐集包括問卷、訪談與文件分析。此一試探性研究主要發現高敏銳度學生能組織遊戲經驗與現實情境,將文化保存的態度納入價值。低敏銳度的學生則從遊戲中接觸在地作品,覺知臺灣藝術家的優異,達成珍視的情意層面。整體分析,進行「策展大師」桌遊課程後,約八成的學生認為本土藝術作品鑑賞不是生冷的,並且對藝術家的創作故事、創作動機等,感到有進一步理解的興趣。「在地文化保存」的感受隱藏在遊戲機制之中,也能初步引起共鳴。以上發現可以作為下一版桌遊遊戲融入藝術鑑賞課程的參考依據。


關鍵詞:藝術教育、藝術鑑賞、臺灣藝術、桌遊、國小

An Exploratory Research of Visitor-Oriented Learning in Taiwan Art History:Flipped Art Classroom by “Best Curator” Board Game

  Taiwan’s art education in universities has a serious tilt towards Western art (Liao Xintian, 2017). The art history curriculum in Taiwan has been seriously ignored. It’s also obvious that primary and middle school students don’t know Taiwan’s native art authors and works. This phenomenon is also contrary to "Curriculum Guidelines of 12-Year Basic Education " attach importance to the spirit of local culture and local arts. There are also the following issues in art appreciation teaching: 1) Too much emphasis on the "technical level" and ignoring the "thinking and emotional level" (Lin Manli, 2000). 2) The current teaching is mainly based on "art history orientation" and relies on students' basic art foresight, which causes high motivation and challenges for primary school students. This research aims to adopt the spirit of "audience-centric orientation" (Jiang Xueying, 2016), and develop a design art curriculum in the form of a board game " Best Curator " that balances the proportion of local art historical materials. The board game design has undergone three major revisions from March 2020 to January 2021. The audience directly describes the work objectively, and the content of the description becomes a resource for subsequent analysis and interpretation. In the process of circular exploration, personal thinking and perception of the work form the value of judgment and complete the journey of art appreciation. Participating students are 24 in the fifth grade. Data collection includes questionnaires, interviews and document analysis. This tentative research mainly found that students with high acuity can organize game experiences and real situations, and incorporate the attitude of cultural preservation into value. Students with low acuity come into contact with local works through the game, become aware of the excellence of Taiwanese artists, and reach a level of affection that is cherished. Based on the overall analysis, after conducting the " Best Curator " board game course, about 80% of the students believe that the appreciation of local art works is interesting, and they are interested in further understanding of the artist's creative story and creative motivation. The feeling of "preservation of local culture" is hidden in the game mechanics and can also initially resonate. The above findings can be used as a reference basis for the next version of board game games to be integrated into art appreciation courses.


Keywords: Art Education, Art Appreciation, Taiwanese Art, Board Games, Elementary School

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