I was recently asked about my experience with students with ADHD. I am always careful talking about disorders. Most of the time such discussions are framed generally but the person asking has a real person in mind, an individual I have not personally met. I find myself asking more questions than providing answers keenly aware of the great variations that are typical in attention-disorders.
As a teacher, researcher, and later as an academic I have worked with students with disabilities and attention disorders for about twenty years. In fact in many ways I myself function often in ways that are similar to those with ADHD- patterns that I seem to have picked up from my students.
When I answer questions about attention disorders we invariably end up discussing the intersection of my two worlds of expertise: education and technology. Sometimes instead of technology it is art. It almost always goes like this. I am not sure s/he has an attention disorder because when s/he are creating art or interacting with a device, they are entirely focused for extended periods of time. With that focus, they are able to handle frustrations a bit better and persist in their chosen task.
It is not, of course, a sign that the attention deficit (with or without hyperactivity) is gone. Instead, it is the nature of the task itself. Playing Minecraft or drawing supply a rich set of feedback cues that keep attention. Trying to create while regulating the result and making the small adjustments needed to improve seems to draw those with attention problems in and flood them with enough overlapping input that satisfies the need for stimulation. It may very well be that the rich activity helps block irrelevant information that student with attention problems find hard to block when their senses are just marginally engaged (for example during lecture).
If that is true, what is our next step? Gamification may offer part of the answer, art the other. Can we engage all learners and especially those with attention problems with rich, focused overlapping inputs? I believe that rich applications like Minecraft can do it, so can pottery or playing an instrument. These environments have to be carefully thought out, though. For example teaching geometry through painting is the wrong approach because we are trying to achieve a secondary goal through a primary activity. The power of the activity is the overlapping foci. As we disperse the focus, the impact will be significantly reduced.
For such experiences to be effective we need to design immersive experiences carefully, so the focus remains, and we achieve the goals we set for ourselves.
This blog focuses on ways that art, technology, and literacy can interact in all educational settings.
Showing posts with label attention. Show all posts
Showing posts with label attention. Show all posts
Tuesday, August 18, 2015
Saturday, March 30, 2013
Art and Sensory Overload- A Floridian Note
This past week I visited Florida with my kids. One day we chose to go to Young at Art an active arts experience in Davie Fl. It was a great facility with a lot of materials, styles and sensory inputs to explore. The place offered a plethora of art ideas from digital media, to architecture, plastic arts and visual arts. It also included music (mostly through percussion) and drama.
I was really looking forward to sharing this experience with my kids, but the place actually made it difficult to do that. What welcomed us was a wave of sights sounds and materials that overwhelmed not just my older than the mean senses but my kids (7,9, and 16) and their cousins (4,6,8). Every time I tried to stay at one point to explore in depth and create the eye of the child I was with at the time was immediately drawn to a different sound or sight beyond what we were doing. In a way the place was an invitation to not attend to anything but instead just move through the space constantly stimulated but never truly attending to any one thing.
I love art/science spaces designed for learning and I agree that we do not need stuffy old museum in which you have to stay quiet and not touch anything. But this option was so far the other side- that it serves to reinforce the idea that this generation of kids needs to be constantly bombarded with new inputs. This isn't true in any way but if we only create such experiences our kids and students will come to expect them. Just like my undergraduate students expect lecture, powerpoint presentations and letter grades. They are not wrong to expect them, it is what they grew up with. These are schemas that are usable even if not the most efficient.
The over-stimulation of spaces (real or digital) designed for kids may create a short attention-span generation, but this development is in direct conflict with the way our brains are designed. We can attend to only a few things at a time and develop deep understanding only given the time to focus on one thing without disruptive sensory inputs.
I was really looking forward to sharing this experience with my kids, but the place actually made it difficult to do that. What welcomed us was a wave of sights sounds and materials that overwhelmed not just my older than the mean senses but my kids (7,9, and 16) and their cousins (4,6,8). Every time I tried to stay at one point to explore in depth and create the eye of the child I was with at the time was immediately drawn to a different sound or sight beyond what we were doing. In a way the place was an invitation to not attend to anything but instead just move through the space constantly stimulated but never truly attending to any one thing.
I love art/science spaces designed for learning and I agree that we do not need stuffy old museum in which you have to stay quiet and not touch anything. But this option was so far the other side- that it serves to reinforce the idea that this generation of kids needs to be constantly bombarded with new inputs. This isn't true in any way but if we only create such experiences our kids and students will come to expect them. Just like my undergraduate students expect lecture, powerpoint presentations and letter grades. They are not wrong to expect them, it is what they grew up with. These are schemas that are usable even if not the most efficient.
The over-stimulation of spaces (real or digital) designed for kids may create a short attention-span generation, but this development is in direct conflict with the way our brains are designed. We can attend to only a few things at a time and develop deep understanding only given the time to focus on one thing without disruptive sensory inputs.
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