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Semi-detailed Lesson Plan in MAPEH (Music) 10

2nd Quarter: Week 4 Session 1


Lesson: Technology-Based Art

I. OBJECTIVES
At the end of the lesson, 95% of the students will be able to:
a. Demonstrates understanding of new technologies that allow new expressions in the
arts using art elements and processes.
b. Identifies art elements in the technology-based production arts.
c. Identifies distinct characteristics of arts during the 21st century in terms of: -
production - functionality / range of audience reach.

II. SUBJECT MATTER


Computer/Digital Arts
Reference: K to 12 Basic Education Curriculum Guide in Music & Arts 10
K to 12 Basic Education Curriculum Learning Module in Music & Arts 10
Materials: Laptop, speakers, TV, pictures, ppt presentation

III. PROCEDURE
A. Preliminary Activities:
1. Greetings
2. Checking of Attendance
3. Motivation/Review

B. Lesson Proper/Learning Activities


Computer/Digital Arts
Origin and Early Stages
Computer art or digital art first came on the scene in the early 1960s. Understandably, this
was due to the technology that was constantly developing and that became available at that
time. Thus, the early experimenters were not necessarily artists, but engineers and scientists
who had access to and experience with the hardware needed. It was they who began to
recognize the potential of artistic expression through the application of scientific and
mathematical principles.
In fact, even in the sample works we present here, you will note a strong scientific or
mathematical look and feel to the creations of many digital artists. Geometric forms and
repeating patterns appear frequently. More traditional subjects like human beings,
landscapes, animals, and still life elements are simply incorporated as part of those forms and
patterns—rather than as the main focus.
Also understandable was the initial reaction of the public to computer-generated art. There
were questions as to whether it was, in fact, “true art” since it made use of electronic and
mechanical devices, rather than the artist’s own hand, to produce the images and effects.
Within a few years, however, there was a general acceptance of digital art as an exciting and
thought-provoking form of modern art. Exhibits of computer art became highly popular and
critically acclaimed, as digital artists or computer art masters or “superstars” came to the fore
in Europe, Russia, and the United States.
Some digital artists have even used their works to express their views on political, social, and
cultural issues; as well as to advocate causes that are critical to modern life, such as the
environment and climate change. Others even explore the philosophical relationship between
science and technology and the arts.

The Philippine Scene


In our country, Filipino artists were likewise influenced by the technology trend in art.
However, this was more in the commercial sphere. From the 1960s to the 1990s, their
computer-generated works were primarily geared towards illustrating for international comic
books. In fact, Filipino illustrators earned quite a reputation for their talents and were highly
in demand in this field. They eventually became equally sought after as animators for some of
the major film production companies in the United States, as well as animated television
series produced in different countries. (See a more detailed presentation on Filipino comics
illustrators and animators in Quarter III.)
Eventually, however, the concept of computer-generated works as a means of serious artistic
expression gained ground among the younger generation of local artists. Today, even the
more established names in the field—artists and critics alike—have come to accept and
recognize digital works as fine art. To view works by Philippine artists employing digital art
techniques, you may visit the websites of the more progressive museums and art
organizations. Among these are:
 The Center for Art and Thought
 Deviant Art
 The Ateneo Art Gallery
 Yuchengco Museum

Digital Art in the Hands of Everyone


Computer technology has by now invaded every aspect of modern life. It was, therefore,
inevitable that it would develop into forms and devices that could be mass produced, mass
distributed, and therefore widely accessible to everyone. In other words, anyone with a
computer device— from a desktop PC to a laptop, to a tablet or android phone—can now
capture and edit images and videos; create, manipulate, and share works of art; and even
compose music. You can be—and probably already are—a digital artist in your own right.

Summary
Computer/digital arts make use of electronic and mechanical devices, rather than the artist’s
own hand, to produce the desired images and effects. Thus, these are definitely technology-
based art forms. In recent decades, personal gadgets such as laptops, tablets, and android
phones have incorporated the artistic capabilities of the large-scale computers. So it is now
possible for anyone to be a digital artist.

IV. EVALUATION/ASSESSMENT
Answer the following questions
1. Briefly describe how technology made—and continues to make—digital art possible.
2. Was digital art readily accepted and recognized as “true art” when it emerged in the
1960s? What was the reason for this?
3. What devices can now be used to create digital art? Do you own one such device?
4. Name one or two computer programs that can enable you to create an original illustration
from scratch

V. ASSIGNMENT
1. Research online for the works of any two of these digital artists:
James Faure Walker
Geroge Grie
Manfred Mohr
Olga Kisseleva
Ronald Davis
John Landsdown
Joseph Nechvatal
Perry Welman
Matthias Broegel
Jean-Pierre Hebert

Prepared by:
SHARRA JOY O. VALMORIA
Teacher I

Checked by:
YZA V. CACAYAN
Teacher III/ School-in-Charge

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