Abstract
The advent of handheld digital devices has proved to be revolutionary for the
teaching of art history. They make it possible to supplement, even replace, the
traditional format of lecturing and communal viewing of a single screen. On their
personal screens, students can enter a searchable world of thousands of virtual
images: what the radical art theorist and novelist André Malraux, more than half a
century ago, called “the imaginary museum.” For several years, I
have been experimenting with my art history classes, showing my students how to use
their laptops, tablets and phones to become active viewers and collaborators.
Multiple virtual images transform the content, as well as the environment, of
learning art history. Rather than being restricted to the illustrations in a
textbook, students can use their devices to engage with online image sources such as
museum websites, image databanks, and auction houses. Portable digital technology can
turn the art history classroom into a collaborative and dynamic experience
inconceivable a short time ago. Malraux himself, who believed in the power of art to
transcend time and space, might be amazed at what is now not only possible, but
commonplace.
Let me begin with a photograph taken in November 2014. A group of high school students
in the Rijksmuseum in Amsterdam are looking at their phones instead of at Rembrandt’s
Nightwatch looming above them.
“A metaphor of the times,” was a common
lament, as almost a thousand people copied and shared the image within a day. The
photographer, Gijsbert van der Wal, later commented, “It went viral, with people often adding rather dispirited
captions: today’s youth is more interested in Whatsapp than they are in
Rembrandt.”
The public later learned that the students were using their phones to research an
assignment on the painting [
Molloy 2016]. It is generally assumed that the
act of looking down at a phone instead of one’s surroundings shows inattention, a
surrender to distraction, a hopeless nullification of social and intellectual
engagement. But in fact, using a smartphone tablet, or laptop can be a way of connecting
privately, but actively, with the larger world of ideas and images.
I would like to discuss some ways I make use of that private connection for teaching
undergraduate art history, using personal digital devices in the classroom. My goal is
twofold: to change the culture of the classroom space; and to expand the traditional
materials of teaching art history from a limited group of images to the vast,
ever-changing body of images on the Internet. Digital technology allows students to hold
much of the known history of art in their hands: a contemporary version of what André
Malraux once called the imaginary museum.
Malraux and the “imaginary museum”
André Malraux (1901-1976) used his French government position as Minister of Cultural
Affairs to create an ambitious art-historical project, a multi-volume illustrated
collection of world art:
La musée imaginaire
(translated, into English, as “museum without walls”). Malraux’s original idea
was to create a museum of scale color reproductions, to distribute for display
throughout the French provinces. Since this proved unworkable, he ended up with the
idea of a book [
Grasskamp 2016, 145]. The vision of
photographically reproduced objects, removed from their chronological and cultural
context and made available to the general public, has obvious parallels with today’s
world of digital images.
There are several well-known photographs of Malraux posing with his pictures, taken
during a single session in 1953. In one image, he is on the floor, in rapt
contemplation of a photograph of an artwork from among the many scattered around him.
I have chosen this image because he enacts an experience common to today’s
users of digital technology: utter involvement, giving oneself over to a pictorial
display, and to seemingly infinite choice.
Malraux’s synchronic approach to the world’s art was the force behind other, similar
twentieth-century projects.
[1] Aby Warburg’s
Bilderatlas Mnemosyne (1927-29) assembled images, from disparate sources, displayed
without captions on panels [
Johnson 2012]. This taxonomy of universal
culture expressed as a visual repository extended beyond art history; for example,
the peace activist Paul Otlet created the Munduneum project of 1934, a world library
system that anticipated the field of information science [
Van Acker 2011]. The notion of linear order, as well as that of classification by time and place,
could be undone by the leveling power of photographic reproduction on a large scale.
As Stefka Hristova and others have pointed out, digital technology simply increases
this capability, revealing the historiographic prescience of Warburg’s cultural
analytics [
Hristova 2016].
[2]
The Wunderkammern or Cabinets of Curiosities amassed by European connoisseurs during
the sixteenth and seventeenth centuries were the forerunners of museums. Along with
objects and artworks of all kinds, they included reproductive prints, which
functioned as collectible works of art in their own right [
Impey and MacGregor 2001].
Their catalogues and archives were, in a sense, the first true virtual museums. In
the eighteenth century a fashion developed for “paper museums” and
“portable galleries,” small-format bound books using printed
reproductions of artworks [
Bickendorf 2010]. These, like
twentieth-century photographic reproductions, were surrogates for physical museum
visits.
In adopting Malraux’s phrase, I mean to evoke the virtual or latent
“museum” that exists in cyberspace, based on both physical
spaces and the “paper museums” or “portable
galleries” of the past; the democratization of images; and the
disruption of time and space which are the traditional organizing factors for the
teaching of art history. I also want to call attention to the pun on “imaginary”
– meaning images as opposed to actual physical objects. I can think of no better
homage to the past than the borrowing of Malraux’s concept for portable devices, with
the enormous amount of pictorial data, and hence power, they contain.
Museums and their digital identities: enabling the imaginary in the real.
Just as Malraux’s book brought a virtual museum into being, today’s museums use
digital technology, after centuries of development as cultural edifices, to enhance
the experience of their audiences. In describing museums’ adoption of digital
technology (some with hesitation, others wholeheartedly) Hubertus Kohle points out
that standards of appropriateness for the consumption of art are constantly changing.
Printed books were once perceived as a threat to manuscripts. In academic lectures,
looking at slides of artworks was once considered “a betrayal of art… the digital file as the
most universal medium ought to stand at the head of the value chain”
[
Kohle 2015, 317, 319]. At this point, digital technology not only controls documentation, archiving,
sales, and auctions, but is a tool of cultural transformation, creating a ““change in the role of the museum
curator, namely from the status of unassailable preceptor to the position of
moderator, engaging with increasingly emancipated users”
[
Kohle 2015, 320].
Museum websites, like the Metropolitan Museum’s Timeline of Art History, which
includes thematic essays, are not only repositories but complex, interactive
educational sites, often used by educators to supplement or replace traditional
textbooks. Many museums have also opened their collections as searchable databases
and created tours on mobile phones. The ongoing Smithsonian Learning Labs explore
ways to help K-12 students gain access to previous inaccessible objects and engage
with them in and out of the classroom [
Milligan et al. 2017]. SF MOMA’s app,
Sendme SFMOMA, allows the public to make informal requests for types of images, using
keywords, or even an emoji. MOMA then sends the user a text of an image from its vast
collection. As the museum’s creative technologist writes: “When you say ‘Send me a landscape’
you won’t get 791 landscapes, you'll get a landscape chosen just for you. You
may one day be able to visit your landscape in SFMOMA’s galleries, or you may
be the only person to see it for years to come”
[
Mollica 2017].
[3] While
the decision of which image to send is still top-down and out of the users’ control,
users are still vouchsafed hidden treasures for private use.
Museums are also creating ways for museumgoers to become, in Kohle’s words,
“emancipated” from being passive receivers to curators
themselves. On the Rijksmuseum website, users can open accounts to create their own
personal galleries (
rijksstudios) of works from the
collection, using a multitude of search terms including colors, subjects, and general
themes as well as chronology and medium. Images and whole
rikjsstudios can be searched and shared among users, similar to the
model of Pinterest and Flickr.
[4] The Unique Visitors platform at the Museu
Nacional d’Art de Catalunya allows museumgoers not only to assemble their own groups
of images but create and share tours [
Basso et. al. 2017].
Combining the physical and the virtual: teaching art history
The trend of emancipating museum audiences is analogous to the changing experience of
the classroom. Teachers of art history have always faced an existential challenge, as
Stephen Murray puts it, “talking about what is not there — the
absent work of art, represented by a surrogate image projected onto a
screen”
[
Murray 2011]. Our currency has always been a limited version of Malraux’s imaginary museum;
it is inescapably based on the capability of the current image technology, whether
photography, slides, or computer-generated images [
Nelson 2000].
The digital revolution within art history has progressed more quickly with research
than with teaching. Less than a decade ago, many art historians were still ambivalent
about the uses of digital technology even for their research, let alone for teaching
[
Zorich 2012]. A few years later, most art historians reported
routinely using digital technology in some form [
Fletcher 2015]. Yet
teaching lagged behind research. Stephen Murray had already exhorted art history
teachers to exploit the interactive nature of digital technology [
Murray 2011]. Beth Harris and Steven Zucker, creators of the great
online resource Smarthistory, have been sounding the call with greater urgency [
Harris and Zucker 2015]
[
Harris and Zucker 2016]. They point out the lack of institutional support for,
and information about, digital pedagogy, which the online resource AHTR (Art History
Teaching Resources) and its journal
Art History Pedagogy &
Practice are beginning to address.
The transformation of classroom culture – as opposed to the transformation of image
access – has generated more controversy. Some professors venture to predict that
digital technology, and the seemingly universal availability of all knowledge, will
dismantle, rather than enhance, higher education in the near future.
In this world of information abundance,
why do we need to gather to centers of learning? Why do we need to listen, in
person to an expert when all they have to say is freely available? Why do we
need to buy a textbook of, organized, re-presented, and outdated information?
Why do we need to organize learning around a single subject? Why is memorized
knowledge still the key to the attainment in education when knowledge access is
ubiquitous? Why do we sit and listen, by the hundreds or thousands, to what we
need to learn so we can simply parrot the information back?
[Martin 2017]
Along with this general anxiety about the changing culture of teaching and learning,
there continues to be ambivalence in the educational community regarding students’
use of personal technology in classrooms. Over the past several years, there has been
a spate of articles and online forums concerning the use, or banning, of smartphones
in classrooms, especially at the middle and high school levels [
Barnwell 2016].
College instructors face a similar dilemma. A study from MIT, for example, shows that
students, especially in large lecture halls, became distracted by their mobile
devices and did less well academically [
Strausheim 2016]. One teacher
has cogently summarized the issue: “So, is the best learning environment
one that’s free from digital distractions for struggling learners — a refuge
from the constant barrage of information? Or should schools adapt to the
realities of a hyper-connected world in which the vast majority of students
carry access to almost-infinite information in their pockets? Or is there a
middle ground?”
[
Barnwell 2016] There is a growing consensus that if students are required to pay attention to
a lecture, and they have their phones, then of course they will turn to their phones.
Much of the discussion about smartphones in the classroom is predicated on the
pedagogical model of a lecture class. Many educators feel that the lecture format,
where students listen to an instructor and take notes, images or no images, too
easily turns them into passive receivers of information. “While superb lectures can be
inspiring, research indicates that watching someone else model skills in
lecture is not as effective as making students themselves practice those
skills”
[
LaFollette 2017, 2]. Just as some educators are exploiting texting, since it has become an
alternative form of written discourse [
Karak and Watson 2017], many teachers of
art history are experimenting with approaches to active learning [
Gasper-Hulvat 2017].
What if smartphone use became a classroom activity in itself? For many educators
especially K-12, the way forward is to exploit phone use, since “let’s face it, resistance is
futile”
[
Bentley 2017]. Art history has been generally underrepresented in this discourse about
smartphone use. Given the dramatic changes in ideas about image access, smartphone
use seems a logical extension of these changes. Art historians are encouraged: “Avoid PowerPoint in the classroom, use
the web instead”
[
Harris and Zucker 2015]. The question would then be, how would students be getting access to these
images? Communally, or privately? Both?
The imaginary museum in the classroom
In February 2009, I began experimenting with students’ access to images and how they
might interact with them. I started allowing students to use their laptops in the
classroom, employing their personal screens to supplement what was on the communal
screen with comparisons, or extra material. For example, I would have them do
targeted image searches of specific artworks as additional comparisons.
(At the time I was working in relative isolation; almost everyone at my institution
banned digital devices in class, if they used digital technology at all; and among my
few peers in teaching with digital technology, I was the only art historian. Most of
my colleagues in art history outside my institution were extremely wary, if not
hostile, about allowing students to use, or even bring, their devices in the
classroom. Compounding this problem was the absence of a centralized forum for
sharing digital teaching strategies, as I described earlier. I presented some of my
practices for the first time in 2014.
[5])
I began expanding the canon of classroom images more dramatically in the spring of
2010, after a visit to the Brera Gallery in Milan. While walking through a
proliferation of largely Milanese artists, many unknown to me, whose work was of
varying quality, I observed formulas, the constants and the variables: what patrons
expected of artists; how the artists then solved problems of composition, form,
dramatic and emotional interest, and introduced innovations to stand out from their
competitors.
It occurred to me that this overview was a way to teach art history. While this kind
of synoptic understanding can be gained cumulatively over time, by looking at
objects, books, museum catalogues and so on, the
simultaneous view of so
many different objects is an important factor in understanding them in a new way.
Like many other teachers of art history, I had long been frustrated with the teaching
model in which students are invited to view a limited set of objects. Relying solely
on this canon risks the possibility that students will think each object they see is
a kind of limiting case, unique and inimitable.
[6] Instead, what if students could replicate my experience in Milan
right in the classroom? Ideally, with this exposure to a great volume of artworks,
students could get a sense of larger trends in art and a more nuanced understanding
of artistic practice in a given place and time. What I conceived as a kind of aerial
view has since been described as the concept of “distant reading,” applied not
only to research but to teaching [
Drucker 2013]
[
Bender 2015].
In one of my earliest experiments, as part of a class on Baroque and Rococo art, I
started by introducing a canonical image, Antoine Watteau’s
Embarkation to Cythera. I asked students to search for Watteau on
Artstor.
They became accustomed to Watteau’s inventive subject matter, blending of
fantasy and observation, his brushwork, choice of colors, and so on. I asked them
some questions about their findings: what elements in common could they see? What
conclusions could they come to? Their understanding of an artist’s approach to his
material was based on viewing the entire
oeuvre.
Since then, this full-
oeuvre approach has become a
standard part of my teaching, both in class and in online work.
In another exercise, I have students use simple image searches to find, say, thirty
different seventeenth-century European landscape paintings.
(In this instance, from 2012, they are using Google Image Search; these
days I have them use searchable museum databases, or the Smarthistory image
collections on Flickr). After studying them for a while, usually around fifteen
minutes, they are asked to consider questions such as: how do these landscapists
integrate nature and human activity? How much of this landscape is imaginary, and how
much based on observation? Could they observe any repeated formulas in composition?
Choices of elements, such as trees, mountains, buildings, bodies of water? Could they
find elements of classical fantasy? Naturalistic architecture? Staffage? And so on.
In formulating answers, written or oral, they learn what being a professional
landscape painter meant in early modern Europe: solving problems of form and
composition, of depicting individuals, themes or stories, using available formulas
that were deemed acceptable to buyers and colleagues alike, or trying out into
something new.
I experimented with integrating old with new technologies, and communal learning with
private discovery. In one early example of this integration, from 2012, I displayed
Van Gogh’s
Starry Night, always a student favorite,
after having made some spontaneous notes on a whiteboard about Impressionism and
Post-Impressionism.
Then I put the students in groups, to share laptops, and search for
“eighteenth-century landscapes,” so they could grasp the previous tradition
of landscapes.
While I still provide a core group of objects every week, to create a very basic
context of images for a given topic, period, or place, I emphasize repeatedly that
this is a very small sampling. When supervising, or rather enabling these searches, I
spend the time asking questions, helping them find images, moving all over the
classroom.
[7] I tend to stand behind them rather than in front of them, viewing
the same screens they do; I see them practicing, rather than absorbing, art
history.
[8]
The groups then report on their findings, learning on their own what I could have
shown them communally (and sometimes still do). They would report briefly in an oral
presentation, though this was logistically difficult in a large class. With the
adoption of visual commentary tool Voicethread in 2011, I was able to solve this
problem while adding a further digital component.
[9] Students instead added their chosen images, with commentary, to a
Voicethread, which we could share online, and if I choose, on the communal screen.
Voicethread searches could also be quite simple. For example, I begin by asking
groups of students to choose one example each of works created in all the materials
and media used in the Renaissance, include full data on the objects, and describe the
use of the material.
Having essentially crowdsourced a curated exhibit in a half hour, the students are
creating course content on their own. (They are analogous to museumgoers using
Catalunya’s Unique Visitors platform.) Harald Klinke has observed, “Art historians used to be in the
position of image recipients. With data visualizations, we have become
producers of images ourselves”
[
Klinke 2016, 32]. Substituting the word “students” for “art historians,” we can see
how exploring the imaginary museum, individually, in groups, or communally, can be a
powerful mode of active learning.
Results and reflection
The outcomes of my ongoing experiments are difficult to isolate and quantify. This is
because I have been combining the use of personal digital devices and broad image
searches with other practices. These include having students post weekly Voicethreads
to comment on readings and videos; creating “open-book” exams
using problem-solving and analysis to test research skills rather than memorization;
having students choose a few objects from auction websites to illustrate thematic
questions.
On the whole, my classroom has become a more varied and lively environment in the
nine years since I first began enhancing my teaching with interactive digital
technology. My students are more relaxed; their interest has increased; their
analytical skills have improved. (While there are always times when their attention
will wander, they usually are too busy using their devices for classroom work to text
or check news for very long.) In particular, their grasp of style is especially good;
when doing “unknown” identifications on quizzes, their performance
is very high. Their visual memories are apparently stimulated after several weeks of
developing their digitally created banks of images. Their grades have gone up, on
average from a B- average to B/B+. I look forward to refining and expanding these
practices, especially in the expansive and collaborative state of art history
pedagogy today.
Recently I had the rare privilege of teaching a class entirely at the Metropolitan
Museum. We met once a week for three hours. We would begin by reviewing the day’s
assignment, downloaded from the course website on their smartphones. They would then
explore the different areas of the museum, while answering a series of thematic
questions and choosing objects they encountered as examples. (For the unit on the
Baroque, for example: How was art affected by global trade and new scientific
knowledge about time and space? How did “passions” theory, the
Counter-Reformation, and the new study of classical archaeology affect the production
of art? What methods and devices did artists use to express political power and
reinforce religious faith?)
They consulted the museum’s Timeline of Art History, the collection database. Later
in the day, they gathered in a central space and worked on an in-class Voicethread
discussion, based on the objects they had already encountered.
(They resemble the high school students at the Rijksmuseum; they were
amused by the photograph and its reception.) Near the end of the class, I turned them
loose in the museum’s public Nolen Library, where they could do research for their
final projects.
(Figure 8) They used books and periodicals as well as online sources. They
loved this final unit of the course and were quite comfortable moving between
traditional and newer technologies. In this photograph, they can be seen using
smartphones, books, and a notepad.
I offer this example of my students in the museum to suggest that the private
encounter with a huge proliferation of images, enabled by digital technology, need
not dilute the experience of encountering objects, nor does it entirely replace
earlier technologies. Rather, it encourages a form of simultaneous cognition,
expanding the parochial definition of attention just as it enlarges the traditional
use of a classroom.
[10] Smartphones (and tablets,
and so on) can be, in Pamela Fletcher’s phrase, “machines for thinking with, rather
than replacements for thinking”
[
Fletcher 2015].
What constitutes distraction as opposed to associative or divided thinking? How would
we characterize a habit of mind enabled by personal digital devices? Surely the
question of distraction involves the question, distraction from what? And in favor of
what? As I began with the image of children under the
Nightwatch, studying their screens, I will end with the image of Malraux
lying on his carpet (
Figure 2). Malraux, peering at the
reproduced objects of world art arrayed on his living room floor, is also distracted
– from his grand piano, from the drink on a tray, from the vase of tulips, objects
appealing to senses other than sight – but even from the much larger reproduction
propped in front of the window; and from the window itself. It is this raptness of
attention to a multiplicity of images, and the contemplation of a chosen image from
that crowd, that I continue to engage and guide in my students. As I refine and
adjust my teaching, I continue to offer the possibility of focusing this hunger, this
potential for enchantment, on art, encouraging work and play in the imaginary
museum.
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