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Torrance Journal for Applied Creativity

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Literature Review<br />

Within the broader field of creativity<br />

research, this article draws from<br />

three particular literature strands: (1)<br />

the arts-based methodology of self-portraiture,<br />

(2) the spontaneous drawing<br />

also known as doodling, and (3) artsbased<br />

educational research (ABER).<br />

Self-Portraiture<br />

In a typical self-portrait, a<br />

student draws or paints an image of his<br />

or her own face and/or body. From an<br />

instructional perspective of traditional<br />

self-portraiture, the student focuses on<br />

which design elements (color, shape,<br />

line, <strong>for</strong>m) and principles of art (harmony,<br />

balance, pattern) are used in his<br />

or her self-portrait (e.g. McCutcheon,<br />

2012). However, some self-portraits<br />

go beyond a more traditional, <strong>for</strong>malist<br />

approach and accentuate the psychological<br />

attributes, social characteristics,<br />

and cultural aspects that the student<br />

desires to communicate about him or<br />

herself (see Grushka, 2008; Sullivan,<br />

2005; Ward, 2010). Taken together, the<br />

visual symbols depicting the physical<br />

features of the self, combined with the<br />

psycho-social-cultural aspects, constitute<br />

an aesthetic representation known as<br />

self-portraiture.<br />

Doodling<br />

Doodling, or spontaneous<br />

drawing, suggests specific brain involvement<br />

medical researchers call the<br />

intrinsic default network, “an anatomically<br />

defined network [which] includes<br />

the medial temporal lobe and medial<br />

prefrontal subsystems and posterior cingulate<br />

cortex” (Schott, 2011). Contemporary<br />

medical researchers cite influence<br />

by the seminal work of Maclay, Guttman,<br />

and Mayer-Gross (1938) who<br />

studied 9000 doodles submitted by the<br />

public in response to a newspaper competition.<br />

Andrade (2009) conducted an<br />

experimental test of the degree to which<br />

doodling aids concentration. Findings<br />

suggest compelling hypotheses of the<br />

mechanism that enables doodling to aid<br />

concentration including, “stabiliz[ing]<br />

arousal at an optimal level, keeping people<br />

awake…[during periods of] boredom…[and]<br />

reducing daydreaming, in<br />

situations where daydreaming might<br />

be more detrimental to per<strong>for</strong>mance<br />

than doodling itself” (Andrade, 2009,<br />

p. 103). Recently, an international<br />

conference entitled “Thinking through<br />

Drawing 2012: Drawing in STEAM”<br />

was held at the Wimbledon College<br />

of Art in the United Kingdom. This<br />

conference focused on how drawing<br />

was used within and between STEM<br />

(science, technology, engineering, and<br />

mathematics) topics. Four attending<br />

artists responded to the presentations<br />

and discussion by drawing extensively;<br />

these illustrations and comments were<br />

captured in the conference proceedings<br />

(Brew, Fava, & Kantrowitz, 2012).<br />

Arts-Based Educational Research<br />

Arts-based educational research<br />

(ABER) has emerged and matured<br />

considerably over the past 15 years (Piantanida,<br />

McMahon & Garman, 2003).<br />

And yet, ABER still resides in the<br />

margins of dominant research methodologies<br />

because ABER researchers often<br />

question identity <strong>for</strong>mation and social<br />

norms (Denzin, 2000; Slattery, 2003),<br />

thus giving primacy to inquiry over<br />

knowledge <strong>for</strong>mation (Bochner & Ellis,<br />

2003). The commonality among researchers<br />

using visual arts-based research<br />

methods centers is the use of the visual<br />

arts to provoke deep critical and creative<br />

thinking in students and in themselves.<br />

This kind of thinking resonates with<br />

models of critical pedagogy in PK-12 art<br />

education (Hamblen, 1988) and art as a<br />

<strong>for</strong>m of expression grounded in an “aesthetic<br />

of color” and critical race theory<br />

(Denzin, 2000).<br />

Research Design<br />

Research Case Studies:<br />

Setting and Data Sources<br />

Case # 1: Drawing while<br />

talking. This case originated from a<br />

mathematics-based digital learning<br />

study (Katz-Buonincontro & Foster,<br />

2011) conducted in an urban high<br />

school classroom in a large East Coast<br />

city. The study included 12 female<br />

and 9 male students (14 to 15 years of<br />

age) who self-identified as follows: 16<br />

African American, 1 White, 2 Latino, 1<br />

Asian, and 1 student who self-described<br />

as “Other.” While playing a mathematics-based<br />

digital game, the students<br />

noted with dislike that the digital<br />

game provided avatars with Anglicized<br />

features such as white skin and straight<br />

hair. In response, the second author<br />

sought to create a more engaging classroom<br />

setting by designing an art activity<br />

that enabled students to explore their<br />

beliefs about their identity and academic<br />

goals. For this activity, the author<br />

gave students Crayola (2011) “multicultural”<br />

markers with an “ethnic-sensitive<br />

color palette” and 18” x 24” white<br />

drawing-grade paper. Both the author<br />

and the participating students drew<br />

self-portraits as avatars with designated<br />

academic “powers” (see Figure 1).<br />

Case # 2: Drawing while listening<br />

and thinking. This case is based<br />

on phenomenological interviews conducted<br />

with an art teacher who served as<br />

a key re<strong>for</strong>m leader at a public elementary<br />

school. The school, in a large<br />

Southwestern city, was participating in<br />

the regional implementation of a major<br />

national re<strong>for</strong>m initiative (Reyes & Phillips,<br />

2002). To explore a conjecture that<br />

having an arts background influenced<br />

Lindsey Kourafas<br />

131

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