ISTE20Creative
Constructor Lab
Digital
Leadership Summit
Edtech Advocacy &
Policy Summit

AR + Green Screen = App Smashing Success

Location: Posters; Level 3, Skyline Ballroom Pre-function, Table 15

Participate and share

Participate and share : Poster


Monday, June 25, 11:00 am–1:00 pm
Location: Posters; Level 3, Skyline Ballroom Pre-function, Table 15

Jennifer O'Sullivan   Cara Pavek  
Create excitement and bring student learning to life by app smashing with green screen and augmented reality technology. From hanging out in canvas gardens to standing in LEGO creations, these easily replicated cross-curricular projects can virtually put students IN their creations.

Skill level: Beginner
Attendee devices: Devices not needed
Participant accounts, software and other materials: Aurasma
Focus: Digital age teaching & learning
Topic: Augmented, mixed and virtual realities
Grade level: PK-12
Subject area: Language arts, STEM/STEAM
ISTE Standards: For Educators:
Designer
  • Explore and apply instructional design principles to create innovative digital learning environments that engage and support learning.
For Students:
Creative Communicator
  • Students create original works or responsibly repurpose or remix digital resources into new creations.
  • Students communicate complex ideas clearly and effectively by creating or using a variety of digital objects such as visualizations, models or simulations.

Proposal summary

Purpose & objective

The purpose of this presentation is to highlight easily replicable interdisciplinary classroom activities. These cross-curricular learning experiences encompass a variety of standards all while integrating the arts and technology. Our objective is to provide students with unique ways to respond to literature, science and social studies content through art with technology dramatically enhancing their experiences. While we first applied this technique as part of a culminating activity for a first grade author study unit, the same tools have successfully been used in other content areas to allow students to create a variety of visual representations that they explain through the use of augmented reality.

Some project examples will include, but are not limited to:

1) First Grade Garden: A month-long project was done by 58 first grade students. This art, literacy, and technology integrated learning experience had students working in the classroom and STEAM Lab to design imaginary gardens based on the book, My Garden, by Kevin Henkes. Students painted designs onto canvases, utilized multimedia to make their gardens special, wrote and typed gallery descriptions, and integrated technology by app smashing green screen and augmented reality. Utilizing DoInk’s green screen app and the augmented reality app, Aurasma, students brought their artwork to life and to a larger audience.
2) LEGO Habitats and Symbols: Students took part in a 9-week special project elective course focusing on LEGOs. As a culminating project, we introduced the green screen and AR technology to have student virtually interact with their creations. Kindergarten to second grade each created a project that connects to science or social studies standards. We used the green screen to “shrink” the students and allow them to virtually interact with the LEGO creations.
3) Scientific Explanations: These examples include multiple grade levels using the green screen and augmented reality to engage students in STEAM activities that require them to use content vocabulary to explain scientific processes.

This poster presentation will explain step-by-step how the green screen and augmented reality combination can be utilized together to facilitate creative learning experiences. Participants will leave with resources and ideas to allow them to replicate projects to meet their academic needs. Participants will have the opportunity to experience the results of mixing green screen and augmented reality with student samples.

Outline

- Project overview
- Step-by-step explanation of projects
- Slideshow of project examples
- Demonstration of basic green screen work using DoInk
- Demonstration of how to create augmented reality using Aurasma
- Final Products demonstrations(canvas painting student work samples) with Aurasma
- Resources for replicating the project and link to electronic resources

Supporting research

“The best uses of educational technology must be grounded in a creative mindset that embraces openness for the new and intellectual risk-taking.”
http://www.punyamishra.com/wp-content/uploads/2016/08/henriksen-Mishra-Fisser-Creativity-ETS2016.pdf

More [+]

Presenters

Jennifer O'Sullivan, A.D. Henderson University School
Cara Pavek, AD Henderson University School

People also viewed

From Augmented to Virtual to Mixed Reality in Education
Game Jams: Coding for Social Change
Stop, Collaborate and Listen: Enhancing Student Voice in the Active Classroom