Make the Future
Summit 2022
Creative Constructor
Lab Virtual
Leadership Exchange
at ISTELive 21
Edtech Advocacy &
Policy Summit

Bring Learning to Life with Green Screen and Augmented Reality

Explore and create
Pre-registration required

Explore and create : Workshop


Saturday, June 22, 4:00–5:30 pm
Location: Franklin 8-9, Marriott

Dr. Derrick Marsh   Jennifer O'Sullivan   Cara Pavek  
We'll combine green screen technology and augmented reality to demonstrate creative learning experiences that give students opportunities to create a variety of visual representations. We'll share hands-on lessons you can use in your own classroom to bring student learning to life.

Audience: Teachers, Technology coordinators/facilitators, Library media specialists
Skill level: Intermediate
Attendee devices: Devices useful
Attendee device specification: Smartphone: Windows, Android, iOS
Laptop: Chromebook, Mac, PC
Participant accounts, software and other materials: REQUIRED: Create an account at https://studio.hpreveal.com/landing
OPTIONAL: 1. Download Green Screen by Do Ink app ($, iOS only), and 2. HP Reveal (FREE) app on smartphone or tablet
Focus: Digital age teaching & learning
Topic: Augmented, mixed and virtual realities
Grade level: PK-12
Subject area: Language arts, STEM/STEAM
ISTE Standards: For Students:
Creative Communicator
  • Students create original works or responsibly repurpose or remix digital resources into new creations.
For Educators:
Facilitator
  • Model and nurture creativity and creative expression to communicate ideas, knowledge or connections.

Proposal summary

Purpose & objective

The purpose of this workshop is to highlight an easily replicable interdisciplinary classroom activities. These cross-curricular learning experiences encompass a variety of standards all while integrating the arts and technology. Our objective with these projects is to provide students with unique ways to respond to literature, science and social studies content, and more through art with technology dramatically enhancing their experience. 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. Examples of projects to be share with participants:

A First Grade Garden: This annual month-long project is an art, literacy, and technology integrated learning experience. Students work in the classroom and STEAM Lab to design imaginary gardens based on the book, My Garden, by Kevin Henkes. Students paint designs onto canvases, utilize multimedia to make their gardens special, write and type gallery descriptions, and integrate technology by app smashing green screen and augmented reality. Utilizing Do Ink’s green screen app and the augmented reality app, HP Reveal, students can bring their artwork to life and to a larger audience.
LEGO Community Book: For this project, students take part in a 9-week special project elective course focusing on LEGOs. As a culminating project, we introduce the green screen and AR technology to have student virtually interact with their creations. Kindergarteners connect social studies content to their real world through the use of green screen to “shrink” the students and allow them to virtually interact with the LEGO creations. It is a modern twist to the traditional “Our Community” Unit resulting in a collaborative interactive picture book.
Science Connections: These simplistic projects utilize the green screen and augmented reality to engage students in science content. These learning experiences require students to demonstrate an understanding of grade-level vocabulary and science standards. One example includes bringing anchor charts to life allowing students to interact with new content or review what they have learned.

This workshop 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 have an opportunity to design their own green screen/AR integration and will leave with resources and ideas to allow them to replicate projects to meet their academic needs. Participants will have to opportunity to experience the process of mixing green screen and augmented reality with student samples.

Outline

1. Agenda Overview and Workshop Goals (3 min)
2. Project overview (5 min)
3. Step-by-step explanation of projects and demonstration of final products (7 min)
4. Demonstration of basic green screen work using the DoInk app (10 min)
5. Participant hands-on opportunity with DoInk app - Participants will draw/color a picture and use it with green screen. (20 min)
6. Step-by-step interactive demonstration of how to create augmented reality using HP Reveal Studio website (15 min)
7. Participant hands-on opportunity with HP Reveal Studio (website) - Participants will work through the process of creating AR using green screen video they created. (15 min)
8. Demonstration and hands-on opportunity with HP Reveal (app) - Participants will learn how to use their handheld devices with the HP Reveal app downloaded to use AR to view student examples from our projects (canvas paintings, books, anchor charts) (5 min)
9. Explore ideas and possible formats for publishing and sharing student work (5 min)
10. Explanation of Google Drive folder containing resources for replication of projects (5 min)

Supporting research

Creativity and Technology: “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

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Presenters

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Dr. Derrick Marsh, AD Henderson / FAU High University
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Jennifer O'Sullivan, A.D. Henderson University School

Jenny O’Sullivan teaches in the K-5 STEAM Lab at A.D. Henderson University School on the campus of Florida Atlantic University in Boca Raton, FL. Jenny’s STEAM students explore augmented reality and green screens, create ceramics using 3D printed rolling pins, write code to solve problems, and more. Recently named the 2020 FAU Lab School District Teacher of the Year, O’Sullivan has presented on STEAM and technology in the elementary classroom at major education conferences including FETC and ISTE. She currently serves on the National Science Teachers Association's Technology Advisory Board. She blogs at http://suntansandlessonplans.blogspot.com.

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Cara Pavek, AD Henderson University School

Cara Pavek is Florida Atlantic University (FAU) School District’s 2017 Teacher of the Year. She has a Master’s degree in Reading (K-12) and has taught first grade for six years at A.D. Henderson University School (ADHUS), a lab school located on the campus of FAU in Boca Raton, Florida. Prior to teaching at ADHUS, Cara taught in high poverty, Title I schools in the School District of Palm Beach County for twelve years. Technology is a critical component in her classroom. She is a 2018 Epic! Master Teacher Honoree, a LearningMedia Digital Innovator, and an ambassador for Seesaw and Remind.

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