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Putting the A in STEAM, Process Art in Early Education

Participate and share

Participate and share : Interactive lecture

Monday, June 24, 1:30–2:30 pm
Location: 120BC

Tricia Umhafer  
People's Choice winner. In this interactive lecture participants will explore the how to incorporate technology into process art with various mediums and technology in an early childhood education classroom. Participants will get experience working with technology in both the screen and non-screen form and take away several lesson plan and activity ideas.

Audience: Curriculum/district specialists, Teachers, Library media specialists
Skill level: Intermediate
Attendee devices: Devices required
Attendee device specification: Smartphone: Windows, Android, iOS
Tablet: Android, iOS, Windows
Participant accounts, software and other materials: sphero edu app, Inredibox app
Focus: Digital age teaching & learning
Topic: Early childhood/elementary
Grade level: PK-2
Subject area: STEM/STEAM, Performing/visual arts
ISTE Standards: For Students:
Creative Communicator
  • Students choose the appropriate platforms and tools for meeting the desired objectives of their creation or communication.
For Educators:
  • Model and nurture creativity and creative expression to communicate ideas, knowledge or connections.
  • Manage the use of technology and student learning strategies in digital platforms, virtual environments, hands-on makerspaces or in the field.
Disclosure: The submitter of this session has been supported by a company whose product is being included in the session
Related exhibitors: KinderLab Robotics, Inc. , Sphero

Proposal summary

Purpose & objective

In this workshop participants will explore the how to incorporate technology into process art with various mediums and technology in an early childhood education classroom.
Participants will get hands on experience with several types of technology such as Sphero, KIBO, Inredibox app, and video recording across several areas of the early education curriculum.

Participants will be able to:
Understand the difference between process art and product art.
Identify resources for process art.
Take away 3-4 lesson plan/activity ideas.
Experience several types of technology and art mediums.
Discuss technology to promote process art.


1. Why Art? (5 min)

2. Define process -vs- product art (5 min)
What makes process art vs product art, the roles they play in
the classroom and examples of each

3. Why is process art important in STEAM and 21st century learning. (5 min)
Design process
Critical and free thinking
Math, literacy and science skills
Cultural awareness

5. Process art with and without technology (5 min)

6. Hands on time: (30 min)
Participants will move from station to station freely

1. Sphero- Participants will create shapes with a Jackson Pollock technique by programming the Sphero and then running them on a canvas with paint.

2. Inredibox- Participants will create their own original musical compositions while exploring counting and patterns. Participants can also create the own original dances or movement patterns to appeal to the kinesthetic learner

3. Spectadrums: Participants will have the opportunity to play with Sphero's newest product. They will create their own music and keyboards with paint, markers and colored pencils.

4. KIBO-Participants will create or re-tell a classic children’s story or dance with the KIBO.

5. Wrap up and Q and A: 5 min

Supporting research

Barnes, R (2002) Teaching Art to Young Children 4-9 Second edition London and New York, RoutledgeFalmer file:///C:/Users/patriciaumhafer/Downloads/9781134576562_googlepreview.pdf

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Tricia Umhafer, Teq Inc

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