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Children are growing up with the power of digital media to create, connect, learn and explore.
In the last 20 years, the entire industry has been concerned with migrating to the digital world, yet a few has thought about preserving civil rules and society as we knew it. For us, students, the digital world is an extension of the physical world that allows us to connect with friends, be entertained, watch the news, work remotely and order groceries. We have a dual citizenship that allows us to move between these two worlds without even realizing it. Social Media has a big impact on the way teens learn to relate as they build their own identity. Peer pressure and unrealistic baselines of filters are distorting the reality of the world in which we are growing up.
Join this session to discover how Middle School students used technology and Design Thinking to create an AR mico-activism campaign that promotes self identity, authenticity and personal beauty in Social Media.
First, we had to empathize with teenagers and their perceptions of social media. Then, we started to define the challenges they face on a daily basis. As soon as we clarified the problem, we ideated a solution: creating a teen micro-activism campaign in social media through instagram filters. Finally, we prototyped our ideas using Spark AR. We launched our campaign to social media to make an international Digital Citizenship movement. We decided to also launch our own podcast in Spotify to share our voices with bigger audiences.
The main purpose and objectives of this presentation are:
To share how students can connect with peers from around the world to share learning experiences.
To share how Design Thinking and Augmented Reality were used to create a microa-ctivism campaign.
To share how to use Spark AR, Flip, Reality Composer and Blender in a Middle School classroom.
To share how children are empowered through technology to build a better tomorrow.
Students will share with the audience their experience, strategies, AR creations, and learning process. The audience will participate by listening and asking questions to broaden the perspective of the project. Also, by sharing ideas that leverage our experience and learning.
Time - each participant will be able to stay as long as they want in the stand to, but, in general, they will take about 5-10 minutes listen to how the project developed, the challenges faced, and to share ideas.
Culatta, R. (2021) Digital for Good: raising kids to thrive in an online world. Harvard Press Review. USA.
Goldoman, S., Kabayadondo, Z. (2017) Taking Design Thinking to School: How the Technology and Design can transform teachers, learners and classrooms. Routledge, USA.
James, C., Weinstein, E., & Mendoza, K. (2021). Teaching digital citizens in today's world: Research and insights behind the Common Sense K–12 Digital Citizenship Curriculum. (Version 2). San Francisco, CA: Common Sense Media
Spancer, J., Juliani, A,J. (2016) Launch: Using Design Thinking to boost creativity and bring out the maker in evert student. Dave Burguess Consulting Inc. USA
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