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ARe You READY for This? Augmented Reality, Art and Children's Books

Participate and share: Interactive session
Recorded Session
Presented Virtually
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Presenters

Photo
K-5 Art
Dryden Elementary School
@Triciafuglestad
@fuglefun
Tricia Fuglestad, K-5 art teacher, author, and a 2023 K-12 Edtech Magazine Innovator. She has successfully blended digital and physical art making with her transdigital lessons to expand the curriculum, give students an opportunity to explore new media, and find transformative ways for students to demonstrate learning dynamically. Tricia’s classroom is featured in educational publications and textbooks. Her students’ Fugleflicks, student-created, art-related videos screened at international film festivals and won national awards. She’s been recognized by NAEA, IAEA, Golden Apple, PBS, Artsonia, and ISTE. Tricia is the author, illustrator, and animator of PETER O’Meter, an interactive augmented reality SEL book.

Session description

What if books were moving in every way and stories came to life straight off the page? Join me as we explore engaging ways to use augmented reality to hook your students on books. We will dive into our own bookshelf to immerse and engage with stories in exciting ways.

Purpose & objective

The techniques introduced in this presentation will empower coaches, teachers, and ultimately children to explore the possibilities of connecting augmented reality and children’s books.

Teachers will design engaging lessons inspired by the ones I present to help them find useful ways to harness transformative tools for innovative and creative learning experiences for students.

Students will benefit with new and creative avenues for personal expression while engaging in dynamic media and augmented reality to creatively communicate their ideas.

Schools that have digital tools for creation such as iPads with will be able to implement these ideas with ease. Those that have chromebooks will need to find web based replacements (which will be suggested in my presentation).

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Outline

Outline:
1. (2 min) Introduction: who I am, what I teach, my experience with augmented reality and children’s book and how it impacted my students, my curriculum, and my future projects
2. (5 min) Example one: The Snowman Story-immerse in a story hook and share with AR **Interact with AR code**
3. (5 min) Example two: The Color Monster-creative expression shared with AR in magazine**Interact with AR code**
4. (5 min) Example three: The Lima Bean Monster-recreate, communicate message, hook with AR **Interact with AR code**
5. (5 min) Example four: Where the Wild Things Are-Illustration study, animation, AR book **Interact with AR code**
6. (5 min) Example five: I’m Here-journey of empathy as students recreate a scene, share with AR **Interact with AR code**
7. (5 min) Example six: Go Away Big Green Monster-simple shapes, simple animation-AR on mug **Interact with AR code**
8. (5 min) Example seven: Giraffes Can’t Dance-digital animation, AR cover
**Interact with AR code**
9. (5 min) Example eight: PETER O’METER-expressive animation- 3D and 2D augmented reality **Interact with AR code**
10. (7 min) Questions and responses from the audience
11. (1 min) Where to find resources and more information

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Supporting research

NetSupport Podcast: Taking Art Into the World of AR
https://www.netsupportsoftware.com/20230503tricia-fuglestad-opi/

6 Benefits and 5 Examples of Augmented Reality in Education
https://www.viewsonic.com/library/education/6-benefits-and-5-examples-of-augmented-reality-in-education/

How augmented reality builds bridge between games and children's books
https://www.theguardian.com/technology/2014/mar/10/augmented-reality-books-video-games

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Session specifications

Topic:
AR/VR/XR
Grade level:
PK-2
Skill level:
Beginner
Audience:
Library media specialists, Teachers, Technology coordinators/facilitators
Attendee devices:
Devices required
Attendee device specification:
Smartphone: Android, iOS
Participant accounts, software and other materials:
I'm submitted for an online session only

I would like attendees to have

EyeJack App
https://apps.apple.com/us/app/eyejack/id1163248223
https://play.google.com/store/apps/details?id=com.eyejackapp&hl=en_AU

Quiver App
https://apps.apple.com/us/app/quiver-3d-coloring-app/id650645305
https://play.google.com/store/apps/details?id=com.puteko.colarmix&hl=en_US&gl=US

downloaded on their smartphones or tablets to participate with the interactivity.

Subject area:
Language arts, STEM/STEAM
ISTE Standards:
For Educators:
Learner
  • Set professional learning goals to explore and apply pedagogical approaches made possible by technology and reflect on their effectiveness.
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.