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Pioneering History: Inspiring Artists through AI and AR for recreating iconic artworks

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Colorado Convention Center, Bluebird Ballroom Lobby, Table 1

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Presenters

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Head of Innovation and Technology
Highlands International School.
@andreaalessior
@andreaalessior
Head of Innovation and Technology at Highlands International School, México. BA in Pedagogy, MA in Neuropsychology, MA in Educational Management by Universidad Panamericana, Mexico City. Apple Teacher Swift Playgrounds. Member of the Apple Professional Learning Community. Common Sense Educator.

Session description

The project at hand seeks to empower upper elementary students to engage deeply with iconic artworks by utilizing cutting-edge technologies: AR and AI. This initiative aims to recreate artwork to transport viewers to the era and context facilitating a comprehensive understanding of their importance and cultural relevance

Purpose & objective

Join this session to discover how children used their imagination, technology and digital resources to recreate iconic works of art in art history, while learning about the geography and history of various eras. In addition, they promote creativity, artistic skills, diversity and empathy for different cultures. Students became critical thinkers who can analyze and interpret art within its historical and cultural context. It allows students to use technology as a means to actively participate in the art world while gaining a deeper understanding of the past, enriching their learning experience and making them more well-rounded people.

The purpose of the "Pioneering History: Inspiring Artists through AI and AR for recreating iconic artworks" project is to foster a profound appreciation for art and its historical significance among upper elementary students. By harnessing cutting-edge technologies like Augmented Reality (AR) and Artificial Intelligence (AI), this initiative aims to immerse students in the world of iconic artworks, enabling them to recreate these masterpieces and gain a comprehensive understanding of their cultural relevance. Through this unique blend of creativity and historical awareness, the project seeks to empower students to become proficient in technology while becoming well-informed appreciators of art. By using AR to blend creativity and historical awareness, we aim to cultivate a generation of students who are not only proficient in technology but also well-informed appreciators of art.

Objectives:
-To inspire upper elementary students to engage deeply with iconic artworks by using AR and AI as tools for creative expression, allowing them to recreate these masterpieces in their own unique ways.
-To transport students to the era and context in which iconic artworks were originally crafted, enabling them to understand the historical, societal, and cultural factors that influenced the artists.
-To facilitate a comprehensive understanding of the importance and cultural relevance of iconic artworks, encouraging critical thinking and interpretation within their historical and cultural contexts.
-To encourage interdisciplinary learning by integrating art, history, and technology, enabling students to make connections across different subjects and fields of study.
-To enrich the learning experience of upper elementary students by combining creativity, technology, and historical awareness, fostering a lifelong appreciation for art and culture.

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Outline

Students will show evidences of the learning process that led them to the creation of their AR pieces of art, presenters will also explain the audience the challenges faced along the process and the relevance of the project for their classmates.
Audience will have the opportunity to listen to each student talk for about 5-10 minutes and will have the chance to see evidence of this project. They will also have the opportunity to discuss the outcomes of this learning experience with the creators. Audience will be free to make questions or share any information visitors ask about the project.

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Supporting research

Culatta, R. (2021) Digital for Good: Raising Kids to thrive in an online world. Harvard Business Review, USA
Lin, Y. T., & Wu, H. K. (2018). Current status, opportunities, and challenges of augmented reality in education. Computers & Education, 125, 1-9.
Goldman, S., Kabayadondo, Z. (2017) Taking Design Thinking to School: How the Technology and Design can transform teachers, learners and classrooms. Routledge, USA.
Barnea, N., Mintz, R., & Tsaushu, M. (2018). Augmented reality in education: A review of the literature. Journal of Science Education and Technology, 27(4), 359-372.
Wagner, T. (2015). Creating Innovators, The making of young people who will change the world. Scrivener, USA.

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Session specifications

Topic:
AR/VR/XR
Grade level:
PK-12
Skill level:
Beginner
Audience:
Teachers, Teacher education/higher ed faculty
Attendee devices:
Devices not needed
Subject area:
Social studies
ISTE Standards:
For Students:
Empowered Learner
  • Students use technology to seek feedback that informs and improves their practice and to demonstrate their learning in a variety of ways.
Knowledge Constructor
  • Students curate information from digital resources using a variety of tools and methods to create collections of artifacts that demonstrate meaningful connections or conclusions.
Creative Communicator
  • Students communicate complex ideas clearly and effectively by creating or using a variety of digital objects such as visualizations, models or simulations.