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Bring Learning to Life With Green Screen & Augmented Reality

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Colorado Convention Center, Mile High Ballroom 1EF

Explore and create: Deep-dive Creation lab
Preregistration Required
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Presenters

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K-5 STEAM Teacher
A.D. Henderson University School
@suntanslsnplans
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. A former third grade teacher, 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 blogs occasionally at http://suntansandlessonplans.blogspot.com.
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University School Instructor, Grade 1
AD Henderson University School
@carapavek
@teachbeyondbuzzwords
Cara Pavek is a 22-year veteran teacher with a Master of Science in Reading (K-12). She teaches first grade at A.D. Henderson University School (ADHUS), a public lab school located on the campus of Florida Atlantic University in Boca Raton, Florida. Cara also taught in high-poverty, Title I schools in Palm Beach County Schools. She has presented at conferences, including ISTE, NSTA, FETC, and more. Recently, Cara published her classroom research in the International Literacy Association's The Reading Teacher. Cara is also an ambassador for various tech brands, such as a Seesaw Certified Educator and an Epic! Ambassador.

Session description

This how-to demonstration will use green screen and augmented reality together to facilitate creative learning experiences. These techniques provide students with opportunities to create a variety of visual representations explained through augmented reality. Hands-on experiences using tools will prepare participants for replication to bring student learning to life.

Purpose & objective

The purpose of this workshop is to highlight 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, 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 the opportunity to experience the process of mixing green screen and augmented reality with student samples.

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Outline

Outline (90-min total)
1. Agenda Overview and Workshop Goals (3 min)
2. Project overviews with detailed explanation of projects (10 min)
3. Gallery walk of final product examples using the EyeJack app: Participants will learn how to use their smartphone/tablet with the EyeJack app downloaded to use AR to view student examples from our projects (7 min)
4. Demonstration of Green Screen component using Do Ink or Canva (10 min)
5. Interactive demonstration of how to create augmented reality using EyeJack website (15 min)
6. Participant hands-on opportunity in breakout groups (20 min)

************Breakout Options************
A) Large Green Screen: Participants will record Green Screen videos using the app, Green Screen by Do Ink, and a large Green Screen set up.
B) Pizza Box Green Screen: Participants will record Green Screen videos using Green Screen by Do Ink and green pizza boxes.
C) Canva “Hack”: For a green screen-less option, participants will create a background scene using still or video content in Canva and then record a video edited with the background remover feature.
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7. Participant hands-on opportunity with EyeJack - Participants will work through the process of creating AR using green screen video they created. (15 min)
8. Explore ideas and formats for publishing and sharing student work (5 min)
9. Table Talk & Padlet for Brainstorming (5 min)

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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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Session specifications

Topic:
AR/VR/XR
Grade level:
PK-12
Skill level:
Beginner
Audience:
Library media specialists, Teachers, Technology coordinators/facilitators
Attendee devices:
Devices required
Attendee device specification:
Smartphone: Android, iOS, Windows
Laptop: Chromebook, Mac, PC
Participant accounts, software and other materials:
* To VIEW projects, participants will need a smartphone or tablet with the EyeJack App. No account is needed.
* Participants who wish to CREATE projects will need a laptop. Participants should create an EyeJack account prior to this workshop.

Other apps. that may be helpful, but not required:
- Green Screen by Do Ink (iOS only app)
- Canva

Subject area:
Language arts, STEM/STEAM
ISTE Standards:
For Educators:
Facilitator
  • Model and nurture creativity and creative expression to communicate ideas, knowledge or connections.
For Students:
Creative Communicator
  • Students create original works or responsibly repurpose or remix digital resources into new creations.
Related exhibitors:
Canva for Education