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Bring Learning to Life With Green Screen & Augmented Reality

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Session description

This how-to session utilizes green screen and augmented reality to facilitate creative learning experiences. These techniques provide students 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 in their classrooms.

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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Presenters

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K-5 STEAM Teacher
A.D. Henderson University School
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University School Instructor, Grade 1
AD Henderson University School

Session specifications

Topic:

Emergent Technologies, AR, VR, and XR

TLP:

Yes

Grade level:

PK-12

Audience:

Librarian, School Level Leadership, Teacher

Attendee devices:

Devices required

Attendee device specification:

Laptop: Chromebook, Mac, PC
Tablet: iOS

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:

Interdisciplinary (STEM/STEAM)

ISTE Standards:

For Educators:
Facilitator
  • Model and nurture creativity and creative expression to communicate ideas, knowledge or connections.
For Students:
Creative Communicator
  • Create original works or responsibly repurpose or remix digital resources into new creations.

TLPs:

Spark Curiosity