Event Information
In this session, a practical model will be presented for integrating art and augmented reality in the classroom, showing how students can create a physical painting, digitize it, and bring it to life with simple animations in AR applications. The audience will engage with the content through hands-on and reflective activities, experiencing the entire process: sketching, scanning, and transforming their work into an augmented piece, while also considering how to incorporate open-ended questions that foster critical thinking and personal expression.
The session will be organized into clear time blocks: 10 minutes for an introduction with the concept and inspiring examples of AR paintings; 15 minutes for a guided demonstration explaining step by step how to digitize and animate artwork; 20 minutes for an interactive practice in which attendees create a quick sketch, integrate it into an app, and see it “come to life”; 10 minutes for reflection and discussion, where they will share experiences, respond to guiding questions, and analyze how to replicate the activity in different contexts; and a final 5 minutes for closing with a synthesis of learning and recommended resources.
The participation process will be based on constant interaction. Attendees will share ideas with peers and compare the outcomes of their augmented pieces; engage in device-based activities using mobile applications to digitize and animate their creations; respond to open-ended prompts embedded in the activity, modeling how students reflect on their creative decisions; and take part in a collective discussion on adapting the experience to different educational levels and contexts.
After this session, participants will be able to design an art activity that integrates painting and augmented reality, guide students in creating digital animations that complement their physical artwork, and incorporate reflective questions that strengthen personal expression and critical thinking. They will also be prepared to replicate the model across different educational levels and contexts.
Artivive. A platform that allows artists and students to make their artworks “come to life” with augmented reality.
https://artivive.com
Assemblr EDU. An easy-to-use AR educational tool designed for the classroom.
https://edu.assemblrworld.com
Edutopia. Resources on creativity and learning with technology.
https://www.edutopia.org/
Posters in this theme:
Assemblr EDU (iOS/Android):An educational platform that enables the creation and visualization of AR experiences.
Canva (Web/iOS/Android): Used to generate videos or animations that can then be integrated into the artwork.
EyeJack (iOS/Android): A creative app for illustrators and animation projects with augmented reality.